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Stats:

Power
OS
Durability
Speed

Add-ons: Every Mech has 6 slots, with the exception of the Wolf, with 8 slots. Fighter
planes have 4 add-on slots.

Add-On types: Stat Boosters, Offensive, Defensive, Support.

STAT Boosters: Can upgrade a Mech 1-3 steps in the respective PODS stat.
+1 step = 1 Slot
+2 step = 3 sots
+3 step = 6 slots
Since people could effectively get +3 for 4 slots by using a +1 and a +2, we either have to
make it so that only the largest bonus applies, or give the +3 an additional ability. (I
personally vote for both).

Power Add-ons
Pneumatic Enchancements: +1
: +2
Positron Core: +3, (when activated) allows for the immediate energy or melee
attack to hit with 3 times normal force. Cooldown 5 Actions; however, each time it is
used, there is a 10% cumulative chance that the positron core will overload, disabling the
Mech and destroying the core.

OS Add-ons
Signal Booster: +1
: +2
Dual Core Processor: +3 (3/fight) when activated, allows for the Mech to double
the amount of missile locks for 1 turn. Cooldown 5 Actions

Durability Add-ons
Durasteel Shell: +1
: +2
Non-Newtonian Liquid Alloy Buffer (N-LAB): +3, (2/fight) Repair 15% damage
to Mech. Can only be activated if more than 50% damage has been taken, Cooldown 3
Actions.

Speed Add-ons
Mark VI Stabilizer: +1
NOS-infused Afterburners: +2
Accelerator X: +3, (3/fight) Allow for two turns in a row to be taken. Cooldown
10 actions.
Offensive Add-Ons:
Mines: 1 Slot, 2 Uses, deploys 3 Mines behind Mech (Med Damage).
Additional Vulcans: 1 slot each, Max 4
Additional Missile Ports: 1 slot for a pair, max 4 pairs
Chest Laser: 2 Slots (Med damage), Cooldown 3 actions
Chest EMP Cannon: 3 slots, 5 uses (Large Damage + EMP 1 round), Cooldown 5
Actions
EMP Mine: 4 Slots, 1 Use, deploys 3 EMP mines behind mech (Med Damage +
EMP 3 rounds)
Chest Positron Cannon: 6 Slots, 2 Uses (Extreme Damage), Cooldown 5 actions

Defensive Add-Ons:
Durasteel Shield: 1 Slot, 25% destructible Damage
Missile Scrambler: 2 slots, 3 uses, Negates Missile attacks for 1 Action.
Cooldown 2 Actions
Plasma Shield: 3 Slots, 3 uses, 30% destructible damage for 3 Actions. Cooldown
3 Actions
EMP Repulse: 5 Slots, 3 Uses, Negates all missile attacks for 1 Action. Mechs
within Melee range of this mech take light damage + EMP (1 round). Cooldown 8
actions.

Support Add-Ons:
Radar Scrambler: 2 Slots, Passive, Gives missile attacks a 20% chance of missing
to radar loss. Makes it more difficult to track a person by radar.
Radar Booster: 2 Slots, 1 Use, makes mech (on radar) appear to be 4 mechs,
potentially confusing opponents.
FCS (S): 1 Slot, Passive, Allows +1 Missile Lock.
FCS (L): 4 Slots, Passive, Allows +2 Missile Locks.
Radar Jammer: 2 Slots, 2 Uses, Mech becomes radar invisible for 3 Actions. 3
action cooldown.
EMP Shielding: 1 Slot, protects you from the EMP status
Heat Sensor: 2 slots, allows short range tracking by heat signatures.
Cloaking Device: 4 Slots, Mech becomes radar invisible and invisible to most
detection systems for 3 Actions. 5 round cooldown.
Assault Drone: 4 Slots, 2 uses, allows a drone to deploy from the mech, drawing
and opening fire on opponents, Lasts two Actions, Cooldown 5 Actions
Wolf Upgrade Package: 8 slots, +1 to all stats, +1 missile locks, Wolfpack Missile
Devastation system.

How the WMD works: If a group of Wolves all have the WUP, then one Wolf (called the
Alpha in the rest of this thread) can link up to three other Wolf’s missile systems with his,
to all attack the same person. The practical purpose is that the missiles will all fire during
the Alpha’s turn, freeing up the other Wolves to use other weapons during their turn.
Another practical purpose is the sheer firepower of 4 mechs worth of missiles converging
on one target.

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