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==MECH: Knightmare== GMS Standard Pattern I core {| |- |Size 1 mech |- |H||+1 |- |A||+1 |- |S||+0 |- |E||-1 |- |- |Targeting:||+0||Melee:||+0 |- |||||Ranged:||+0 |- |Invasion:||+0 |- |Scan:||+0 |- |Stabilize:||+0 |- |Armor:||1 |- |HP:||20||Repair Rate:||5 |- |Evasion:||9||Repair Cap:||8 |- |EDefense:||8||Heat Capacity:||10 |- |Speed:||6||Cooling Rate:||5 |- |Sensors:||10 |- ||Storage:||6 |} Weapons: *'''GMS Type I MC-HB''' **Heavy Melee (Hammer) **Reach, 2d6 kinetic damage *'''Integrated GMS Type I MC-P''' **Auxiliary CQP (Pistol) **Range 10, 1d3 kinetic damage Systems: *'''Personalizations (Extra pair of legs)''' **+2 hp **When you take this mod, establish with your GM 1 minor effect or modification you have made to your mech. This mod cannot grant any statistical or combat benefit to your mech other than the hp benefit, but could provide other useful effects. **However, If your GM agrees that these mods would help you with a particular skill check, they can give you +1 Accuracy on the check. *'''Bulwark Mods''' **Your mech has extended or armored arms or legs, redundant motor systems, or is otherwise reinforced for harsh terrain. Ignore difficult terrain, and you can re-roll failed dangerous terrain checks. You must accept the second result. *'''GMS EVA Module''' **Your mech counts as having a propulsion system in space and underwater situations. *'''GMS Modular Ceramo/Ferrous Plated Armour''' **+1 armour
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