Arsenal

*How many weapons does a mecha need? As many as it can fit on its body and still move of course!*

## Combat Weapons

A mecha can equip two weapons of the same kind with the arsenal space of just one if they're of a level lower than the maximum level the pilot could choose from. If this is done, that pair of weapons gains the Twin-Linked property. A mecha can also equip X weapons of the same kind by the arsenal space of just one if they're (X-1) levels lower than the maximum level the pilot could choose from. If this is done, that set of weapons gains the X-Linked property. So for example a mecha with access to Arsenal V could equip four Arsenal I weapons as 4-linked for the space of one.

## Special Weapons

The special effects trigger on a hit opponent regardless of whether or not they take damage. All save DCs are equal to 10+1/2 HD+Str or Dex mod (whichever's higher) + Special weapon default attack bonus when using the special weapon.

### Special Arsenal I

#### Weapon Breaker

Reflex save or all attacks deal half damage for 1 round.

#### Smoke Launcher

A smoke block is created with a radius of 20 feet. The smoke obscures all sight, including darkvision, beyond 5 mu. A creature 5 mu away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). It lasts 4 rounds.

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the smoke in 2 rounds. A strong wind (21+ mph) disperses the smoke in 1 round. An Area attack disperses away the smoke in the damaged area.

#### Tracker

You always know the exact position of the affected target up to 100 mu away, until they spend one minute searching for and removing the Tracker. If they move further away, you can still detect the general direction they're in. If they're in another plane, you know which one. If you change your arsenal, you lose your connection to the Tracker.

#### Barrier Breaker

Turns useless for 1d12 rounds any energy Field/Barrier/Wall/Coat of Arsenal I and magic walls made of non-physical matter like a wall of force or prismatic wall as long as they were produced by a spell of level 2 or lower.

#### Spirit Leech

Will save or lose 1d12 spirit points, you recover the same amount of spirit. Half effect if save made.

#### Wire Hook

Upon a hit, this weapon connects you and the target, and then you can choose to either pull yourself any distance towards them (only if they're bigger than you), or try to pull the target towards you. You must pay 3 energy per 5 mu of movement and the Wire Hook automatically disconnects after the pulling attempt whether successful or not.

##### Pulling Inanimate Objects

* Below Light Load: Any distance
* Between Light Load and Medium Load: Up to 20 mu per PL
* Between Medium Load and Heavy Load: Up to 5 mu per PL
* Higher than Heavy Load: Cannot pull

##### Pulling Piloted Mechas and Creatures

Make an opposed Str check, gaining a +4 bonus for each size category they're bigger. For each point they fail they're pulled 5 mu towards you. Willing targets move as if you had rolled a natural 20 and they rolled a natural 1.

#### Claw Hook

As Wire Hook, but only consumes 2 energy per 5 mu of movement and grants a +4 bonus on the opposed rolls to pull other mechas and creatures.

#### Heavy Hook

As Wire Hook, but consumes no energy for movement and grants a +8 bonus on the opposed rolls to pull other mechas and creatures.

### Special Arsenal II

#### Armor Breaker

No save, mecha's DR is reduced by half for 1 round.

#### Jammer Particles

The target cannot communicate with others with any kind of language for 1 minute. A successful Reflex save reduces this duration to 1 round.

#### Disruptor

The target must succeed on a Will save or become unable to take immediate/free actions until the start of your next turn.

#### Flare Charge

The target sheds light as bright as full daylight in a 30-mu radius, and dim light for an additional 30 mu beyond that for 1 minute. A fullround action can be used to scrap off the flare materials.

#### Barrier Breaker+

Turns useless for 1d12 rounds any energy Field/Barrier/Wall/Coat of Arsenal II or lower, a 1 pick Absolute Barrier and magic walls made of non-physical matter like a wall of force or prismatic wall as long as they were produced by a spell of level 4 or lower.

#### Spirit Sap

Will save or lose 2d12 spirit points, you recover the same amount of spirit. Half effect if save made.

#### Breaker Chaff

Replicates the effects of both Weapon Breaker and Chaff Grenade.

#### Breaker Smoke

Replicates the effects of both Weapon Breaker and Smoke Grenade.

#### Chaff Smoke

Replicates the effects of Chaff Launcher and Smoke Launcher.

#### Wire Cable

Upon a hit, this weapon connects you and the target, allowing for private communication without interference or anybody else being able to listen if you don't want to. If either of you moves, the other can choose to let themselves be carried at the same speed. If they want to resist, they must succeed on an opposed Str check, gaining a +4 bonus for each size category they're bigger. Failure means they're forced to move 5 mu per point they failed. You can disconnect it as a free action and must pay the energy cost at the start of every turn to keep it connected. You cannot use it against a new target while it remains connected. The cable cannot extend beyond its maximum weapon range, and must be disconnected somehow if you want to move further away.

