Editing Stars Without Number: The High and the Mighty

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*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech.  
 
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech.  
 
*The pilot's Exosuit skill subtracts from the mech's Armor Class.
 
*The pilot's Exosuit skill subtracts from the mech's Armor Class.
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech's sidearm. You can swap out your sidearm during downtime or with a check.
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*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech's sidearm.
 
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.
 
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.
 
*A mech's ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.
 
*A mech's ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.

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