Core Upgrades
Jan 19, 2020 16:04:47 GMT
Post by Admin on Jan 19, 2020 16:04:47 GMT
Core Upgrades:
- Core upgrades come with a +1 boost to a given stat and an additional active function.
- There is no cap to stats gained from Core Upgrades.
- Core upgrades cost a universal price of 200 x Tier
- Core upgrades are equipped to certain parts of the mobile suit: Head, arms, legs, back, torso, internals and systems. You can only have two upgrades installed per part. Some upgrades may equip to multiple parts of the mobile suit.
- Unless otherwise stated, you cannot stack multiple copies of any given core upgrade.
Speed:
- Extra Thrusters
Location: Back
Passive: +1 Speed
Active (0 actions): When you make a Disengage or Charge action, you can choose to raise the success DC by 2. If you succeed against this new DC, you remain at your new range for one additional turn (to a total of three). This does not stack with a critical success. - Volatile Accelerant
Location: Internals
Passive: +1 Speed
Active (1 action): You can spend an action to infuse your fuel with accelerant, drastically increasing your speed at the cost of structural integrity and handling. For the next three turns you gain +4 speed, but any attack that successfully hits you during this time is an automatic critical hit. Additionally if you make a Charge or Disengage attempt you must make a DC12 Reaction check after your attempt; on a failure you lose control and crash, taking damage equal to your modified Speed x20 and negating all bonuses to your ER until the start of your next turn. You can only use Volatile Accelerant once per deployment. - Leg-Mounted Thrusters
Location: Legs
Passive: +1 Speed
Active (1 actions): Extra thrusters installed in the calves and/or feet of a mobile suit for improved speed and maneuverability. Once per turn you can launch yourself into the air to perform a melee attack against an airborne enemy. The resulting fall and landing inflicts a -2 ER penalty until the start of your next turn.
Special: Flight-capable suits instead gain +1 on charge attempts against airborne targets. Hover-capable suits can spend an action to slow their fall, negating the ER penalty. - Enlarged Fuel Tanks
Fuel tanks with higher capacity installed on the mobile suit, granted it more fuel for stronger thrust over longer periods of time.
Location: Back
Passive: +1 Speed
Active (0 action): When making a Charge or Disengage action, you can choose to spend fuel from these tanks as a free action to gain a +2 bonus to your attempt. The fuel tanks have enough capacity to be used three times during deployment before running empty, and must be refueled to be used again.
Mobility:
- Enhanced Power Flow
Improved systems installed throughout the mobile suit, allowing power to be more efficiently directed through its limbs.
Location: Internal
Passive: +1 Mobility
Active (2 actions): Make a melee attack roll against a target enemy; if it hits your attack does additional damage equal to your mobility modifier x20. This attack cannot critically hit. - Reinforced Frame
Location: Body (Torso, Arms, Legs)
Passive: +1 Mobility
Active (1 actions): Your suits inner structures are reinforced for brawling and heavy beatings. If you are hit with a physical melee weapon, you can take an action to make a Redirection attempt without shield bonuses (if any). If successful you reduce the damage by an amount equal to your melee bonus, and until the end of your turn your next attack gains the benefits of Ambush against the attacking enemy.
Special: Heavy mobile suits and suits with external armor equipped gain a +2 bonus to this Redirection roll, while light mobile suits take a -2 penalty. - Motion Range Tuning (Melee)
Location: Internal
Passive: +1 Mobility
Active (2 actions): Your suit has been fine tuned to have a higher range of motion, allowing faster reactions and greater maneuverability. As a full-round action you can take evasive maneuvers; until the end of your turn add your Mobility to your ER before determining if an enemy attack(s) is successful. - High-Tuned Motors
Location: Limbs (Both Arms & Legs)
Passive: +1 Mobility
Active (0 actions): The motors in your suits limbs have been tuned to compensate for frequent, aggressive movements. If you perform a Flurry with light or strike melee weapons (including unarmed strikes), you can choose to either negate the accuracy penalty or add half your melee bonus to all attacks (this bonus stacks with any feats that grant bonus damage while dual-wielding). The decision must be made before rolling your attacks. - Close-Range Sensors
Location: Systems
Passive: +1 Mobility
Active: (1 swift/action): Your suit is equipped with a sensitive targeting system designed to assist in exploiting vulnerabilities and gaps in the defenses of enemy units. While in close range you can spend a swift or standard action to analyze your enemy; that enemy takes a penalty on attempts to redirect or parry your attacks equal to half your mobility (rounded up) until the close-range period ends.
Aim:
- Targeting Peripheral
A head-installed peripheral that uses enhanced camera and targeting systems to improve a suit's performance in sniping and long-range combat.
Location: Head
Passive: +1 Aim
Active (1 swift/action): After activation gain a +2 ranged bonus against targets at long range and +1 against enemies at mid range. In addition, gain +2 on your first turn of Taking Aim instead of +1 (to a cap of +4, rather than +3). However, you take a -3 penalty on all attacks against close range enemies. You must spend an action or swift action to deactivate the Targeting Peripheral. - Multi-Target Lock-On Systems
Location: Systems
Passive: +1 Aim
Active (0 actions): Your suits aiming systems are more advanced, allowing you to accurately target multiple enemies at once. When you perform a Barrage against multiple enemies, you can choose to gain a +2 bonus to all attack rolls (instead of a -1 penalty), or have each hit inflict your weapons base damage (instead of half its total damage). This decision must be made before rolling. - Recoil Anchors
Location: Legs
Passive: +1 Aim
Active (1 swift/action): Your suit has been equipped with improved stabilization for better accuracy. You can spend an action or swift action to anchor your suits feet in place; during this time your Speed bonus becomes +0, and any Disengage/Charge attempts against you are automatically successful. However, any attacks with artillery weapons (excluding thrown grenades) gain a +3 bonus. It takes one action or swift action to dislodge your Recoil Anchors, and you do not regain your Speed bonus (if any) until the end of your turn. - Leg Knee Pad
Location: Legs
Passive: +1 Aim
Effect: Your knee is equipped with an extendable stabilizer, not unlike the monopod of a rifle. When you perform the Take Aim action, you can perform it as a full-round action instead. If you do you lose any benefits from Speed, but on your next turn you immediately gain the maximum benefits possible for Taking Aim. Retracting the leg knee pad and returning to standing position takes one action. - Motion Range Tuning (Ranged)
Location: Internal
Passive: +1 Aim
Active (1 swift/action): Your suit has been fine-tuned to have a higher range of motion, allowing faster reactions and precision motions. When attacking with a throwing weapon (such as a grenade, throwing daggers, meteor hammer or similar), you can take an action or swift action to wind up and hone in on your target. Doing so grants the attack a +3 bonus, +2 if the attack is a Crippling Blow. - Anti-Air Targeting Systems
Location: Systems
Passive: +1 Aim
Active (1 swift/action): Your targeting systems are programmed to be especially effective against airborne enemies. When targeting airborne enemies from the ground you can spend an action or swift action on course prediction before firing. If you do your attacks gain a +2 bonus and inflict a -1 penalty on Interception attempts.