### Special Arsenal III

#### Confident

As Tracker, plus you can hear all communications coming from and to the target, including natural surrounding noise while they remain one mile away from you.

#### Eater Nanites

The target's Natural Armor and Armor bonus are halved for 1 round.

#### Spider Net

Reflex save or lose Dex and Dodge bonus to AC for 1 round and unable to move, then become entangled until you get rid of the net by spending a move action and succeeding on the save.

#### Barrier Breaker A

Turns useless for 1d12 rounds any energy Field/Barrier/Wall/Coat of Arsenal III or lower, a 1 pick Absolute Barrier and magic walls made of non-physical matter like a wall of force or prismatic wall as long as they were produced by a spell of level 5 or lower.

#### Spirit Sap+

Will save or lose 3d12 spirit points, you recover the same amount of spirit. Half effect if save made.

#### Jammer Disruptor

Replicates the effects of Jammer Particles and Disruptor.

#### Flare Particles

Replicates the effects of a Flare Charge and Jammer Particles.

#### Disruptor Flare

Replicates the effects of Disruptor and Flare Charge.

#### Wire Claw

As Wire Cable, but instead of communication you can attempt a Trip, Grapple, Disarm or Bullrush upon the target without causing attacks of opportunity when you hit and at the start of your turn as a free action while the cable remains connected.

### Special Arsenal IV

#### Energy Taker

Fortitude save or lose 6d12 energy, your mecha recovers the same amount of energy. Half effect if save made.

#### Mind Blast

Will save or become unable to use spirits for 1 round.

#### Barrier Breaker S

Turns useless for 1d12 rounds any energy Field/Barrier/Wall/Coat of Arsenal IV or lower and magic walls made of non-physical matter like a wall of force or prismatic wall as long as they were produced by a spell of level 6 or lower.

#### Spirit Sap++

Will save or lose 4d12 spirit points, you recover the same amount of spirit. Half effect if save made.

#### Wire Conductor

As Wire Cable, but instead of communication you can choose to inflict 1d6 cold/fire/electricity/acid damage (type chosen when weapon is equipped) per 2 PL on the target upon hit and at the start of your turn as a free action while the cable remains attached. A Fortitude save halves this damage.

### Special Arsenal V

#### Energy Taker+

Fortitude save or lose 6d20 energy, your mecha recovers the same amount of energy. Half effect if save made.

#### Purifier Grenade

The Target is subject to a targeted Greater Dispel Magic with CL=your pilot level+Str or Dex bonus, whichever's higher. If you miss or target a point in space, instead it produces an area Greater Dispel magic centered on the target.

#### Freedom Eye

As confident, plus you can see all that the target can see, including trough special senses, while they remain within one mile away from you.

#### Spirit Taker

Will save or lose 5d12 spirit points, you recover the same amount of spirit. Half effect if save made.

#### Barrier Breaker Neo

Turns useless for 1d12 rounds any energy Field/Barrier/Wall/Coat of Arsenal V or lower, a 2 pick Absolute Barrier or lower and magic walls made of non-physical matter like a wall of force or prismatic wall as long as they were produced by a spell of level 7 or lower.

#### Wire Hack

As Wire Cable, but instead of communication you can force the target to make a Will save. Success produces no extra effect. Failure between 1 and 5 results in Slow for 1 round, failure between 5 and 15 means they're Dazed for 1 round and failure of 15 or more means they're Dominated for 1 round. At the start of each of your turns the cable remains attached you can inflict a new Will save.

### Special Arsenal VI

#### Energy Drain

Fortitude save or lose 9d20 energy, your mecha recovers the same amount of energy. Half effect if save made.

#### Spirit Taker+

Will save or lose 6d12 spirit points, you recover the same amount of spirit. Half effect if save made.

#### Nullifier

The Target must succeed on a Reflex save or become unable to use spells, SLAs or activate Su abilities for 1 round.

#### Destabilizer

The Target must succeed on a Fort save or become unable to use maneuvers for 1 round.

#### Barrier Breaker Z

Turns useless for 1d12 rounds any energy Field/Barrier/Wall/Coat of Arsenal VI or lower, a 3 pick Absolute Barrier or lower  and magic walls made of non-physical matter like a wall of force or prismatic wall as long as they were produced by a spell of level 8 or lower.

#### Wire Negator

As Wire Cable, but the target takes a -6 penalty to AC and attack rolls plus a -3 penalty on saves, PL, ML and CL while the cable remains attached.

