The Second War of Galatz

The game is a roleplaying/mecha war game.

Each player will represent the leader of a given squad.

Battles will be played on tactical maps, and players will be granted a turn every day. If they do not take their turn it is lost. If I do not respond that day, then they will be unsure of the results of their actions. Each player will be required to post an updated tactical map at the end of their turn, and events occur in the order of posting.



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Players may choose to be enemies or allies, and a number of factions will be present. More on the world setting and game mechanics shortly.
Universe Map


             ______
            /      *======================0======================o  _.__o
.______.____.____O------*\                      ____o____          \/    |
\     |                  |  ._          |-0___/         \.___.____/\o---+-X
 \    |        o________/     \___.____/           O----( \./     ./   /
X--\  ._______/         \     /    \               |     \___     |    |
\  \ /     __/           |   |      *T\          O-+--O      \_o--+-0--O
 O__T__.__/  \___0-------+-\/   O___/  \________/  |   \_.___/    *    |
          \__/____.______|_/\_.________/           O____/    \__________O

Galatz                                 Free Trade League          NEF

.=Small Inhabited Planet
X=Capital Planet
O=Major Commercial Planet
o=Minor Commercial Planet
0=Militarized Inhabited location
*=Military Fortress
==Cooridor.




Galatz: Original earth republic after 200 years of space travel.(left)
Free Trade League: The four major commercial planets adjacent to eachother. (middle)
New Earth Federation(NEF): Spiritual reformists mostly. Separated group of colonies that were close to each other.
Xryrang = Nobody knows, who they are, but they seem content to do little. All opened cockpits have contained nothing but liquefied irradiated remains.
Characters Part 1:

A character starts with 15 points in abilities and 5 different skills.

Abilities: Abilities are a given commander's ability to influence the world in different ways. Abilities define able you are at completing different tasks, while Skills represent what you are capable of doing. Abilities always lie somewhere on a scale of 1 to 10, where 10 reflects the utmost of human capacity, and 0 reflects an average individual with no particular ability in this area.


Leadership: The ability for an individual to influence others to perform actions in a desired manner.
You can command a number of individuals up to your leadership score+1.


Ingenuity: The ability for an individual to influence the setting in an unusual manner.
You may always attempt unorthodox actions using ingenuity.


Spirit: The ability for an individual to influence reality in an indirect manner.
It is harder or easier(your choice) to affect you based on your spirit.


Fortune: The ability for an individual to influence fate in a passive manner.
Your starting position is based on your fortune.


Talent: The ability for an individual to influence their goals directly.
How people react to you is based on your Talent (and past actions).



Skills: Skills represent what a given commander is capable of doing with his various abilities. A skill may be taken twice to give +1 on skill checks. Skill checks always roll a D10 and add the ability score to determine how successful the individual is. Untrained skill checks never beat trained skill checks, but may beat other untrained skill checks.


Motivate: This individual is capable of checking Leadership in order to improve the success of others.

Command: This individual is capable of checking Leadership in order to alter the actions of others.

Lead: This individual is capable of checking Leadership in order to command more individuals than his base leadership score would permit.

Inspire: This individual is capable of checking Leadership in order to attract the loyalty of others.



Politics: This individual is capable of checking Ingenuity in order to determine how to bring about a plan to reach a desired political result.

Engineering: This individual is capable of checking Ingenuity in order to assemble components in an unintended way.

Strategy: This individual is capable of checking Ingenuity in order to use the surroundings in an unorthodox way during combat.

Fix: This individual is capable of checking Ingenuity in order to fix a technical problem.



Pray: This individual is capable of checking Spirit in order to alter the result of future events favorably.

Heal: This individual is capable of checking Spirit in order to prevent death, before death of that individual is known.

Harm: This individual is capable of checking Spirit in order to materialize the very energy of the soul in order to harm others, even from a distance.

Sense: This individual is capable of checking Spirit in order to determine if someone is intentionally lying.



Discover: This individual is capable of checking Fortune in order to detect the existance of something which is intentionally hidden.

Find: This individual is capable of checking Fortune in order to obtain something which they need or desire.

Fate: This individual is capable of checking Fortune in order to alter the flow of events towards a specific result.

Destiny: This individual is capable of checking Fortune in order to alter the folow of events such that they don't die.



Fight: This individual is capable of checking Talent in order to kill or harm other individuals in personal combat.

