/tg/ Mech Creator v1.1

Designed by MechAnon. Based on The Armour Maker tank tables and The Flier Guy airplane and helicopter tables. Inspired by Battletech/MechWarrior, TTGL, Super Robot Wars, Transformers, Avatar, Power Rangers and Macross. Picture used without any form of permission whatsoever.

Needed:1d100, 1d4, something to write on, imagination. MODERN & FUTURE MECHS Every Mech rolls once on Type, Size, Locomotion, Engine, Armour, Armour Type, Supplemental Defense (SD), Optic, Main Mount, Secondary Mount, Weapon Trait, Ammo, Production Extra, Crew Extra and Trait, unless noted otherwise.

Type Size Locomotion Engine 1~20: Scout (+1 Optic, gain Jump 1~20: Exoskeleton (gain Bipedal 1~10: Diesel Jets extra) locomotion, reroll if Artillery) 1~20: Bipedal 11~20: Turbocharged Diesel 21~60: Main Battle (+1 Main 21~40: Small (+1 Production Extra) 21~40: Tripedal 21~30: Gasoline Mount) 31~40: Turbocharged Gasoline 61~70: Artillery (all Main Mounts 41~60: Medium (+1 Main Mount, +1 41~60: Quadropedal 41~50: Turbocharged Diesel all have the Shoulder location) Production Extra) + Gas Turbine 51~60: Fuel-Cells 71~90: Harasser (gain Souped-Up 61~80: Large (+1 Main Mount, +1 61~80: Hexapedal 61~70: Nuclear Engine trait) Secondary Mount, +2 Production Extras, +1 Crew-Added Extra) 71~80: Cold Fusion 91~100: Support (remove 1d4-1 81~100: Huge (+2 Main Mounts, +2 81~90: Anti-matter Secondary Mounts, Main Mounts Secondary Mounts, +1 SD, +3 81~100: Octopedal 91~100: Hybrid (reroll twice roll on Support Equipment instead of Production Extras, +1 Crew-Added and combine) Weaponry) Extra, +1 Trait)

Posture Feet Type Mount Locations 1~25: Sprawling 1~20: Digitigrade 1~25: Arm 26~50: Crocodilian Semi-Erect 21~40: Plantigrade 26~50: Shoulder 51~75: Erect 41~60: Elephant Semi-Plantigrade 51~75: Torso 76~100: Pillar-Erect 60~80: Ungulate 76~100: Head (Main Mounts reroll head location 81~100: Arthropod (reroll if Bipedal)

