Editing Stars Without Number: The High and the Mighty

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**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like.  
 
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like.  
 
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.
 
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.
**Sidearms which are projectile weapons have the Ammo trait (it should have always worked this way anyway) but they use their own skill instead of gunnery to check at the end of combat to see if they've gone dry.
 
**If you have Ammunition Cells and a rocket launcher, you can state that you've got Anti-Personnel AND Anti-Vehicle rockets. Anti-Personnel rockets do 3d10 straight to mobs, but don't have the AP quality. Switching between types of ammunition takes a round, but only requires a free action. Your mech does it automatically in response to a simple mental command. You check at the end of combat only re: the types of rockets you have used, so you can run out of one but not the other.
 
  
 
== Mobs ==
 
== Mobs ==

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