Pilot: This individual is capable of checking Talent in order to use a mech or vehicle effectively.

Activity: Choose any specific physical activity. This individual is capable of checking Talent in order to perform this activity unusually well.(may be taken multiple times) Additionally, each Faction gains a bonus skill.

Galatz:
Leadership
Accuse: This individual is capable of checking Leadership in order to alter how another is viewed.


Free Trade League(FTL):
Ingenuity
Trading: This individual is capable of checking Ingenuity in order to resell an item.


New Earth Fedeatio(NEF):
Spirit
Commune: This individual is capable of adding his Spirit score to another's for the purpose of skill checks.


Xyrang: PM me if you are interested in this group.
Combat:

Movement: During your turn you may move your units up to their move stat in distance. This may be done at any point during your turn. You may occupy the same location as an enemy unit, but not the same location as an ally. This represents engaging in melee.
***Note: Your turn is a single post, you may not spread it out over multiple posts. Any actions not used are lost.

Attack: During your turn you may attack in melee or at range, but not both.

Ranged: You may attack with all possible weapon systems. A D10 is rolled and the targeting bonus for the vehicle is added (as well as the Piloting bonus of the pilot). Additionally, 1 point is subtracted for every point of distance between the attacker and the target, unless the attacker chooses to not move at any point this turn. This attack will hit according to the target's Hit-Chart. For example:

Hit Chart:
20-Armor Bypassing Headshot
19-Armor Bypassing Left Leg
18-Armor Bypassing Right Leg
17-Armor Bypassing Basic Hit
15-16-Armor Bypassing Left Arm
13-14-Armor Bypassing Right Arm
11-12 Head Shot
10- Left Leg
9- Right Leg
8- Basic hit
6-7- Left Arm
5-6- Right Arm
0-4- Nothing

The attacker may choose to target a specific hit location. If so, that location will always be hit if possible, even if a higher number is rolled. Lower results will always cause a miss.

A roll of 1 will always miss.
If targeting a specific hit location, a roll of 1 or 2 will always miss.


Melee:
You may choose to engage in melee any time you move into the same location as an opponent. If you do, both sides will roll MeleeD10. The defender's result is subtracted from the attackers. The resulting number is looked up on the Hit-Chart for the targeted vehicle. Called shots may be performed, but are generally undesirable.


Damage:
When a location is hit, a D10 is rolled for each point of damage the weapon deals. Every roll that meets or exceeds the hit location's armor value deals a point of damage to the integrity of that location. When a location is below or equal to half integrity it is damaged, when Integrity is gone it is destroyed and the vehicle loses all advantages for the location.

Galatz Vehicles



Highlander: Power Enhancement Suit
Resource Cost: 1
Melee:2
Targeting: 0
Base Armor: 6
Move: 2
Integrity: Pilot's Talent
Special: Jump Pack: Instead of its normal move, it may move up to 6 distance once each turn, ignoring terrain. Must be in open terrain. This prevents all others forms of movement.

Hit Chart:
20-Armor Bypassing Headshot
19-Armor Bypassing Left Arm
18-Armor Bypassing Right Arm
17-Armor Bypassing Left Leg
16-Armor Bypassing Right Leg
15-Armor Bypassing Basic Hit
14-Head Shot
13- Left Arm
12- Right Arm
11- Left Leg
10- Right Leg
9- Basic hit
0-8- Nothing

Subsystems:
Head:
Armor: 7
Integrity: 1
Bonus: Required for survival

Right Arm:
Armor: 6
Integrity: 1
Use: Required for right-hand weapon. +1 Melee

Left Arm:
Armor: 6
Integrity: 1
Use: Required for left-hand weapon. +1 Melee

Right Leg:
Armor: 5
Integrity: 1
Use: +1 Move

Left Leg:
Armor: 5
Integrity: 1
Use: +1 Move


Lazarus

Lazarus: Tactical Enhancement Suit
Resource Cost: 2
Melee: 2
Targeting: 1
Base Armor: 6
Move: 6
Integrity: Pilot's Talent+4

Hit Chart:
20-Armor Bypassing Headshot
19-Armor Bypassing Left Arm
18-Armor Bypassing Right Arm
17-Armor Bypassing Left Leg
16-Armor Bypassing Right Leg
15-Armor Bypassing Basic Hit
14-Head Shot
11-13- Basic hit
10- Left Leg
9- Right Leg
8- Left Arm
7- Right Arm
0-6- Nothing