### Special Arsenal VII

#### Energy Drain+

Fortitude save or lose 10d20 energy, your mecha recovers the same amount of energy. Half effect if save made.

#### Spirit Drain

Will save or lose 7d12 spirit points, you recover the same amount of spirit.

#### Hacking Nanites

The target must succeed on a Will save or instantly gains a standard action that must be used as you will, except you cannot force the target to attack itself, self-destruct or exit their machine.

#### Stun Shot

Fort save or Stunned for 1 round (Dazed if immune to Stun)

#### Butterfly Breaker

Turns useless for 1d12 rounds any energy Field/Barrier/Wall/Coat of Arsenal, any Absolute Barrier and any magic walls made of non-physical matter like a wall of force or prismatic wall.

#### Multi Wire

Choose two different types of lower level Wire weapons when you equip this. This works as them both.

## Accessories

Repair Kit, Propellant Pack, Repair Kits and their higher tier versions cannot be used if the one that the arsenal piece is equipped on is inside the one being targeted by (so for example mechas being carried by a battleship cannot use such Arsenal options while inside).

Spacesense and the radar senses that allows you to detect metal do not demand line of effect to work

### Arsenal I Accessories

#### Nacht System

The mecha gains the Stealth property, and it ignores any size penalty to Hide checks.

#### Heavy Chokabam Armor

+2 Armor bonus, +2 DR, only adds half Dex and Dodge bonus to AC, flying speeds drop two maneuverability grades, all other movement speeds reduced to 2/3.

#### Fortress Chokabam Armor

+3 Armor bonus, +3 DR, cannot add Dex nor Dodge bonus to AC, flying speeds drop three maneuverability grades, all other movement speeds reduced to 1/2.

#### Shoulder Shield

+1 Shield bonus to AC, +5 max HP. This is bolted down to a mecha arm and thus it can still use all of its weapons normally, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round.

#### Wall Shoulder Shield

+2 Shield bonus to AC, +10 max HP. This is bolted down to a mecha arm and thus it can still use up to two weapons and maneuvers/spells/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round.

#### Guardian Shoulder Shield

+3 Shield bonus to AC, +15 max HP. This is bolted down to a mecha arm and thus it can still use up to one weapon and maneuver/spell/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round.

#### Dual Sensor

+1 Insight to all attack rolls, you can take a move or swift action to aim carefully, doubling this bonus for 1 round.

#### Custom Coloring

+5 to the max spirit points of the pilot.

#### Flag

Grants a +1 bonus to Will saves to the user and all who can see it. Multiple flags in view don't stack.

#### Tough Frame

Grants Reinforced III, Energy Resistance 5 to all but one of Acid, Fire, Cold, Electricity or Sonic and +1 Initiative.

#### Cartridge Pack

Using a Cartridge Pack is a move action that provokes an attack of opportunity and completely refills the ammo of one weapon of a mecha within 30 mu. A Cartridge Pack is good for only 12 uses. You can then get a fresh Cartridge Pack the next time you visit a place where you could change your arsenal. You can take multiple Cartridge Packs.

#### Propellant Pack

Using a Propellant Pack is a move action that provokes an attack of opportunity and recharges half the max energy of a mecha within 30 mu. A Propellant Pack is good for only 12 uses. You can then get a fresh Propellant Pack the next time you visit a place where you could change your arsenal. You can take multiple Propellant Pack.

#### Repair Kit

Using a Repair Kit is a move action that provokes an attack of opportunity and recharges half the max HP of a mecha within 30 mu. A Repair Kit is good for only 12 uses. You can then get a fresh Repair Kit the next time you visit a place where you could change your arsenal. You can take multiple Repair Kits.

#### Refined Radar

Your mecha weapons deal 1 extra precision damage, in addition pick one of the following options. You may take Refined Sensors more than once, each choosing a new option, but the bonus damage doesn't stack.

##### Íman Radar

You automatically know the position of everybody piloting a mecha or wearing metal equipment within 60 mu.

##### Raios X Radar

You can see through fogs, as well as obstacles not made of metal as long as they're less than 5 feet thick and within 120 mu.

##### Luz Acelerada Radar

You gain Spacesense 120 mu (detects creatures not standing on a solid inanimate object at least four size categories bigger than themselves).

#### Yksvoknym Particles Generator

Radars and special senses like Blindsight/sense/similar fail to detect you unless you're inside 1/6 their max range. In addition your mecha gains 5 temporary HP, but this HP is always lost first and can only be recovered when you could change Arsenal options.

#### Extra Escape Pods

Your mecha includes escape pods for any extra passengers besides the main pilot. In the case of a battleship, this allows for the captain and crew to eject safely as well.

