PDA

View Full Version : Mech System, (Still needs a name, Yay stuff is posted!)



desero clades
2012-12-10, 02:15 AM
Hello all! I've been working on a homebrew system for mech combat. My general goal is to create something simple but with the ability to customize just about whatever mech you see fit. Most things are in the system are generalized, such as melee weapon or ranged weapon. I wanted this so if someone wanted to wield a giant ax, wouldn't overshadow someone who wanted to just use a knife.
Remember this is a rough draft so its far from looking pretty or having good writing.

Here are the main things I'm looking for help, critique, or advise with

1. I'm looking for some help in balancing out the numbers for everything. How much armor they should initially have, to how many points features should cost.

2. I want evasion and mobility to be almost the opposite of armor and CP (the system's version of HP). In essence, I'd like the super fast mech to be just as powerful as the heavily armed, slow moving mech.

3. Any mech types that I'm missing? I think I have most of different styles covered.

4. On the different mech types, are they balanced along since the basic "humanoid" one?

5. A player of mine would like some sort of under water combat. So advice on how to flesh that out would be nice.

desero clades
2012-12-10, 02:21 AM
Rules and Combat
At the beginning of combat all players roll an initiative check (4d6) and the turn order will be decided by highest to lowest (note, the GM will also roll an initiative check for each of the enemy units.)

On their turn, each player has a move action and standard action. A move action can be used to activate a weapon or to simply move up to their MA value. A standard action is used for attacking, you can only choose to make a ranged or melee attack, but not both in the same turn. You may also, instead of attacking, use your standard action as a second move action. If you attack with more than one weapon on your turn, you get a -1 to TS per extra weapon used. Attacking with all weapons though requires a full round action (taking up both their standard and move action). When you do this apply only EAP or AP once to the total damage from all the weapons.

Moving 1 square uses 1 MA, in any direction.

To attack something the player must roll a Targeting System check (2d6 + the mech's TS) against the target's EAV score.

A mech that is reduced to 0 CP is incapacitated, and can not be further operated. Once incapacitated, an enemy can permanently destroy the mech by taking a full round to land a precise blow. Note that this only applies to player mechs, enemy mechs (unless they are a boss) will be automatically destroyed when they reach 0 CP

To try to sneak and use stealth in combat, you have to roll a cloaking systems check ( a move action) against your opponent's radar check. If successful your opponent can't target you and if you attempt to attack them you gain a + 2 to your TS check. Attacking a foe, however, automatically breaks your stealth. You can remain hidden for any period of time.
When trying to find a stealthed target you may roll a radar check, once per turn as a free action, to try and locate your target.

At end of combat the GM will award the players BP which can be spent on the mech itself or weapons.

Negative Afflictions
Sometimes rather than direct damage, an enemy unit or player mech will attempt to hinder an opponent. Whenever either party wants to give a negative affliction to a target they roll an inflict check usually against the opponent's resistance check. All afflictions last 3 rounds starting on the afflicted's turn.

Frozen
This represents attacking with liquid nitrogen, or cooling down the target's systems to extreme temperatures. A mech that's been affected by the frozen affliction, they loose their next turn. This only lasts 1 turn rather than the normal 3. A mech can not be overheated and frozen at the same time. If a mech that is frozen becomes overheated, they will cancel each other out, and vice versa.

Overheated
This affliction causes the target mech not function as well its systems allow it. During the duration of this affliction, the mech recieves a -5 penalty to all ability checks.

Short Circuited
The for the duration on this affliction the target has half of its maximum EC.

Entangled
This represents being stuck in a net or having a mech's legs damaged. The mech loses 5 MA for the duration of the affliction.

Blind
Sometimes a mech will have its cameras damaged, or even the pilot himself becomes blinded for a short time. For the duration of this affliction, the mech has -5 penalty to TS.