Subsystems:
Head:
Armor: 7
Integrity: 2
Damage Penalty: -1 Targeting
Use: Required for survival. +1 Targeting

Right Arm:
Armor: 9
Integrity: 2
Use: Required for right-hand weapon. +1 Melee

Left Arm:
Armor: 9
Integrity: 2
Use: Required for left-hand weapon. +1 Melee

Right Leg:
Armor: 8
Integrity: 2
Use: +3 Move
Damage Penalty: -2 Move

Left Leg:
Armor: 8
Integrity: 2
Damage Penalty: -2 Move
Use: +3 Move



Immortal:

Immortal: Strategic Enhancement Suit
Resource Cost: 3
Melee: 4
Targeting: 2
Armor: 7
Move: 2
Integrity: 8
Special: Jump Pack: Instead of its normal move, it may move up to 4 distance once each turn, ignoring terrain. Must be in open terrain. This prevents all others forms of movement.
Special: Right/Left Arm Integrated Weapons. Range 3, damage 1, +2 targeting bonus. May be used in addition to normal ranged weapons. No range penalty when

moving.

Hit Chart:
20-Armor Bypassing Headshot
19-Armor Bypassing Left Leg
18-Armor Bypassing Right Leg
17-Armor Bypassing Basic Hit
15-16-Armor Bypassing Left Arm
13-14-Armor Bypassing Right Arm
11-12 Head Shot
10- Left Leg
9- Right Leg
8- Basic hit
6-7- Left Arm
5-6- Right Arm
0-4- Nothing

Subsystems:
Head:
Armor: 8
Integrity: 3
Damage Penalty: -2 Targeting
Use: Required for survival. +2 Targeting

Right Arm:
Armor: 9
Integrity: 3
Use: Required for right-hand weapon. +2 Melee
Damage Penalty: -1 Melee, Integrated Weapon Offline

Left Arm:
Armor: 9
Integrity: 3
Use: Required for left-hand weapon. +2 Melee
Damage Penalty: -1 Melee, Integrated Weapon Offline

Right Leg:
Armor: 8
Integrity: 3
Use: +1 Move
Damage Penalty: -1 Move

Left Leg:
Armor: 8
Integrity: 3
Damage Penalty: -1 Move
Use: +1 Move


Hyperion:

Hyperion: All-pupose tactical cruiser
Resource Cost: 10
Melee: 0
Targeting: 0
Move: 8
Integrity: 20
Armor: 7
Special: Huge: The hyperion takes up two squares. It may only move in the direction it is facing and reverse. Reverse costs double. Turning costs 1 move.
Special: Directional Shielding. Attacks coming from the direction it is facing all count as 3 damage lower.
Special: Multi-targeting. Each main cannon may target indepentantly. Main cannons are dual fire-linked 2-handed weapons.


Hit Chart:
20-Armor Bypassing Shield Generator
19-Armor Bypassing Bridge
18-Armor Bypassing Basic Hit
17-Armor Bypassing Left Main Cannon
16-Armor Bypassing Right Main Cannon
15-Armor Bypassing Engine
10-14: Bridge
8-10- Right Main Cannon
5-7: Left Main Cannon
4: Engine
2-3: Basic Hit
1- Shield Generator
0- Nothing

Subsystems:
Bridge:
Armor: 8
Integrity: 5
Use: Required for survival.

Shield Generator:
Armor: 10
Integrity: 2
Use: -3 damage from incoming attacks from front arch.
Damage Penalty: Only -1 damage.

Right Main Cannon:
Armor: 8
Integrity: 5
Use: Enables Dual Fire-Linked Two-handed ranged Weapon
Damage Penalty: Half damage

Left Main Cannon:
Armor: 8
Integrity: 5
Use: Enables Dual Fire-Linked Two-handed ranged Weapon
Damage Penalty: Half damage

Engine:
Armor: 6
Integrity: 16
Use: +7 Move (Still has 1 move without engine)
Damage Penalty: -5 move


Galaxy:

Galaxy: Mobile Assault Fortress
Resource Cost: 8
Melee: 0
Targeting: 4
Move: 1
Integrity: 10
Armor: 9
Special: Deflective Shielding. All damage fromm attacks counts as 1 lower.
Special: Multi-targeting. Each weapon may target indepentantly. Each cannon may only fire in a 90 degree arch. It may rotate 90 degrees once each turn.
Special: Arching Fire: Weapons may fire beyond their normal maximum range. -1 targeting for each square in distance beyond their normal maximum.