#### Close Canceller

Your melee attacks ignore energy barriers/walls/coats/fields and similar effects.

#### Nano Seals [Rev]

Protection from two of Good/Evil/Chaos/Law, chosen when this accessory is picked.

#### Radar Extender

Allies within 10 mu benefit from any special senses granted by your mecha.

#### Interference Extender

Allies within 10 mu benefit from any of your mecha's effects that makes special senses fail to detect you unless you're inside a fraction of the sense's maximum range.

#### Field Extender

Allies within 10 mu benefit from one of your mecha's barrier/field/coat/similar, but any energy cost is paid by you. If they already had a barrier/field/coat/similar or a rev system, they must turn it off to benefit from this.

### Arsenal II Accessories

#### Ammo Rack

Increase the max ammo of all your weapons by 50%.

#### Booster Pack

Grants +10 mu to all movement speeds and Reactor I.

#### Heavy Carbon Armor

+4 Armor bonus, +4 DR, +2 Fort saves, only adds half Dex and Dodge bonus to AC, flying speeds drop two maneuverability grades, all other movement speeds reduced to 2/3.

#### Fortress Carbon Armor

+6 Armor bonus, +6 DR, cannot add Dex nor Dodge bonus to AC, flying speeds drop three maneuverability grades, all other movement speeds reduced to 1/2.

#### Carbon Shield

+2 Shield bonus to AC, +1 Reflex saves, +10 max HP. This is bolted down to a mecha arm and thus it can still use all of its weapons normally, but you lose the bonus if flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and Reflex saves for 1 round.

#### Wall Carbon Shield

+4 Shield bonus to AC, +2 Reflex saves, +20 max HP. This is bolted down to a mecha arm and thus it can still use up to two weapons and maneuvers/spells/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round.

#### Guardian Carbon Shield

+6 Shield bonus to AC, +3 Reflex saves, +30 max HP. This is bolted down to a mecha arm and thus it can still use up to one weapon and maneuver/spell/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round

#### Magnetic Coating

+1 Dodge bonus to AC, +1 Reflex saves, +5 mu to all movement speeds.

#### Emblem

+10 to the max spirit points of the pilot.

#### Targeting Computer

+2 insight to attack rolls, you can take a move action to aim carefully, doubling this bonus for 1 round.

#### Crystal Frame

Grants Reinforced IV, Energy Resistance 10 to all but one of Acid, Fire, Cold, Electricity or Sonic and +2 Initiative.

#### Study Type Cartridges

Using a Study Type Cartridge is a free action that provokes an attack of opportunity and recharges half of the ammo of one weapon of a mecha within 30 mu. A Study Type Cartridge is good for only 6 uses. You can then get fresh Study Type Cartridges the next time you visit a place where you could change your arsenal. You can take multiple Study Type Cartridges.

#### Study Type Propellants

Using a Study Type Propellant is a free action that provokes an attack of opportunity and recharges half of the max energy of a mecha within 30 mu. A Study Type Propellant Pack is good for only 6 uses. You can then get fresh Study Type Propellant the next time you visit a place where you could change your arsenal. You can take multiple Study Type Propellants.

#### Study Type Repair Kits

Using a Study Type Repair Kits is a free action that provokes an attack of opportunity and recharges half of the max HP of a mecha within 30 mu. A Study Type Repair Kits is good for only 6 uses. You can then get fresh Study Type Repair Kits the next time you visit a place where you could change your arsenal. You can take multiple Study Type Repair Kits.

#### Advanced Radar

Your mecha weapons deal 2 extra precision damage, in addition pick one of the following options. You may take Advanced Sensors more than once, each choosing a new option, but the bonus damage doesn't stack.

##### Espectral Radar

You gain Darkvision 120 mu plus you know the location the position of everybody piloting a mecha or wearing metal equipment within 30 mu.

##### Vibração Radar

You gain Blindsense 120 mu plus Blindsight 30 mu.

##### Longo Alcance Radar

You gain Spacesense 120 mu plus you can see through fog as well as obstacles not made of metal as long as they're less than 5 feet thick and within 120 mu.

#### Lightwave Barrier

Weapons without missile or beam in their names deal only half damage to you before DR is applied, but you lose 30 energy every time such a weapon hits you. If you have less than 30 energy this ability doesn't trigger. You can turn off or on this ability on your own turn as a free action. This doesn't stack with other energy walls/barriers/fields.

#### Mirage Colloid [Rev]

Invisibility and Obscure Object. If the invisibility is broken, returns after 1 round has passed without the mecha attacking.

