Editing Stars Without Number: The High and the Mighty

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***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.
 
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.
 
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.
 
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.
 
=== Mecha Movement  ===
 
Mechs have halved movement rates, but I think you're miscalculating how far that comes out to.
 
A shock suit has Speed 4. You multiply that by 10 meters to figure out their normal combat move, which is 40. Compare that to the [I]20[/I] that an un-enmeched* infantry moves. So, we divide your 40 meters in two to get 20 meters. Hexes are two meters. So you can move 10 hexes. 20 if you give up your action, or have the Melee skill to charge and choose to do so. Normal characters move 5 hexes, or 10 if they run or charge.
 
So! Shock and Psi suits move up to 10 hexes. Specialist suits move up to 15.
 
  
 
== Weapons & Equipment ==
 
== Weapons & Equipment ==

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