Corroded Armor
This deals damage every turn on the targets turn, the damage depends on the inflict check. This represents like spraying fast acting acid or maybe short lived nanobots to deal damage. This damage isn't affected by AP or EAP.

Inflict check Damage
2-4 5
5-8 10
9-12 15
13-16 20
17-21 25
22-25 30

Armor Break
You deal a decisive blow and lower the target's defenses. For the duration of this affliction, the target only has half the AP.

Enhancement
The opposite of a negative affliction, this is a temporary boon the mech will have to help it in combat, such as faster movement or a stronger hits with his weapons. Unless other wise noted all enhancements last 3 rounds, starting from the enhanced mech's turn.

Overcharged
Sometimes what you need is just one well placed strike. The next attack you make deals double damage, however this does come with a few dangers. After using an Overcharged attack your mech must recover next turn and take no actions. This lasts the normal 3 rounds or until the mech uses an overcharged attack, whichever comes first.

Revved
Run your mech faster than its systems allow it to. Your mech gains +3 MA, and +2 EAV for the duration of this enhancement at the cost of using 30 EC,

Shielded
Push the shields of your mech to their limits. Increase the mech's EAP by 50.

Intangible
While some prefer to attack head-on, some pilots try a more subtle approach. Mechs with this enhancement gain + 5 to their cloaking systems.

Auto-Repair
This enhancement heals the mech over time, every turn on the mech's turn. How much you heal depends on the Repair check.

Repair check Damage healed
2-4 5
5-8 10
9-12 15
13-16 20
17-21 25
22-25 30

desero clades
2012-12-10, 02:40 AM
These are the main stats a mech has.

Mechs have several values you need to pay attention to; maneuverability (MA), evasion (EAV), Targeting System (TS), Capacity points (CP), armor points (AP), energy armor points (EAP), and energy capacity (EC). Each value will be explain by section.

Maneuverability (MA):
This represents how quick your mech is, although it doesn't directly translate to dodging attacks but to how fast it can get from point A to point B. For each point in MA the mech can move one square on the battle field.

Evasion (EAV):
This represents your mechs reflexes and ability to dodge incoming attacks. A foe must roll equal to or higher than your EAV to successfully hit you.

Targeting System (TS):
The opposite of EAV, this represents the accuracy of your mech's computers. When attacking with any weapon, you must roll a targeting system check which is 2d6 + your TS against your foe's EAV score.

Capacity Points (CP):
This value is how much damage your mech can take before it is incapacitated. Note that an incapacitated mech isn't destroyed, it just isn't able to operate any further. (See rules for destruction.)

Armor Points (AP):
Armor reduces incoming damage by the the value amount, but never below 0. Armor is only applied to non-energy weapons, such as bullets, rockets or physical swords. An attack that is reduced to 0 from armor will still do at least 5 damage.

Energy Armor Points (EAP):
Same as AP but applies to energy weapons rather than bullets, rockets, etc.

Energy Capacity (EC):
This value is the mech's external generator for extra functions, such as using weapons, or boosters. Using EC never endangers the pilot of running out of energy for life support systems or the like. EC always starts at maximum at the beginning of your turn unless its being used for other systems.
For example The Reaper Mech has a maximum of 100 EC and is using an energy scythe, and if he wants it to stay activated he has to use 70 of his EC leaving him with only 30 EC for other functions. At the start of his next turn he can choose to deactivate the energy scythe so that he can use all of his 100 EC, or keep the scythe activated and still only have 30 EC to use.
All weapons require some amount of EC to be active, some just require more than others. A deactivated weapon takes your move action to reactivate, however you can use your full turn to activate more than just one weapon at the same time. Players go into combat with the weapons they already want activated (thus no need for an "activation round").
Another use for EC is to power up your EAP. By spending a move action you may divert some of your EC to increase your EAP, this is done on a 5 by 5 basis. For example the Reaper Mech uses can use 30 of EC to increase his EAP by 30 as well.