Hit Chart:
20-Armor Bypassing Targeting Array
19-Armor Bypassing North Cannon
18-Armor Bypassing South Cannon
17-Armor Bypassing East Cannon
16-Armor Bypassing West Cannon
15-Armor Bypassing Basic Hit
14: Targeting Array
11-13-Basic Hit
9-10-North Cannon
7-8- South Cannon
5-6- East Cannon
3-4- West Cannon
0-2- Nothing

Subsystems:

Targeting Array:
Armor: 10
Intrgrity: 1
Use: +4 Targeting

North Cannon:
Armor: 8
Integrity: 3
Use: Enables One-handed Ranged Weapon

South Cannon:
Armor: 8
Integrity: 3
Use: Enables One-handed Ranged Weapon

East Cannon:
Armor: 8
Integrity: 3
Use: Enables One-handed Ranged Weapon

West Cannon:
Armor: 8
Integrity: 3
Use: Enables One-handed Ranged Weapon
NEF Vehicles

BigMan

Big Man:
Resource Cost: 4
Melee: 4
Targeting: 1
Move: 4
Integrity: 10
Armor: 7
Special: Multifunction Limbs: All limbs may serve several functions. All limbs count as both arms and legs for upgrades.

Hit Chart:
20-Armor Bypassing Headshot
19-Armor Bypassing Left Leg
18-19Armor Bypassing Left Leg
16-17-Armor Bypassing Right Leg
14-15-Armor Bypassing Left Arm
12-13-Armor Bypassing Right Arm
11- Head Shot
9-10 Left Leg
7-8- Right Leg
5-6- Left Arm
3-4- Right Arm
0-2- Nothing

Head:
Armor: 8
Integrity: 5
Bonus: Required for survival
Damage Penalty: -1 Targeting


Right Arm:
Armor: 6
Integrity: 3
Use:+1 Melee, +1 Move, Can wield Weapon
Damage Penalty: -1 Melee

Left Arm:
Armor: 6
Integrity: 3
Use:+1 Melee, +1 Move, Can wield Weapon
Damage Penalty: -1 Melee


Right Leg:
Armor: 6
Integrity: 3
Use:+1 Melee, +1 Move, Can wield Weapon
Damage Penalty: -1 Melee


Left Leg:
Armor: 6
Integrity: 3
Use:+1 Melee, +1 Move, Can wield Weapon
Damage Penalty: -1 Melee


Spider King

Spider King: Mobile Support Armor
Resource Cost: 3
Melee: 0
Targeting: 1
Move: 8
Integrity: 12
Armor: 6
Special: Weapon Stabilization: When moving half speed or below this turn, you do not recieve a penalty for distance. When not moving you recieve a +2 to

targeting.

Hit Chart:
20-Armor Bypassing Headshot
18-19- Armor Bypassing Basic Hit
17-Headshot
16-Armor Bypassing Left Leg
15Armor Bypassing Left Leg
14-Armor Bypassing Right Leg
13-Armor Bypassing Left Arm
12-Armor Bypassing Right Arm
11- Basic Hit
10- Left Arm
9- Right Arm
6-8 Left Leg
3-5- Right Leg
0-2- Nothing

Head:
Armor: 8
Integrity: 2
Bonus: +1 Targeting
Damage Penalty: -1 Targeting

Right Arm:
Armor: 10
Integrity: 1
Use: Can wield Weapon

Left Arm:
Armor: 10
Integrity: 1
Use: Can wield Weapon

Right Leg:
Armor: 6
Integrity: 5
Use:+4 Move
Damage Penalty: -2 Move

Left Leg:
Armor: 6
Integrity: 5
Use:+4 Move
Damage Penalty: -2 Move


Hanged Man

Hanged Man: Advanced Mobility System
Resource Cost: 5
Melee: 2
Targeting: 2
Move: 5 (1 without both legs)
Integrity: 6
Armor: 8
Special: All Terrain: May travel over any terrain, regardless of its composition
Special: Detached subsystems: Subsystems do not become basic hit locations after being destroyed, they are simply gone.
Special: Versitile Design: Two upgrade components may be added to each location rather than one. Bonus' do not stack, the highest applies.