#### Tactical Hologram [Rev]

Disguise Self or Blur, chosen when activated.

### Arsenal III Accessories

#### Long Cape

Gain a +4 bonus on Will saves, maneuvers cost 20% less energy to use.

#### Heavy Hybrid Armor

+6 Armor bonus, +6 DR, only adds half Dex and Dodge bonus to AC, flying speeds drop two maneuverability grades, all other movement speeds reduced to 2/3.

#### Fortress Hybrid Armor

+9 Armor bonus, +9 DR, cannot add Dex nor Dodge bonus to AC, flying speeds drop three maneuverability grades, all other movement speeds reduced to 1/2.

#### Hybrid Shield

+3 Shield bonus to AC, +2 Reflex saves, +15 max HP. This is bolted down to a mecha's arm and thus it can still use all of its weapons normally, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and Reflex saves for 1 round.

#### Wall Hybrid Shield

+6 Shield bonus to AC, +4 Reflex saves, +30 max HP. This is bolted down to a mecha arm and thus it can still use up to two weapons and maneuvers/spells/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round.

#### Guardian Hybrid Shield

+9 Shield bonus to AC, +6 Reflex saves, +45 max HP. This is bolted down to a mecha arm and thus it can still use up to one weapon and maneuver/spell/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round.

#### Medal

+20 to the max spirit points of the pilot.

#### Tesla Drive

Gain a fly speed equal to the land speed, good maneuverability.

#### Trajectory Calculator

+10 mu to the range of all ranged weapons.

#### Multi-Sensor

+3 Insight to all attack rolls, you can take a move or swift action to aim carefully, doubling this bonus for 1 round.

#### Multi Frame

Grants Reinforced V, Energy Resistance 15 to all but one of Acid, Cold, Electricity, Sonic, or Acid and +3 Initiative.

#### Dynamic Cartridges

Using a Dynamic Cartridge is a free action that does not provoke an attack of opportunity and refills the of ammo of one weapon of a mecha within 30 mu. A Dynamic Cartridges is good for only 3 uses. You can then get fresh Dynamic Cartridges the next time you visit a place where you could change your arsenal. You can take multiple Dynamic Cartridges.

#### Dynamic Propellants

Using a Dynamic Propellant is a free action that does not provoke an attack of opportunity and recharges half the max energy of a mecha within 30. A Dynamic Propellants is good for only 3 uses. You can then get fresh Dynamic Propellants the next time you visit a place where you could change your arsenal. You can take multiple Dynamic Propellants.

#### Dynamic Repair Kits

Using a Dynamic Repair Kit is a free action that does not provoke an attack of opportunity and recharges half the max HP of a mecha within 30 mu. A Dynamic Repair Kit is good for only 3 uses. You can then get fresh Dynamic Repair Kits the next time you visit a place where you could change your arsenal. You can take multiple Dynamic Repair Kits.

#### High Radar

Your mecha weapons deal 3 extra precision damage, in addition pick one of the following options. You may take High Radar more than once, each choosing a new option, but the bonus damage doesn't stack.

##### Íman Radar Mais

You automatically know the position of everybody piloting a mecha or wearing metal equipment within 120 mu.

##### Raios X Radar Avançado

You can see through fog, as well as obstacles not made of metal as long as they're less than 5 feet thick and within 240 mu.

##### Luz Acelerada Radar Brilhante

You gain Spacesense 240 mu (detects creatures not standing on a solid inanimate object at least four size categories bigger than themselves).

#### Electronic Disruptor

Radars and special senses like Blindsight/sense/similar fail to detect you unless you're inside 1/12 their max range (if this would result in a range less than 5 mu, the radars can't detect you at all). In addition your mecha gains 30 temporary HP, but this HP is always lost first and can only be recovered when you could change Arsenal options.

#### False Axis Repulsive Field Generator System

Weapons deal only half damage to you before DR is applied, but you lose 45 energy every time such a weapon hits you. If you have less than 45 energy this ability doesn't trigger. You can turn off or on this ability on your own turn as a free action. This doesn't stack with other energy walls/barriers/fields.

### Arsenal IV Accessories

#### TROMBE!

Add 30 mu to all the mecha's movement speeds.

#### Heavy Ceramic Armor

+8 Armor bonus, +8 DR, +6 Fort saves, only adds half Dex and Dodge bonus to AC, flying speeds drop two maneuverability grades, all other movement speeds reduced to 2/3.

#### Fortress Ceramic Armor

+12 Armor bonus, +12 DR, +9 Fort saves, cannot add Dex nor Dodge bonus to AC, flying speeds drop three maneuverability grades, all other movement speeds reduced to 1/2.

