Sons of Odin
Ain’t Got Time To Bleed
+1 damage with Machine Guns
Reduce the heat cost of your mech jumps by -1.
-1 to piloting rolls caused by damage volume.
When mech reaches critical shape, all gunnery, piloting and consciousness rolls are temporarily at -1.
Indirect Fire to-hit rolls are -1.
+1 damage when punching.
-1 to-hit when punching.
-1 Piloting on pavement.
May move into Heavy Woods as though it is Light Woods.Jump Master
-1 to all jump based rolls.
Has Extreme Range with Autocannons.
Does not require an automatic piloting roll after missing a kick.
Has Extreme Range with flamers. Flamers do +1 damage.
-1 Piloting on rough terrain.
+3 Range bonus to detect concealed objects with sensors.
-1 to hit with AC’s at Extreme Range. (Requires: Kentucky Windage)
-1 to Consciousness checks.
Once per battle, you may swap your Initiative with one ally within 9 hexes.
+1 initiative in heavy urban terrain.
Movement penalties in water are reduced by 1.
Zero Grav Fighter
+1 initiative in low gravity.