20-Armor Bypassing Headshot
19- Armor Bypassing Right Arm
18-Nothing
17-Armor Bypassing Left Arm
16-Nothing
15-Armor Bypassing Right Leg
14-Nothing
13-Armor Bypassing Left Leg
12-Nothing
11- Headshot
10- Basic Hit
9- Nothing
8- Left Arm
7- Nothing
6- Right Arm
5- Nothing
4- Left Leg
3- Nothing
2- Right Leg
1- Nothing

Head:
Armor: 10
Integrity: 1
Use: +2 Targeting


Right Arm:
Armor: 10
Integrity: 1
Use: Can wield Weapon, +1 Melee

Left Arm:
Armor: 10
Integrity: 1
Use: Can wield Weapon, +1 Melee

Right Leg:
Armor: 10
Integrity: 1
Use:+2 Move

Left Leg:
Armor: 10
Integrity: 1
Use:+2 Move


Skipper

Skipper: Mobile Assault Vehicle
Resource Cost: 5
Melee: 0
Targeting: 4
Move: 16
Integrity: 12
Armor: 7
Special: Main Cannon: Main cannon is dual-firelinked two handed weapon
Special: Large Hull: Hull can mount two upgrades
Special: Secondary Weapon System: Can switch Main and Secondary cannon instead of firing. Hit location is swapped. New Weapon online.

Hit Chart:
20-Armor Bypassing Guardian Plate
19-Armor Bypassing Bridge
18-Armor Bypassing Basic Hit
16-17 Armor Bypassing Main Cannon
15-Armor Bypassing Engine
10-14: Bridge
9-Main Cannon
8: Basic Hit
7: Engine
3-6: Guardian Plate
0-2: Nothing

Subsystems:
Bridge:
Armor: 8
Integrity: 3
Use: Required for survival. +4 Targeting
Damage Penalty: -4 Targeting

Guardian Plate:
Armor: 10
Integrity: 5
Use: Exists

Main Cannon:
Armor: 8
Integrity: 5
Use: Enables Enables Dual Fire-Linked Two-handed ranged Weapon
Damage Penalty: Half damage

Secondary Cannon:
Armor: 10
Integrity: 2
Use: Enables Secondary two-handed ranged weapon

Engine:
Armor: 6
Integrity: 6
Use: +14
Damage Penalty: -10 move



Tiny God

Tiny God: Automated Attack System
Resource Cost: 6
Melee: 0
Targeting: 8
Move: 4
Integrity: 14
Armor: 5

18-20: Armor Bypassing Targeting System.
16-17: Armor Bypassing Weapon System
14-15: Armor Bypassing Basic hit
13: Targeting System:
10-12: Weapon System
7-10: Basic Hit
0-6: Nothing


Subsystems:
Targeting System.
Armor: 5
Integrity: 6
Use: +4 Targeting
Damage Penalty: -3 Targeting


Weapon System
Armor: 8
Integrity: 6
Use: Enables a Standard 1-handed ranged weapon, +4 targeting
Damage Penalty: -4 Targeting
Upgrade Systems: A vehicle may have an additional component integrated into any one of its subsystems. A turret can be made more accurate, a bridge can be made more defended, even a tank can be made capable of melee combat or designed to jump-jet over caverns. One subsystem may also be attacked to the hull, in which case its damage penalty engages when the total integrity of the vehicle falls below 51%.

Tier 1 systems cost 1 resource.

Tier 1

Strength Enhancer:
Location: Any
Effect: +1 Melee
Damage Penalty: -1 Melee

Ejection Pod:
Location: Hull or Life support
Effect: Pilot spared upon vehicle's destruction

Recoil Reducer:
Location: Weapon System or Targeting/Life Support System
Effect: +1 Targeting for attached weapon
Damage Penalty: -1 Targeting for attached weapon


Localized Shield Generator
Location: Any
Effect: +1 Armor (max 10)


Localized Integrity Stabilizer
Location: Any
Effect: +2 Integrity


MicroJet Propultion
Location: Any
Effect: Special Jump Pack: +1 Distance
Damage Penalty: Stop function


Mobility Enhancer:
Location: Legs
Effect: +1 Movement
Damage Penalty: -1 Movement


Overdrive System:
Location: Any
Effect: Location's normal bonus' are doubled.
Damage Penalty: All functions cease when location is damaged.

