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'''WALKING ARMORY''' <br>
 
'''WALKING ARMORY''' <br>
+ ''Armament'': You carry a supply of custom ammunition that can be used with all your main ranged weapons. Gain the AMMO CASE system. <br>
+
+ ''Armament'': You carry a supply of custom ammunition that can be used with all your main ranged weapons. Gain the AMMO CASE system [Limited 6] - 1/turn, when you attack and hit with a Main ranged weapon, you may expend charges to apply one of the following effects to your attack at the listed cost: <br>
 
 
AMMO CASE [Limited 6]: 1/turn, when you attack and hit with a Main ranged weapon, you may expend charges to apply one of the following effects to your attack at the listed cost: <br>
 
 
* Thumper (1 charge): The attack gains Knockback 1 and deals explosive damage. <br>
 
* Thumper (1 charge): The attack gains Knockback 1 and deals explosive damage. <br>
 
* Shock (1 charge): The attack deals energy damage. Choose one character targeted by your attack; adjacent characters take 1 AP energy, whether the result is a hit or miss. <br>
 
* Shock (1 charge): The attack deals energy damage. Choose one character targeted by your attack; adjacent characters take 1 AP energy, whether the result is a hit or miss. <br>
 
* Mag (1 charge): The attack gains Arcing and deals kinetic damage. <br>
 
* Mag (1 charge): The attack gains Arcing and deals kinetic damage. <br>
 
 
++ ''Expanded Portfolio'': Your AMMO CASE gains new ammunition types, each of which costs two charges rather than one: <br>
 
++ ''Expanded Portfolio'': Your AMMO CASE gains new ammunition types, each of which costs two charges rather than one: <br>
 
* Hellfire (2 charges): The attack deals energy damage and deals any bonus damage as Burn. <br>
 
* Hellfire (2 charges): The attack deals energy damage and deals any bonus damage as Burn. <br>
 
* Jager (2 charges): The attack gains Knockback 2, deals explosive damage, and one character hit by the attack – your choice – must succeed on a Hull save or be knocked prone. <br>
 
* Jager (2 charges): The attack gains Knockback 2, deals explosive damage, and one character hit by the attack – your choice – must succeed on a Hull save or be knocked prone. <br>
 
* Sabot (2 charges): The attack gains AP and deals kinetic damage. <br>
 
* Sabot (2 charges): The attack gains AP and deals kinetic damage. <br>
 
+
+++ ''Effiency'': If you score a critical hit using ammunition from your AMMO CASE, you don’t expend any charges. If your attack has more than one target, this effect only applies to the first attack roll you make. <br>
+++ ''Efficiency'': If you score a critical hit using ammunition from your AMMO CASE, you don’t expend any charges. If your attack has more than one target, this effect only applies to the first attack roll you make. <br>
 
  
 
[ LICENSES ] <br>
 
[ LICENSES ] <br>

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