Slow

[Mech Technology]


This effect disrupts the mobility systems of the target Mech, either directly attacking their actuators and motor elements, or by electronic measures that cause dysfunctions in the movement and maneuver systems. Typically, some ice and laser weapons can include this capacity.


Technical Description 

A Mech/weapon with the Slow effect will cause any Mech it hits to lose speed for the remainder of combat.

For example, if a weapon with Slow(5) hits an enemy Mech, every weapon on the enemy Mech will lose 5 speed points, to a minimum of 1.

This skill can be available through:
  • Mech build skills-tree
  • Equipment
  • Weapons


(By Mechanomicon)

Shield

[Mech Technology]


1. Generic Shield (number of points)

The Shield property blocks damage.


For example, a Mech with shield(4) will take 4 less damage from every hit.


2. Damage Shield: Laser/Missile/Cannon/Fire/Ice Shield (number of points)

A Mech will block a given ammount of damage from a certain type of weapon.

For example, a Mech with Laser Shield (50) will take 50 less damage from every laser hit.

Fixed number shields can be stacked with percent shields for additional (very effective) protection. In this case, the fixed number shield is applied first, and the percent is applied last.


3. Damage Shield: Laser/Missile/Cannon/Fire/Ice Shield - (percent)

A Mech will block a percent of damage from a certain type of weapon.

For example, a Mech with Laser Shield 50% will take half damage from laser weapons.

Shield percents multiply, do not add.

If a Mech has 2 shields which each block 50% of laser damage, that Mech is not immune to lasers.

The first shield will block 50% of the damage, then the second shield will block 50% of the remaining damage, for a total of 75% damage blocked.


This skill can be available through:
  • Mech build skills-tree
  • Equipment (specially through Shields)

(By Mechanomicon)

Precision

[Mech Technology]

Precision is the quality to reach the target at which the weapon is aimed.

Whether the accuracy is greater or lesser depends not only on the pilot's artillery qualities, but also on the own Mech capabilities of the support systems in aim acquisition, as well as any other auxiliary system incorporated in the Mech and in the additional modules of equipment, and sometimes even, in the systems integrated in the own weapons to improve the aim.




























Technical Description

A Mech with Precision will hit their targets more often. Each point of Precision decreases the chance to miss by roughly 1%. This is an exact counter to Dodge.

Total hit probability (after all dodge and precision are added) is capped at roughly 96%.

Any score above 100% turns useless, and since there is a granted 4% chance of critical dodge that cannot be negated, turns that the optimal and most efficient precision rank is 96%.

This skill can be available through:
  • Mech build skills-tree
  • Equipment (specially through cockpits)
  • Weapons


(By Mechanomicon)

Weapon Damage

[Mech Technology]


Laser/Missile/Cannon/Fire/Ice Damage (+ percent)

A mech with a Damage + % bonus will do that much more damage with a given type of weapon.

Laser/Missile/Cannon/Fire/Ice Vulnerable (number).

Mech will take extra total damage from that type of weapon.


For example, a mech with Ice Vulnerable (50) will take an extra 50 points of damage from Ice weapons.

This skill can be available through:
  • Mech build skills-tree
  • Equipment
  • Weapons

(By Mechanomicon)

Weapon Vulnerability (percent)

[Mech Technology]


Laser/Missile/Cannon/Fire/Ice Vulnerable (percent)

A Mech will take extra damage percent from that type of weapon.

For example, a Mech with Ice Vulnerable 50% will take an extra 50% damage from Ice weapons.

Vulnerabilities are often present as an effect caused by the low quality of the component used or as a side effect of some very powerful effect.

This effect can be contained by:
  • Mech build skills-tree
  • Equipment
  • Weapons

(By Mechanomicon)

Kickback

[Mech Technology]


A Mech/weapon with the Kickback effect has a chance to deal damage to the Mech which fires the weapon on a successful hit.

For example, if a weapon with Kickback 10% hits a Mech for 50 damage, the Mech which fired might also take 5 damage.

Warning. This is not a beneficial effect, but an effect detrimental to the Mech in which comes attached, which side effect often responds to a compensation of some powerful effect.

This effect can be attached on:
  • Mech build skills-tree
  • Equipment
  • Weapons

(By Mechanomicon)

Freeze

[Mech Technology]


A weapon with the Freeze effect has a chance to freeze an opponent on a successful hit. Frozen Mechs will remain paralyzed until their next action. They will then spend their next action un-freezing, instead of firing their weapon. 

The Freeze power also includes things like Electronic Counter Measures which paralyze a mech. Cold is not required.]

This skill can be available through:
  • Mech build skills-tree
  • Equipment
  • Weapons

(By Mechanomicon)