Fake Self-Destruct System:
Location: Hull
Effect: +1 desperation bonus to all rolls
Damage Penalty: May never gain this bonus again.


Self Destruct System:
Location: Hull
Effect: +1 desperation bonus to all rolls
Damage Penalty: Unit explodes. All adjacent units take a strength 10 blow to a random (D20) location.



Basic Weapons:

1-Hand: These weapons require nothing special to function.

Laser Pistol:
Damage: 3
Targeting Bonus: 2
Range: 3
Special:

Micro-Laser Rifle
Damage: 1
Targeting Bonus: 3
Range: 5


Burst Pistol:
Damage: 5
Targeting Bonus: -1
Range: 4
Special:


Multi-Pistol
Damage: 2
Targeting Bonus: 0
Range: 3
Special: May make two attacks with this weapon


Standard Rifle
Damage: 5
Targeting Bonus: 2
Range: 5
Special: May not attack with other weapons when used.

Sword
Melee: +1
Special:

Axe:
Melee: 0
Special: +2 Melee Damage

Shield:
Special: -1 to all enemy melee rolls attacking you.

Deflector:
Special: -1 to all damage dealt to you. May not be combined with other damage reduction.

2-Hand: These require both hands to function and are affected by the upgrade systems in both arms.

Sniper Rifle
Damage: 3
Targeting Bonus: 2
Range: 10
Special:


NanoMissile Support Launcher
Damage: 1
Targeting Bonus: 4
Range: 9


Support Rifle
Damage: 4
Targeting Bonus: 0
Range: 9

Assault Rifle
Damage: 5
Targeting Bonus: 0
Range: 6
Special:


Multi-Rifle
Damage: 4
Targeting Bonus: 0
Range: 5
Special: May make two attacks with this weapon.


Recoiless Rifle
Damage: 8
Targeting Bonus: -1
Range: 5
Special:


Great Sword:
Melee: +3
Special:


Great Axe:
Melee: 0
Special: Melee Damage +6


Free Trade League

Shiiva


Shiiva: Heavy Assault Mech
Resource Cost: 8
Melee: 0
Targeting: 0
Move: 4
Integrity: 12
Armor: 7
Special: Limited Flight: This vehicle may travel over any terrain.

Hit-Chart
19-20 Armor Bypassing Basic Hit
18-Armor Bypassing Fifth Arm
17-Armor Bypassing Fourth Arm
16Armor Bypassing Third Arm
15-Armor Bypassing Second Arm
14-Armor Bypassing First Arm
11-13- Nothing
7-10- Basic Hit
6- Fifth Arm
5- Fourth Arm
4- Third Arm
3- Second Arm
2- First Arm
0-1- Nothing

Subsystems

Fifth Arm
Armor: 8
Integrity: 2
Use: Can hold weapons
Damage Penalty: Can no longer hold weapons

Fourth Arm
Armor: 8
Integrity: 2
Use: Can hold weapons
Damage Penalty: Can no longer hold weapons

Third Arm
Armor: 8
Integrity: 2
Use: Can hold weapons
Damage Penalty: Can no longer hold weapons

Second Arm
Armor: 8
Integrity: 2
Use: Can hold weapons
Damage Penalty: Can no longer hold weapons

First Arm
Armor: 8
Integrity: 2
Use: Can hold weapons
Damage Penalty: Can no longer hold weapons



Scarecrow

Scarecrow: Combat Enhancement Skeleton
Resource Cost: 2
Melee: 2
Targeting: 0
Move: 4
Integrity: 6
Armor: 6


Hit Chart:
20-Armor Bypassing Headshot
19-Armor Bypassing Left Arm
18-Armor Bypassing Right Arm
17-Armor Bypassing Left Leg
16-Armor Bypassing Right Leg
15-Armor Bypassing Basic Hit
14-Head Shot
11-13- Basic hit
10- Left Arm
9- Right Arm
8- Left Leg
7- Right Leg
0-6- Nothing


Subsystems:
Head:
Armor: 7
Integrity: 2
Bonus: Required for survival

Right Arm:
Armor: 6
Integrity: 2
Use: Holds one two-handed weapon. +1 Melee

Left Arm:
Armor: 6
Integrity: 2
Use: Holds one two-handed weapon. +1 Melee

Right Leg:
Armor: 6
Integrity: 3
Use: +2 Move
Damage Penalty: -1 Move

Left Leg:
Armor: 6
Integrity: 3
Use: +2 Move
Damage Penalty: -1 Move



Reaper

Reaper: Anti-Personal Rig
Resource Cost: 4
Melee: 5
Targeting: 2
Move: 6
Integrity: 5
Armor: 9
Special: Extended Reach: May engage units up to 1 square away in melee, as though they were adjacent.

