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====Super-Heavy Weapons====
 
====Super-Heavy Weapons====
These weapons can only be mounted onto a vehicle (or huge drone) or onto a structured like platform. All with the Heavy Damage weapon property ignore the disadvantage of attacking when moving when mounted onto a vehicle. All weapon ammunition, bombs and missiles count towards the vehicle cargo storage capacity, wherever it is stored within it. Bomb and Missile reloads numbers in parentheses is the number that can be carried per Weapon Mount. All are Military for Availability. Super-heavy weapons suffer disadvantage on all attack rolls verse non-stationary Large sized targets or smaller (metahumans, critters, vehicles, etc.). See grenades for EMP effects, except that all vehicles and drones have a base save no matter their size.
 
 
Heavy Autocannons and Light cannon use two weapon mounts, Heavy cannons use four. Bomb Bays use three weapon mounts, City Buster bays count a four. Heavy missile launcher mounts use two mounts. Count the weight of the mounting towards the vehicle’s maximum cargo capacity.
 
 
Advanced auto-loading systems mean that it takes no time to reload a tank cannon camber and the rounds are stored separately within the machine. As noted above this ammo counts towards the vehicles cargo.
 
 
Ammunition for autocannons are 800¥ for 100 rounds and weigh 50lbs, heavy autocannons and anti-armor light cannon rounds cost 1,200¥ for 100 rounds and weigh 100lbs. Heavy cannon anti-armor rounds cost 2,000¥ for 100 rounds and weigh 500lbs.
 
 
Light and Heavy cannons can change their type to High-Explosive (price and weigh are the same). Add one weapon dice to the damage, change damage type to explosive and weapon properties Area of Effect 40ft for light cannons, or 60ft for heavy cannons, but lost the weapon dice multiplier (just base dice damage) and the Heavy Damage weapon property. They both have a DC15 Dexterity save, success for half damage (so a light cannon high explosive would deal 5d12 explosive damage with weapon properties – Area of Effect 40ft/DC15). Even if the character has Evasion, they would still suffer minimum damage with a save.
 
 
Block Buster high explosive bombs cost 1,000¥ and weigh 40lbs each while City Buster high explosive bombs cost 8,000¥ each and weigh 200lbs. No matter the size all require a DC15 Dexterity save for half damage. Even if the character has Evasion, they would still suffer minimum damage with a save. For ½ the price and weigh can change their type to EMP with the DC20 Intelligence save in an Area of Effect twice the base listed. Deals minimum damage in basic area of affect with a DC15 Dexterity save, success for half damage.
 
 
Light Missiles cost 750¥ and weigh 25lbs each, Medium Missiles cost 2,500¥ and weigh 50lbs each, and Heavy Missiles cost 6,000¥ and weigh 100lbs each. All are High Explosive standard and use the same DC15 Dexterity save as with bombs (see above). For HEAT missiles, prices are twice as much but weight remains the same. They add AP and Heavy damage weapon property while halving the Area of Effect. Add +2d12 to the base damage. Underwater or water based missiles are called torpedoes but otherwise cost and function the same. They can also be fired by specialized weapon mounts on Aircraft.
 
  
 
=== ADDITIONAL GEAR ===
 
=== ADDITIONAL GEAR ===

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