#### Ceramic Shield

+4 Shield bonus, +3 Reflex saves, +20 max HP. This is bolted down to a mecha arm and thus the mecha can still use all of its weapons normally, but the bonuses are lost if you're flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and Reflex saves for 1 round.

#### Wall Ceramic Shield

+8 Shield bonus, +6 Reflex saves, +40 max HP. This is bolted down to a mecha arm and thus it can still use up to two weapons and maneuvers/spells/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round.

#### Guardian Ceramic Shield

+12 Shield bonus, +9 Reflex saves, +60 max HP. This is bolted down to a mecha arm and thus it can still use up to one weapon and maneuver/spell/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round.

#### Golden Gears

+35 to the max spirit points of the pilot.

#### Targeting Simulator

+4 Insight to attack rolls, you can take a move action to aim carefully, doubling this bonus for 1 round.

#### Enancher

All mecha weapons critical threat range increase by 1.

#### Muinadnug Frame

Grants Reinforced VI, Energy Resistance 20 to all but one of Acid, Electricity, Cold, Sonic, or Fire and +4 Initiative.

#### Turbo Cartridge

Using a Turbo Cartridge is a free action that does not provoke an attack of opportunity and recharges all of the ammo of all the weapons of a mecha within 30 mu. A Turbo Cartridge is good for only 1 use. You can then get a fresh Turbo Cartridge the next time you visit a place where you could change your arsenal. You can take multiple Turbo Cartridges.

#### Turbo Propellant

Using a Turbo Propellant is a free action that does not provoke an attack of opportunity and recharges all of the energy of a mecha within 30 mu. A Turbo Propellant is good for only 1 use. You can then get a fresh Turbo Propellant the next time you visit a place where you could change your arsenal. You can take multiple Turbo Propellants.

#### Turbo Repair Kit

Using a Turbo Repair Kit is a free action that does not provoke an attack of opportunity and recharges all of a the HP of a mecha within 30 mu. A Turbo Repair Kit is good for only 1 use. You can then get a fresh Turbo Repair Kit the next time you visit a place where you could change your arsenal. You can take multiple Turbo Repair Kits.

#### Emergency Ration

Using an Emergency Ration is a free action that does not provoke an attack of opportunity and recharges all of the spirit points of a pilot within 30 mu. A Emergency Ration is good for only 1 use. You can then get a fresh Emergency Ration the next time you visit a place where you could change your arsenal. You can take multiple Emergency Rations.

#### Informer Radar

Your mecha weapons deal 4 extra precision damage, in addition pick one of the following options. You may take this more than once, each choosing a new option, but the bonus damage doesn't stack.

##### Marado Radar

You gain Darkvision 240 mu, Blindsense 240 mu, plus you know the location the position of everybody piloting a mecha or wearing metal equipment within 120 mu.

##### Instável Radar

You gain Spacesense 240 mu, Blindsight 60 mu plus you can see through fog as well as obstacles not made of metal as long as they're less than 5 feet thick and within 240 mu.

#### Phase Shift Barrier

All non-Beam and non-Power attacks deal only 50% damage to you after DR is applied, but you lose 5 energy every time you would be damaged. If you have less than 5 energy this ability doesn't trigger. You can turn off or on this abilty on your own turn as a free action. This doesn't stack with other energy walls/barriers/fields.

#### GN Drive

Arsenal weapons with "GN" in their names cost only half energy to use. GN weapons that use ammo instead of energy can fire once per round without spending ammo. In addition Radars and special senses like Blindsight/sense/similar fail to detect you unless you're inside 1/18 their max range

### Arsenal V Accessories

#### Heavy Orichalcum Armor

+10 Armor bonus, +10 DR, +8 Fort saves, only adds half Dex and Dodge bonus to AC, flying speeds drop two maneuverability grades, all other movement speeds reduced to 2/3.

#### Fortress Orichalcum Armor

+15 Armor bonus, +15 DR, +12 Fort saves, cannot add Dex nor Dodge bonus to AC, flying speeds drop three maneuverability grades, all other movement speeds reduced to 1/2.

#### Orichalcum Shield

+5 Shield bonus, +4 Reflex saves, +25 max HP. This is bolted down to a mecha's arm and thus the mecha can still use all of its weapons normally, but the bonuses are lost if you're flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and Reflex saves for 1 round.

#### Wall Orichalcum Shield

+10 Shield bonus to AC, +8 Reflex saves, +50 max HP. This is bolted down to a mecha arm and thus it can still use up to two weapons and maneuvers/spells/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and reflex saves for 1 round.

