| Name
|
Type
|
Description
|
Requirements
|
| Ceramic Composite
|
Armor
|
Each successful Kinetic damage against this unit is reduced by 4. (to a minimum of 1)
|
N/A
|
| Semi-Transaprent Coating
|
Armor
|
Each successful Energy damage against this unit is reduced by 4. (to a minimum of 1)
|
N/A
|
| Cutting Edge Light Frame
|
Armor
|
Reduce 22 defense points to the head, arms, legs and 25 to the torso. If any of those defense values would be reduced below 1, reduce the part to 1 and decrease the part with the highest defense by the remainder of the value.
|
May not be used on any Unit with less than 118 total defense. Limit 1 "Frame" per Unit.
|
| Advanced Light Frame
|
Armor
|
Reduce 15 defense points to the head, arms, legs and torso. If any of those defense values would be reduced below 1, reduce the part to 1 and decrease the part with the highest defense by the remainder of the value.
|
May not be used on any Unit with less than 80 total defense. Limit 1 "Frame" per Unit.
|
| Light Frame
|
Armor
|
Reduce 7 defense points to the head, arms, legs and 10 to the torso. If any of those defense values would be reduced below 1, reduce the part to 1 and decrease the part with the highest defense by the remainder of the value.
|
May not be used on any Unit with less than 43 total defense. Limit 1 "Frame" per Unit.
|
| Heavy Frame
|
Armor
|
Add 7 defense points to the head, arms, legs and 10 to the torso.
|
Limit 1 "Frame" per Unit.
|
| Advanced Heavy Frame
|
Armor
|
Add 15 defense points to the head, arms, legs and torso.
|
Limit 1 "Frame" per Unit.
|
| Cutting edge Heavy Frame
|
Armor
|
Add 22 defense points to the head, arms, legs and 25 to the torso.
|
Limit 1 "Frame" per Unit.
|
| Omni directional thrusters
|
Movement
|
Allows for the Thruster Movement option to be used in any direction instead of a linear path. Combat phases are still omitted when used.
|
N/A
|
| Central A.I.
|
Utility
|
Takes a group of 3 non-AI drones and groups them into a single AI drone. Each drone must stay within 1 hex radius of one another.
|
RoyRoy Head needs to be attached to the Main Unit
|
| quick swap
|
Utility
|
Unit may use the [Swap Weapons] command action without cost once per turn.
|
N/A
|
| Drone Swarm
|
Utility
|
Increases the number of active non-AI drones on the battlefield for the Unit from 3 to 6.
|
N/A
|
| Alpha System
|
Utility
|
When engaged, temporarily decreases all stats by 1 (minimum of 2) for 4 turns. On turn 5, all stats increase by 2 (maximum of 8) and standard movement is reduced by 1 (min of 1). This lasts for 2 turns after which stats and movement is returned to normal.
|
N/A
|
| Weapon convert
|
Utility
|
Allows a Unit to change all of its weapon systems from Kinetic to Energy / Energy to Kinetic. This is applied to ALL of the Units weapon systems prior to a battle and lasts the entire time. Bonuses are applied per normal.
|
N/A
|
| Counter Attack
|
Utility
|
After a successful Evasion Roll, the Unit can attack immediately after. Weapon range still applies. If a Unit has a melee weapon equipped and successfully counters but is outside of attacking range, it may move 1 hex closer to the enemy.
|
Equipped long range weapons with AP under 3 and Melee weapons ONLY.
|
| Emergency Coolant System
|
Utility
|
Spend 4 AP and negate the Overheat effect of Tan Hexes.
|
N/A
|
| Emergency Heating System
|
Utility
|
Spend 4 AP and negate the Freeze effect of White Hexes.
|
N/A
|
| Steady Aim
|
Utility
|
The Unit may spend additional AP when firing to increase Accuracy. Unit gains +1 to its Accuracy Roll for every additional AP spent.
|
Weapons with a range of 7 or higher.
|
| Ground Warfare
|
Utility
|
Increases flat damage from all weapons by 2 when attacking on the ground.
|
N/A
|
| Urban Warfare
|
Utility
|
Decrease damage taken from Structures and negate black hex movement penalty.
|
N/A
|
| Arctic Warfare
|
Utility
|
Negate the Freezing effect of White Hexes. Increase damage from all weapons by 2 when attacking in the snow.
|
N/A
|
| Jungle Warfare
|
Utility
|
Negate accuracy penalty when shooting over green hexes.
|
N/A
|
| Desert Warfare
|
Utility
|
Negate the Overheat effect of Tan Hexes. Increase flat damage from all weapons by 2 when attacking in the desert.
|
N/A
|
| Improved Energy Lens
|
Utility
|
Critical Rolls are determined from a 7+ instead of 8+
|
Ranged Energy Weapons Only
|
| System Transfer: Accuracy
|
Utility
|
Increase Units Accuracy Stat by 1 to a max of 8. However many point you increase by, you gain that much AP. Must be used during the Movement Phase
|
Limit 1 "System Transfer" per Unit
|
| System Transfer: Assault
|
Utility
|
Increase Units Assault Stat by 1 to a max of 8. However many point you increase by, you gain that much AP. Must be used during the Movement Phase
|
Limit 1 "System Transfer" per Unit
|
| Savior Protocol
|
Utility
|
When hit by a ranged attack, the Unit may choose to apply the damage to a deployed Non AI Drone instead.
|
Deployed Non-AI Drones
|
| Auxiliary Systems
|
Utility
|
Choose an additional System
|
N/A
|
| Shield Attack
|
Weapon
|
"Choose one equipped shield. It becomes a weapon with the folowing stats:
Flat Damage: 25% of Max durability
Range: 1"
|
Must have a shield attached to a limb or equipped
|
| Hidden Sabre
|
Weapon
|
A Unit may equip a beam sabre into the primary or off hand without needing it physically on the model. Beam Sabre must be added into the equipment list on the Units Datasheet.
|
N/A
|
| Indirect Fire
|
Weapon
|
Select one weapon to be designated as an IDF weapon. The Unit may use the weapon as both a direct and indirect fire weapon. When indirect firing, the Unit does not need LoS of an enemy and may shoot over structures if an accompanying AI Drone has the [Forward Observer] System or a friendly Unit has LoS. Weapon Range still applies.
|
Weapon System must be Mounted and Kinetic based.
|
| Double Tap
|
Weapon
|
For every successful Critical Hit from a ranged weapon, the Unit get two bonus shots immediately after. Critical Hits from the bonus shots do not grant bonus shots.
|
N/A
|