Along with the main stats, mech have abilities. They have 10 Tech Points (on creation) to spend on a 1 to 1 ratio.

Abilities
Tech points represent the technology in your mech and how advanced it is, such as a cloaking system, or a radar. Every mech starts with 10 Tech points to assign to any ability they choose. The maximum they can place in a single ability upon creation is 5 and all must be spent on creation. After creation (should the player obtain more Tech points) they can be applied to any ability. Whenever such an ability much be used, you roll 2d6 + your mech's rank in said ability (if you have no ranks in the ability you may still roll it, it'll just be 2d6 + 0).

Cloaking System
This ability represents the mech's ability to hide behind rubble and go undetected by plain sight or radars. (See combat rules for stealth)

Radar
Radars and targeting cameras allow you to try to spot a mech hidden by their Cloaking System. The GM will generally roll this for you, without your knowledge, to let you know if you spot something. You may choose to spend a turn only scanning the area with your mech to try and locate any enemies in the area, when you do this, you roll your own Radar check with a + 2 bonus to it for actively scouting for enemies.

Power
Some mechs are build for heavy lifting, mech's with ranks in this ability can lift considerably heavy objects. Since the scale of the mechs will be different from game to game the following table for rolls. This ability also is used for escaping being entangled.

Roll How much the mech can lift or push
2-3 Citical failure, the mech doesn't get a good footing or loses grip and can't move or lift anythign
4-6 about a quarter of the mech's weight
7-10 About half of the mech's weight
11-13 About 3 quarters of the mech's weight
14-18 About the mech's full weight
etc... After this point it just depends on how high of a roll and what the GM deems feasible. If the mech tries to lift twice his weight, most likely will have to be about 27-30

Resistance (RES)
This is the mech ability to avoid negative afflictions, such as blind or short-circuit. When an tries to apply a negative affliction to your mech you roll 2d6 + your RES against their Inflict check (see inflict.)

Inflict (INF)
The opposite of resistance, this represents the mech's ability to hack the systems of enemy units or how proficient it is at applying and causing the effects to work. When trying to give an enemy a negative affliction you roll an inflict check 2d6 + your INF against the target's RES check.

Repair
Sometimes a quick fix is needed in the heat of combat, and this represent the mech's ability to either repair itself or allies. When trying to repair, you roll a repair check (2d6 + ranks in repair) and multiply it by the feature or tool you are trying to use.
For example the Self Repair feature, heals your repair check x 10, while the Repairbot tool heals you repair check x 5.

And these are the different features you may select to build your mech. Players will start with 100 Build points to create their mech. (note that on creation they have a separate 100 Build points for weapons).

Start with a basic frame size (no cost)
The medium frame is considered the "normal" frame, it is a basic humanoid form, with a head, torso, 2 legs and 2 arms. It has the following stats.
200 CP, 50 AP, 50 EAP, 100 EC
10 EVA, 6 MA, 5 TS

Superlight +2 EVA, +4 MA, -40 CP, -20AP
Light +1 EVA, +2 MA, -20CP, -10 AP
Medium No Change
Heavy -1 EVA, -2 MA, +20CP, +10AP
Super Heavy -2 EVA, -2 MA, +40CP, +20 AP

Features
Features (besides the mech's weapons) are what define each individual machine. Unless otherwise noted the feature can only be taken once, the ones that can be taken multiple times either provide mutiple uses of the same feature or the next step up of said feature. Each feature has a cost of Build Points that the player cannot exceed from creation. Some features can only be used a certain amount of times per combat.
Form features can only be taken upon the mech's creation or as the first feature for a new transformation when the transformation feature is obtained. Only one form feature can be selected.

Quadruped (Form Feature) - cost 0
Not all mechs are humanoid, some look more like animals like lions or dragons. A mech with this feature loses his arms and gains another pair of legs. While it may not be able to hold weapons on its arms anymore these extra legs give it +2 MA and +2 EAV. Unlike a regular mech, you may mount one ranged weapon on the mech's back.