17-20: Armor Bypassing Weapon Mount
16: Armor Bypassing Extention Chord
13-15: Armor Bypassing Basic hit
8-12: Weapon Mount
7: Extention Chord
3-6: Basic Hit
0-2: Nothing


Subsystems:

Extention Chord
Armor: 10
Integrity: 2
Use: +5 Melee, Extended Reach Ability
Damage Penalty: -2 Melee, Lose Extended Reach Ability


Weapon Mount
Armor: 8
Integrity: 4
Use: Enables a Standard 2-handed weapon, +2 Targeting
Damage Penalty: -2 Targeting




Moose

Moose: All Terrain Support Cannon (ATSC)
Resource Cost: 6
Melee: 0
Targeting: 0
Move: 4
Integrity: 20
Armor: 4
Special: Stable Platform: Does not experience range penalties when moving
Special: Harmful Remains: Retains damage penalties after a subunit is destroyed


20- Armor Bypassing Main Cannon
18-19- Armor Bypassing Basic Hit
17- Armor Bypassing Back Left Leg
16- Armor Bypassing Back Right Leg
15- Armor Bypassing Front Left Leg
14- Armor Bypassing Front Right Leg
12-13 Main Cannon
10-11 Basic Hit
8-9 Back Left Leg
6-7 Back Right Leg
4-5 Front Left Leg
2-3 Front Right Leg
0-1- Nothing

Subsystems:
Head:
Armor: 8
Integrity: 2
Bonus: Required for survival

Main Cannon:
Armor: 8
Integrity: 5
Use: Enables Enables Dual Fire-Linked Two-handed ranged Weapon

Front Right Leg:
Armor: 4
Integrity: 8
Use: +1 Move
Damage Penalty: -1 Move

Front Left Leg:
Armor: 4
Integrity: 8
Use: +1 Move
Damage Penalty: -1 Move

Back Right Leg:
Armor: 4
Integrity: 8
Use: +1 Move
Damage Penalty: -1 Move

Back Left Leg:
Armor: 4
Integrity: 8
Use: +1 Move
Damage Penalty: -1 Move




Hammer God

Hammer God: Zone Domination System
Resource Cost: 20
Melee: 0
Targeting: 0
Move: 2
Integrity: 30
Armor: 7
Special: Limited Flight: This vehicle may travel over any terrain.
Special: Insufficient Power: This vehicle may move or shoot, but not both.
Special: Multitargeting: Each weapon on this vehicle may shoot a seperate target.
Special: Crew Operated: Each weapon requires a seperate pilot, and gains bonus' seperately.

Hit-Chart
18-20 Armor Bypassing Basic Hit
17-Armor Bypassing Fifth Main Cannon
16-Armor Bypassing Fourth Main Cannon
15-Armor Bypassing Third Main Cannon
14-Armor Bypassing Second Main Cannon
13-Armor Bypassing First Main Cannon
6-12- Basic Hit
5- Fifth Main Cannon
4- Fourth Main Cannon
3- Third Main Cannon
2- Second Main Cannon
1- First Main Cannon
0- Nothing

Subsystems

Fifth Main Cannon
Armor: 8
Integrity: 5
Use: Enables Dual Fire-Linked Two-handed ranged Weapon
Damage Penalty: Half-Damage

Fourth Main Cannon
Armor: 8
Integrity: 5
Use: Enables Dual Fire-Linked Two-handed ranged Weapon
Damage Penalty: Half-Damage

Third Main Cannon
Armor: 8
Integrity: 5
Use: Enables Dual Fire-Linked Two-handed ranged Weapon
Damage Penalty: Half-Damage

Second Main Cannon
Armor: 8
Integrity: 5
Use: Enables Dual Fire-Linked Two-handed ranged Weapon
Damage Penalty: Half-Damage

First Main Cannon
Armor: 8
Integrity: 5
Use: Enables Dual Fire-Linked Two-handed ranged Weapon
Damage Penalty: Half-Damage