EQ3

Weapons

Name Cost DMG Ammo Range ADVANTAGE DISADV Weight
Ranged
Beam
BOWA Rifle 5k 30 6 Long AP 30, Last Shot Drain EN 10, Recharge: 2 1
MK II Rifle 10k 20 6 Mid AP 10, Reliable Reload: 1 1
Shorty Rifle 5k 15 - Mid AP 5, Flurry, Crit-Up Drain EN 5 0.5
Beam Machinegun 9k 0/15 8 Mid Autofire, AP 5, Flurry Inaccurate, Reload: 2 2
Buster Rifle 15k 50 4 Mid Devastating(45), Blast, SP 40 Recharge: 3, Static, Wield: SS1/3 4
Particle Cannon 15k 30/20 1 Long Autofire, AP 30, Blast, Quick-Kill Drain EN 50, FF Block, Recharge: 4, Static, Wield: SS3 5
Conventional
Vulcan 1k 0/5 2 Close Autofire, Fire-Linked Reload: 3 0.5
Machinegun 2k 5/10 10 Short Autofire, Flechette, Reliable Reload: 1 0.5
Gattling Gun 5k 10/10 6 Mid Autofire x2, AP 20 Inaccurate, Costly Ammo, Reload: 2 2
Assault Rifle 4k 15/5 8 Mid Autofire, Crit-Up Reload: 1 1
Scattergun 3k 20 6 Short Scatter, Point Blank, Spreadingx2 Reload: 2 2
180mm Cannon 7k 40 4 Long Ballistic, Point Blank Static, Reload: 2 4
Railgun 10k 55 2 Long Crit Up, Pierce(FF) 40, Point Blank Static, Reload: 2, Drain EN 10 2
Explosives
Hyper Bazooka 4k 35 6 Short Knockdownx2 Reload: 3 2
Clay Bazooka 8k 15/5 1 Mid Autofire, Spreadingx2, Flare Close: Knockdown only, Reload: 3 2
Mine Thrower 12k 25 6 Short Remote Detonate, Proximity Half Damage vs Boosting, Reload: 3 1
Velocity Missiles 3k 35 6 Long Quick-kill Reload: 1 2
Agile Missiles 6k 25 3 Mid Ballistic, Flexiblex2, Flanking, Surprise Reload: 1 1
Cluster Missiles 6k 25 1 Mid Ballistic, Flexible, Spreadingx2 Reload 2 1
Micro Missiles 10k 10/10 3 Mid Autofirex2, Spreadingx2 Reload: 1 1
Chain Missiles 5k 30/5 6 Long Autofire Inaccurate, Reload: 3 3
Cryo Missiles 8k 0 2 Short Freeze, Ballistic Reload: 3 1
Warhead 15k 75 1 Long AoEx4 Slow, Volatile, Reload: 4 2

//The BOWA has an interesting unintentional quirk in that the last shot in the weapon will frequently come streaking out suddenly and often violently faster than either the pilot or target expected. On the last shot the weapon will crit on a 6 or less, but will critically fail and become unusable on a 9 or higher.
Autofire x2 = Roll 2 dice, take higher. Roll a d6 on hit, multiply number after slash by die.
Blast = Damage in a straight line
Crit up = Crit hit = 2,3,4; Crit miss = 11, 12
Devastating = 100% damage on Glancing dodge
Flanking = Take half damage on shield guard, glancing dodge is full damage
Flechette = +20 dmg against Armor I or less; -20 damage against armor II or greater
Freeze = Slow down movement, increase damage from explosive/conventional
Point Blank = +10 dmg each range increment closer you are
Recharge = Gains an ammo after this many phases
Reload = Takes that amount of Half-Move actions to reload.
Reliable = Crit hit = 2,3; no crit miss
Quick-kill = Quickboost isn’t a guarantee. Make body check with penalty = half total weight
Static = Don’t move the preceding phase or next phase. Dodge halved.

Name Cost DMG Range SS ADVANTAGE DISADV Weight
Close Combat
Conventional
Reinforced Limbs 3k 20 Melee Yes Flurry, Grapple, Reliable - 2
Extendo Limbs 10k 20 Short Yes Concealed, Flexible, Grapple Useless: Melee 1
Schneider Knife 2k 15 Melee No Concealed, Pierce(FF), Flurry, Reliable - 0.5
Particle ENH Blade 8k 35 Melee Yes Pierce(FF)x2, Reliable - 2
Sharpened Mountain of Metal 15k 50 Close Yes Devastating, Reach, Crit Up Wield: SS3/5 4
Prog Knife 10k 0/15 Melee Yes APx2, Autofirex2, Concealed Slow, Reuse: 3 0.5
Energy
Beam Saber 4k 40 Melee No Crit Up, Flurry, Concealed FF Blockx2 0.5
Anti-Ship Sword 10k 60 Close Yes Devastating, Reach, SP Wield: SS3/5 4
Beam Boomerang 6k 20 Short Yes Returning, Crit-Up, Concealed Shield Blockx2, Reuse:2 0.5
Electric Coil 7k 15 Short No Flexible, Taser/Energy Vampire, Concealed Drain EN 15, Reuse: 1 1
ShockStaff 6k 25 Close Yes Stun, Reach Drain EN 10 1
Heated
Heat Hawk 4k 35 Melee Yes Armor Pierce (AP) - 2
Melting Claw 8k 20/10 Melee Yes Autofire (AF), AP x2 (AF Only) Drain EN 30 2
Flame Thrower 6k 30 Close No Burning(20), AoE, Blast Reload: 2, Drain EN 15 3
Firelance 12k 20/30 Close Yes Implode, Crit-Up, Devastating, Reach Drain EN 10, Boost: Double Drain 3

//The firelance ignites the hydraulic oil inside a mech and frequently causes them to implode. In addition to this it carries with it’s own propellant
FF Block – 1/2 damage, x2 = no damage from
Grapple = Grab, throw, knockdown, rend, etc. Free check after attack.
Implode = Second hit ignores armor, crit both hits ignore armor. First hit required.
Piercing – Melee 1/2 armor/shield/forcefield, x2 = ignore armor/shield/forcefield.
Reach = Increase range, -2 Dodge
Reuse = How many rounds until you can reuse
SS = Super Strength

Attack always does full damage
Defense
- Dodge, 6 or less = Glancing half damage (Devastating does full damage)
- Dodge, 6 < X < DCV = full dodge
- Autofire, Glancing – Ignore the first number and only take variable
- Guard, 6 or less = Shield takes hit, may get damaged, sacrifice it to emerge unscathed
- Guard DCV>x>6 = Shield takes no excess structural damage
- Shield is wiped out if Shield P is higher than Shield strength
- Melee weapons can block weapons of the same type without harm, i.e. Bsaber vs Bsaber.
- Quick boost is the osht button, you get the hell out of dodge at a random GM determined direction. You can do this once per round, note there are two combat phases per round.
- Can’t quickboost if using boost to move that phase

Surprise attack = attacker Crit 6 or less
Pointblank = Halve guard, no dodge
From behind = No guard, unless shield on back; halve dodge
Standing still = Shooting Duck, attack gets attack bonus
Can’t dodge if you got no room to move and you move to diff squares
Using non-melee/close in melee gets you slapped in the face

Use color code cards to determine what you’re going to do each round before announcing it.
Red = offensive; Blue = mobility / avoid;
Black = Cockblock; White = Aid; Green = Regroup

EQ3

Mecha Mashup Redhobbit