Serpentine (Form Feature) - cost 0
Some mech's are actually completely limbless, and resemble snakes. Mechs with this feature automatically get the Fanged/Horned feature, Tail feature and the Weaponized (head) feature. Normally you can only carry one weapon on one body part, but mech's with the serpentine feature can use both a ranged and melee weapon (with the fanged/horned and weaponized features) on the mech's head. Lastly the mech gains +2 EAV.

Vehicle (Form Feature) - cost 0
Some rather than a humanoid form the player's mech is more closely resembles a car or a tank. Mech's with this feature lose their arms, legs, and head. It automatically gains the Wheels/Treads feature, Booster System x2 feature and weaponized (torso) feature. The mech gains +1 MA and +1 EAV. Lastly, normally under the weaponized (torso) you can only equip one ranged weapon on that part, but a mech with the vehicle (form feature) can have up to 3 weapons on its torso.

Avian/Flight (Form Feature) - cost 0
Taking flight is a common tactical strategy, it allows more maneuverability and being more evasive at the cost of losing some AP to be able fly. The mech loses his arms in the place of wings, helicopter blades, ect. It gains +3 MA and +2 EAV and loses - 20 AP. This feature also comes with the option of using a to take to the air or come closer to the ground. While in the air, the mech can't use a melee weapon and can't be targeted by a melee attack. The exception to this is if the melee weapon has the reach feature, but even with the feature, the weapon suffers -3 penalty to TA. Also While in the air, you are not affected by difficult terrain.

Armor -cost 15 per level
Armor gives your mech more resistance against regular attacks such as bullets from a machine gun, or a physical sword. Each level of this taken gives your mech 10 more AP.

Aquatic - cost 15
Mechs with this feature ignore any penalties for moving underwater and actually gain +1 EAV and +2 MA when underwater.

Advanced Technology - cost 10 per level
Your mech gains 1 Tech point per level.

Extra Limbs - cost 20 per level (max 2)
The standard mech usually only has two arms and two legs, however there are some that need the extra limbs for weapons and such. For each level of this the mech gains either another set of legs or arms. Arms provide more places for weapons to be held while another set of legs provides +1 MA and +10 CP

Booster System -cost 5 per level (max 10)
Boosters provide quick movement for your mecha that can be used for either mobility or EAV. To use boosters the mech must have the needed EC to activate them. For each level of Booster System the mech gains +1 MA and drains 15 Ec from the mech. Note, you need not activate all of the booster systems even if you have multiple levels of it. For example The Reaper Mech has 5 levels of Booster System, however he still wants to be able to use his energy scythe at the end of his movement which costs 70 EC, thus he only activates LV2 booster system to only use up 30 EC.
To use for avoidance, the mech must make defensive manuevers and thus not attack this turn. He may activate up to his Booster System level to gain that much EAV, and use up that much EC x 10 as well. For example, the reaper mech is being ambushed by 5 tanks and wishes to evade and avoid combat till his back up arrives, he may activate all 5 levels of his Booster System to gain +5 EAV and the cost of expending 50 EC.

Targeting System- cost 25 per level
Advance computers and A.I. systems allow for easier targeting of enemies. Each level of this provides a +1 to TS.

Transforming- cost 30
Some mechs have the amazing ability to transform into another shape to either move more quickly or take on a more destructive form. With the same amount of BP (not including the cost of the transforming feature) build an alternate form that your mech can take on. It takes a standard action to transform. This can only be taken once on creation of the mech, but as many times as you want afterward. When you gain more build points you much choose which transformation to apply it to.
For example, the Reaper Mech took the transformation feature on creation and thus only had 70 build points for both the regular form and his alternate form. He waits after gaining another 30 build points to take yet another form. As with his normal and alternate forms, he only has 70 points to build that form. Upon gaining more build points he decides that instead of another form he wants to make his original form stronger so instead of another form he spends his build points on getting additional boosters, however those boosters are only usable in his original form.