#### Guardian Orichalcum Shield

+15 Shield bonus to AC, +12 Reflex saves, +75 max HP. This is bolted down to a mecha arm and thus it can still use up to one weapon and maneuver/spell/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and reflex saves for 1 round.

#### Platinium Plating

+55 to the max spirit points of the pilot.

#### Custom HUD

+5 insight to all attack rolls, you can take a move or swift action to aim carefully, doubling this bonus for 1 round.

#### Mark of the Hero

+3 Dodge bonus to AC, +3 Armor, +3 DR, + 3 insight to all attack rolls, +4 to Will saves, spirits cost 20% less to activate.

#### Mythril Frame

Grants Reinforced VII, Energy Resistance 25 to all but one of Acid, Fire, Electricity, Sonic, or Cold and +5 Initiative.

#### S Repair Kit

Using a S Repair Kit is a free action that does not provoke an attack of opportunity and recharges all of the HP and energy of a mecha within 30 mu. A S Repair Kit is good for only 1 use. You can then get a fresh S Repair Kit the next time you visit a place where you could change your arsenal.

#### Emergency Module

Using Emergency Module is a free action that does not provoke an attack of opportunity and recharges all of the ammo of all the weapons of a mecha within 30 mu and all of the pilot's spirit points. An Emergency Module is good for only 1 use. You can then get a fresh Emergency Module the next time you visit a place where you could change your arsenal.

#### Photon Radar

Your mecha weapons deal 5 extra precision damage, in addition pick one of the following options.

##### Íman Radar 9001

You automatically know the position of everybody piloting a mecha or wearing metal equipment within 240 mu.

##### Raios X Radar HBGC

You can see through fog, as well as obstacles not made of metal as long as they're less than 5 feet thick and within 480 mu.

##### Luz Acelerada Radar 9000

You gain Spacesense 480 mu (detects creatures not standing on a solid inanimate object at least four size categories bigger than themselves).

#### Field Dampener

Radars and special senses like Blindsight/sense/similar fail to detect you unless you're inside 1/24 their max range (if this would be less than 5 mu, they can't detect you at all). In addition your mecha gains 50 temporary HP, but this HP is always lost first and can only be recovered when you could change Arsenal options.

#### GN-Field

Weapons with ammo, weapons with the Power property and spells/Su abilities/maneuvers deal only 50% damage to you before DR is applied, but you lose 15 energy every time you would be damaged. If you have less than 15 energy this ability doesn't trigger. You can turn off or on this ability on your own turn as a free action. This doesn't stack with other energy walls/barriers/fields.

#### Neo Mirror [Rev]

Globe of Invulnerability, Spell Turning (renews at the start of your turn).

#### Photon Familiar [Rev]

Protection from Spells (chosen when this accessory is picked) and Mage's Sword, uses Str for attacks, has the Power and Rending properties plus your choice of Pinning, Disarming, Grabbing, Downfall, or Pushing, picked when this accessory is gained. Can be taken multiple times, granting multiple weapons and being able to pick more spells to be immune to.

### Arsenal VI Accessories

#### Heavy Lacanium Armor

+12 Armor bonus, +12 DR, +10 Fort saves, only adds half Dex and Dodge bonus to AC, flying speeds drop two maneuverability grades, all other movement speeds reduced to 2/3.

#### Fortress Lacanium Armor

+18 Armor bonus, +18 DR, +15 Fort saves, cannot add Dex nor Dodge bonus to AC, flying speeds drop three maneuverability grades, all other movement speeds reduced to 1/2.

#### Lacanium Shield

+6 Shield bonus, +5 Reflex saves, +30 max HP. This is bolted down to the mecha's arm and thus the mecha can still use all of its weapons normally, but the bonuses are lost if you're flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and reflex saves for 1 round.

#### Wall Lacanium Shield

+12 Shield bonus to AC, +10 Reflex saves, +60 max HP. This is bolted down to a mecha arm and thus it can still use up to two weapons and maneuvers/spells/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and reflex saves for 1 round.

#### Guardian Lacanium Shield

+18 Shield bonus to AC, +15 Reflex saves, +90 max HP. This is bolted down to a mecha arm and thus it can still use up to one weapon and maneuver/spell/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and reflex saves for 1 round.

#### Tesla Drive S

Gain a fly speed equal to your land speed, perfect maneuverability, or increase current flight speed to perfect.

#### S-Adaptator

Grants the Amphibious ability, ignores difficult terrain, +2 to all saves.

#### Royal Insignia

+70 to the max spirit points of the pilot.

#### Adamantine Frame

Grants Reinforced VIII, Energy Resistance 30 to all but one of Acid, Cold, Electricity, Sonic or Fire and +6 Initiative.