Fanged/Horn - cost 15
The beast mech gains a pair of fangs or horn/s to attack its foes with. Essensially it allows you to place a melee weapon on the head of your mech (which is not possible otherwise).

Tail - cost 10
Your mech gains a tail or tentacle that can be used to place a weapon on such a beam rifle, stinger, or blade.

Wheels or Treads - cost 10
Wheels provide an additional speed to a mech traveling on land and give it an additional +1 MA. Treads don't provide any increases in movement but negate penalties for difficult terrain. This can only be take once and you much choose either wheels or treads.
When in the air, due to the avian/flight form feature, you lose the +1 MA from choosing the wheels option.

Sheild - cost 15
Takes up the use of one arm, but gives the mech +20 AP and +10 EAP. The sheild may be unequipped to be able to use that arm for other purposes.

Backpack - cost 15 per level
This allows the mech to carry more weapons on it. You may carry up to two additional weapons per level, that are not considered equipped. These can be switched out with other weapons as a standard action. Even though the name states backpack, it actually can represent anything from gun holsters hidden in the legs of the mech, to special compartments in the arms of the mech.

Toolbelt - cost 15 per level
The mech carry 2 more tools per level.

Weaponized - cost 15 per level
This feature allows a ranged weapon to be placed in the mech itself rather than held by the mech. Each time this is selected chose either the torso, head, or a limb (that has not been chosen before) and it gains the ability to hold a weapon on that body part.

Bulky - cost 10 per level
The mech is made of sturdier or better designed alloys, giving it a +10 CP per level.

Generator - cost 20 per level
Some mechs require a better energy output to engage in combat. The mech gains +10 EC per level.

Sabateour - cost 30
Some mechs are better suited to disabling and debilitate foes rather than damage them. Mechs with this feature gain +2 to inflict checks. Also once per combat they may reroll an inflict check choosing the better result of the two.

Weapon Theft - cost 40
Stealing a defeated enemy's weapon and using it against their allies can sometimes be not only useful, but down right destructive. A mech with this feature can, as a standard action, take and wield a defeated foe's weapon. Since the weapon is torn off the enemy mech it is unstable and unreliable. The weapon taken from the enemy can only be used up 3 times before completely breaking.

Camouflage System - cost 5 or 20
Choose a terrain; city, forrest, desert, mountains, water (shore, beach, ect.) when in that terrain for 5 BP your mech gains +1 EAV. For 20 BP your mech can spend 1 turn scanning the area it is currently in to gain a +1 EAV as if it selected that area for its camouflage. When using this feature in the correct enviornment, you also gain +2 to your Cloaking Systems ability.

desero clades
2012-12-10, 02:52 AM
And finally here are the weapon features!

Weapons & Tools
All weapons fall under one of four categories; non-energy ranged, non-energy melee, energy ranged, and energy melee. Just like when designing a mech you choose a frame (one of the 4 categories), however unlike the frame of the mech, the frame of the weapon has an initial cost.
Tools, unlike weapons have no initial cost, but do not do anything on their own, until features are added. Also unlike weapons, which need a place to be held or mounted on, a mech may have up to 3 tools on itself (can be upgraded with features) without an actual place for them. Tools are always considered equipped and usable.
You can only apply Weapon Features to the 4 weapon frames, and only tool features to the Tool frame.

Non-Energy Ranged - cost 10
Deals 1d6 x10 +10 regular damage, range 5 squares. Requires 5 EC to maintain activated.

Non-Energy Melee - cost 10
Deals 2d6 x10 +10 regular damage, range adjacent squares. Requires 5 EC to maintain activated.

Energy Ranged - cost 20
Deals 1d6 x10 energy damage, range 5 squares, firing a shot drains 20 EC for that turn. Requires 10 EC to maintain activated.

Energy Melee - cost 20
Deals 2d6 x10 energy damage, range adjacent squares, requires 40 EC to maintain activated.

Tool - cost 0
A tool does nothing on its own until Tool Features are added to it.

Weapon Features
After choosing the frame for your weapon you may spend more of your WBP to further customize your weapon. Some features give actually refund some WBP, point refunded this way can only be spent on the same weapon.

Two Handed (Melee weapons only) - cost 0
Some weapons are two big and unwieldy to correctly use in just one hand. With this feature you must wield the weapon with two arms, however this also causes the weapon to deal + 15 damage if it is a non-energy weapon, or 1d6 x 5 if it is an energy weapon.

Damage + - cost 30 per level
Increase the damage dealt by the weapon by 20 per level.

Damage Step + - cost 40 per level
Weapon deals an additional 1d6 x 10 damage.

Added Affliction - cost 30
Choose one affliction. Up to 3 times per combat, you may try to inflict your target with that affliction. You must hit your target with your weapon to try and inflict them. This can only be chosen once per weapon.

Energy Requirement -refunds 5 per level
Increases the required EC required for the weapon to stay activated by 10 per level.

Energy Consumption - refunds 10 points per level
Attacking with the weapon drains 15 EC per level.

Accurate - cost 30 per level
The weapon is in better sync with the mech's computers giving the mech +1 TS when attacking with this weapon.

Cone Attack (ranged weapon only) - cost 30
Instead of a regular blast you may attempt to hit all targets in a cone with a blast of a flamethrower or maybe a shotgun for instance. Rather than just one target that is within your range, you hit all targets within the cone in front of you. You may do this up to 3 times per combat. See the figure for specifics of the area.

Synced - cost 20
Weapons with this feature don't accrue the -1 penalty to the TS when used along side other weapons.

Swift (melee weapons only) - cost 40 per level
Allows another swing with the same melee weapon during the same round.

Burst Fire (ranged weapons only) - cost 40 cost per level
Allows another shot with the same ranged weapon during the same round.

Multiweapon - cost 30
As a move action you may switch the weapon into another selected type of weapon, or vice versa. The alternate version of the weapon must be of the same damage type.

Reach Weapon (melee weapon only) - cost 20 or 30
This represents either a spear, or maybe a chain or whip weapon. Your may now treat up to 2 squares away as adjacent squares when attacking enemies, or if you paid 30 WBP up to 3 squares away.

Long Range (ranged weapon) - cost 25
Some mech prefer to attack from a distance to take down foes. This increases the range by 5 squares.

Limited Ammo - refunds 10 or 20 or 50
The weapon is powered by an external source, such as an ammo clip or battery pack, and thus has limited uses. For a 10 point refund, the weapon can only be used 10 times per combat, for 20 point refund, the weapon can only be used 5 times per combat, or for a 50 point refund it can be used once per combat.

Tool Features
Just like weapons, tools can have features to customize them and allow them to provide different functions. You can only select one of the Tool Features with the "Initial Affliction" descriptor to one specific tool. If you want it to do another negative Affliction, you'll have to add a Tool Feature with the "Additional Infliction" descriptor. Affliction and enhancement Tool Features can not be combined. Lastly, only one enhancement can be applied to a tool.

Flashbang (affliction) - cost 20 per level
Try to inflict blind on an enemy unit. This item temporarily blinds the foe's pilot, jams their cameras, ect. This can thrown up to 5 squares away and affects a cube of 4 squares. The opponent rolls a RES check against your Inflict check. This can be used 2 times per combat per level. It takes a standard action to use this ability and it can not be combined with other features.

Self Repair (Enhancement) - cost 30 per level
Using either nanobots, a crew on board, etc. the mech attempts to repair some damage it has taken in battle. Roll a repair check, the mech regains the amount rolled x 10 of its CP. This feature may be used once per combat per level. Takes a standard action.