#### Laser Sights

+6 Insight to attack rolls, you can take a move action to aim carefully, doubling this bonus for 1 round.

#### Super Repair Kit

Using Super Repair Kit is a free action that does not provoke an attack of opportunity and recharges all of the ammo of all weapons, all the energy, and all the HP of a mecha within 30 mu. A Super Repair Kit is good for only 1 use. You can then get a fresh Super Repair Kit the next time you visit a place where you could change your arsenal.

#### Mestre All-Range Radar

Your mecha weapons deal an extra 6 precision damage and you you gain Darkvision 240 mu, Blindsense 240 mu, plus you know the location the position of everybody piloting a mecha or wearing metal equipment within 120 mu, Spacesense 240 mu, Blindsight 60 mu plus you can see through fogs as well as obstacles not made of metal as long as they're less than 5 feet thick and within 240 mu.

### Arsenal VII Accessories

#### T-Link sensor

+7 insight to all attack rolls, you can take a move or swift action to aim carefully, tripling this bonus for 1 round.

#### Minmei Doll

+100 to the max spirit points of the pilot, you recover 5 spirit points at the start of your turn.

#### Advanced AI

+7 Dodge Bonus to AC, +70 mu to all movement speeds, +35 mu to all ranged weapons range, +5 insight to all attack rolls. Maneuvers cost 40% less energy to use.

#### Steel Soul

+5 Armor, +5 DR, +5 insight bonus to all attack rolls, +7 to Will saves, spirits cost 40% less spirit points to use.

#### Z.O Armor

+7 Armor bonus, +7 DR, +6 Fort Saves, you're immune to the Rending property.

#### Heavy Z.O. Armor

+14 Armor bonus, +14 DR, +12 Fort saves, only adds half Dex and Dodge bonus to AC, flying speeds drop two maneuverability grades, all other movement speeds reduced to 2/3, you're immune to the Rending and Pinning properties.

#### Fortress Z.O. Armor

+21 Armor bonus, +21 DR, +15 Fort saves, cannot add Dex nor Dodge bonus to AC, flying speeds drop three maneuverability grades, all other movement speeds reduced to 1/2, you're immune to the Rending, Pinning and Downfall properties.

#### Automatic Aegis

+7 Shield bonus, +7 Reflex saves, +40 max HP, you're immune to the Power property. This is bolted down to a mecha arm and thus it can still use all of its weapons normally, but the bonuses are lost if you're flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and reflex saves for 1 round.

#### Advanced Aegis

+14 Shield bonus to AC, +14 Reflex saves, +80 max HP, you're immune to the Power and Disarming properties. This is bolted down to a mecha arm and thus it can still use up to two weapons and maneuvers/spells/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and reflex saves for 1 round.

#### Artificial Aegis

+21 Shield bonus, +21 Reflex saves, +120 max HP, and you're immune to the Power, Disarming, and Grabbing properties. This is bolted down to a mecha arm and thus it can still use all of its weapons normally, but the bonuses are lost if you're flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round.

#### Super Frame

Grants Reinforced IX, Energy Immunity to all but one of Acid, Cold, Electricity, Sonic, or Fire, and +7 Initiative. You become immune to tripping and the Downfall property.

#### Sistema Voyeur

You gain a +7 precision damage to your mecha weapons damage rolls, Darkvision 480 mu, Blindsense 480 mu, plus you know the location the position of everybody piloting a mecha or wearing metal equipment within 240 mu, Spacesense 480 mu, Blindsight 120 mu plus you can see through fogs as well as obstacles not made of metal as long as they're less than 5 feet thick and within 480 mu. Radars and special senses like Blindsight/sense/similar fail to detect you unless you're inside 1/48 their max range (if this would be less than 5 mu, they can't detect you at all).

#### Saudade

Using Saudade is a free action that does not provoke an attack of opportunity and recharges all of the weapon ammo of all the weapons, all the energy, and all the HP of a mecha within 30 mu plus all the pilot's spirit points. Saudade is good for only 1 use. You can then get a fresh Saudade the next time you visit a place where you could change your arsenal.

#### SYSTEM ∀-99 I-Field

All attacks deal only 50% damage to you before DR is applied, and if you succeed on fully blocking the damage (or if the attack didn't deal any damage in the first place), you suffer no other non-damage effects, but you lose 25 energy every time you would be hit. If you have less than 25 energy this ability doesn't trigger. You can turn off or on this ability on your own turn as a free action. This doesn't stack with other energy walls/barriers/fields.

#### Laplace's Laptop [Rev]

Foresight and Spell Immunity, Greater (spells chosen when this accessory is picked).