Repairbot (Enhancement) - cost 30 per level
Same as Self Repair, except as noted here. Can affect an adjacent ally and the amount repaired is your repair check x 5.

Overload (Initial Affliction) - cost 30
Attempt to temporarily shut down or disable an enemy unit. Roll an inflict check against an adjacent foe to give them the negative affliction "Short Circuited."

Overload (Additional Affliction) - cost 30
Attempt to temporarily shut down or disable an enemy unit. Roll an inflict check against an adjacent foe to give them the negative affliction "Short Circuited." This has a -3 to the inflict check and can not be selected along side the Overload (Initial Affliction) Tool Feature.

Overheat (Initial Affliction) - cost 30
Turn up the internal temperature in an enemy unit to dangerous degrees. Roll an inflict check against an adjacent foe to give them the negative affliction Overheated.

Overheat (Additional Affliction) - cost 30
Turn up the internal temperature in an enemy unit to dangerous degrees. Roll an inflict check against an adjacent foe to give them the negative affliction Overheated. This has a -3 to the inflict check and can not be selected along side the Overheat (Initial Affliction) Tool Feature.

Corrode Armor (Initial Affliction) - cost 30
Strike a foe with fast acting acid. Roll an inflict check against an adjacent foe to give them the negative affliction Corroded Armor.

Corrode Armor (Additional Affliction) - cost 30
Strike a foe with fast acting acid. Roll an inflict check against an adjacent foe to give them the negative affliction Corroded Armor. This has a -3 to the inflict check and can not be selected along side the Corroded Armor (Initial Affliction) Tool Feature.

Freezer (Initial Affliction) - cost 30
Lower the temperature on an enemy mech to a dangerous degree. Roll an inflict check against an adjacent foe to give them the negative affliction Frozen.

Freezer (Additional Affliction) - cost 30
Lower the temperature on an enemy mech to a dangerous degree. Roll an inflict check against an adjacent foe to give them the negative affliction Frozen. This has a -3 to the inflict check and can not be selected along side the Corroded Armor (Initial Affliction) Tool Feature.

Armor Break (Initial Affliction) - Cost 40
Deal a decisive blow to your enemy enemy to lower his defenses for a short round. Roll an inflict check to give an adjacent target the Armor Break affliction.

Armor Break (Additional Affliction) - Cost 40
Deal a decisive blow to your enemy enemy to lower his defenses for a short round. Roll an inflict check to give an adjacent target the Armor Break affliction. This has a -3 to the inflict check and can not be selected along side the Armor Break (Initial Affliction) Tool Feature.

Overcharger (Enhancement) - cost 40
Apply the overcharge enhancement on yourself or an adjacent mech. Can be used up to 2 times per combat.

Accelerate (Enhancement) -cost 30
Apply the revved enhancement on yourself or an adjacent mech. Can be used up to 3 times per combat.

Shielded (enhancement) - cost 30
Apply the shield enhancement on yourself or an adjacent mech. Can be used up to 3 times per combat.

Intangible (enhancement) - cost 30
Apply the intangible enhancement on yourself or an adjacent mech. Can be used up to 3 times per combat.

Auto-Repair (enhancement) - cost 30
Apply the auto-repair enhancement on yourself or an adjacent mech after folling a repair check. Can be used up to 3 times per combat.

Ranged Tool - cost 20
This can only be applied to an tool that can only normal be used on an adjacent ally or foe. Increase the range by up to 5 squares.

Tool Damage + - cost 30 per level
The tool now deals 20 regular damage per level. Can only be used within the range of the tool. (If no other feature was selected then it can only be used against adjacent foes.)

Tool Damage Step + - cost 40 per level
The tool now deals 1d6 x 10 regular damage per level. Can only be used within the range of the tool.
(If no other feature was selected then it can only be used against adjacent foes.)

Wielded - refund 20
Unlike other tools, this tool must be equipped to be used and thus held one of the mech's arms or placed on a body part that has the Weaponized feature.