Armour Type Armour Traits Supplementary Defenses Optics 1~5: Rolled Homogenous Steel (RHA) 1~10: Vertical 1~10: Slat Plates 1~10: High-Power 6~10: Cast Homogenus Steel Adjustable 11~15: Rolled Aluminium 11~20: Steep Sloped 11~20: Light Explosive- 11~20: IR Night Vision 16~20: Cast Aluminium Reactive Armour 21~25: Rolled Titanium 21~30: Shallow-Sloped 21~30: Heavy Explosive- 21~30: IR Thermal 26~30: Cast Titanium Reactive Armour 31~35: Combination K Composite 31~40: Varying-Sloped 31~40: Nonexplosive- 31~40: Radar Imaging 36~40: Kanchan Composite Reactive Armour 41~45: Depleted Uranium 41~50: Rounded 41~50: Softkill ECM APS 41~50: Lidar Imaging 46~50: Titanium/Tungsten Alloy 51~55: Ceramic-Steel-Nickel Alloy 51~60: Partially Rounded 51~60: Conventional Hardkill 51~60: Imaging Laminate APS 56~60: Chobham Composite 61~65: MEXAS Composite 61~70: Large Joint Guards 61~70: Laser-hardkill APS 61~70: Computer-assisted 66~70: AMAP Composite Digital 71~75: Roketsan Composite 71~80: Small Joint Guards 71~80: Electric Reactive 71~80: Hyperspectral 76~80: Liquid Armour Armour Imaging 81~85: Frag-Kit Reinforced (reroll and 81~90: Local Network combine) 81~90: Side Skirts 81~90: Energy Forcefield Imaging (reroll and 86~90: Plastic-Reinforced (reroll and combine) combine) 91~95: Buckypaper-Reinforced (reroll and combine) 91~100: Elliptical 91~100: Nanoswarm Hive 91~100: Satellite Uplink 96~100: Multilayer Composite (reroll Shield Imaging (reroll and twice and combine) combine) Main Mount Weaponry (1d100 for Calibre) 1~2: Heavy MG (Calibre/10+10, A, R) 37~40: Heavy Mortar (+80 Calibre, M, 76~78: Deuterium Fluoride Laser** (N/A) B) 3~4: Light Autocannon. (+20 Calibre, max 41~44: Recoil-less (+20 Calibre, C, 79~81: Sonic Cavitation Emitter** (N/A) 50, A, S) S) 5~8: Medium Autocannon (+20 Calibre, 45~48: Light Howitzer (+25 Calibre, 82~84: Light Gauss (Calibre/10, C, max 70, A, S) max 65, C, B+S) N/A) 9~12: Heavy Flamethrower (Calibre roll = 49~52: Medium Howitzer (+55 Calibre, 85~87: Heavy Gauss Gun (Calibre/10+5, maximum length of flame in meters, N/A) max 85, C, B+S) C, N/A) 13~16: Smoothbore Cannon (+70 Calibre, 53~56: Heavy Howitzer (+75 Calibre, 88~90: Light Railgun (Calibre/10, C, reroll if Exoskeleton, C, S) reroll if Exoskeleton or Small, C, B+S) N/A) 17~20: Heavy Smoothbore Cannon (+80 57~60: MLRS (+40 Calibre, Calibre 91~93: Heavy Railgun (Calibre/10+5, C, Calibre, reroll if Exoskeleton or Small, C, S) roll/4=number of tubes, X, B+S) N/A) 21~24: Missile-Launcher Smoothbore (+80 61~64: Superposed Load Gun 94~96: HZE Ion Gun** (N/A) Calibre, reroll if Exoskeleton or Small, C, S) (Calibre/10+5, A, R) 25~28: Rotary Cannon (+20 Calibre, max 65~68: Superposed Load Mortar (+30 97~98: Orbital Strike Targetting System** 40, C, S) Calibre, max 70, M, B) (Reroll if Double or Quad) 29~32: Light Mortar (+30 Calibre, max 70, 69~72: Large Microwave Emitter** 99: Double (reroll and combine) M, B) (N/A) 33~36: Medium Mortar (+50 Calibre, max 73~75: Iodine Electrolaser** 100: Quad (reroll and combine) 100, M, B) (N/A)

Secondary Mount Weaponry (1d100 for Calibre) Support Equipment (roll only if Support Mech) 1~10: Melee Weapon* (i/bpMe, N/A) 1~5: Multipurpose Power-loader (Reroll if Torso or Shoulder Mount Location) 6~10: Wrecking Ball 11~20: Light MG (Calibre/10+5, A, R) 11~15: Firefighting Gear 16~20: NBC Decontamination Unit 21~30: Heavy MG (Calibre/10+10, A, R) 21~25: Cargo Compartment 26~30: High-Powered Radar 31~40: Light Autocannon. (+20 Calibre, max 50, A, S) 31~35: Command & Control Suite 36~40: Electronic Warfare Suite 41~50: Light Howitzer (+25 Calibre, max 65, C, B+S) 41~45: MICLIC Launcher 46~50: LRAD 51~60: Automatic Grenade Launcher 51~55: Canal Defense Light (Calibre/10+15, M, B, reroll ammo if result is 50+) 56~60: Mech Repair Module 61~70: CIWS (Calibre/10 +10, A, R) 61~65: MEDEVAC Compartment 66~70: Trench Digger 71~80: Recoil-less Rifle (+20 Calibre, C, S) 71~75: Mech Refueling Module 76~80: Bridgelayer 81~90: 1x Missile (+30 Calibre, X, B) 81~85: Razorwire Dispenser 86~90: Mine Dispenser 91~100: Microwave Emitter** (N/A) 91~95: Drone Bay 96~100: Dual-Mount (reroll twice and combine)

* Do not roll Calibre ** Do not roll Calibre or Weapon Trait Melee Weapon Type Impact Melee Traits (iMe) Blade/Piercing Melee Traits (bpMe) 1~10: Spur/Horn (Head location Melee 1~10: Rectracable 1~10: Rectracable Weapons automaticly gain this) 11~20: Knucleduster 11~20: Detachable 11~20: Detachable 21~30: Claws 21~30: Power-fielded 21~30: Power-fielded 31~40: Handweapon, Blunt 31~40: Launchable (roll on Trait, 31~40: Launchable (roll on Rocket Trait, reroll Autoloader Results) reroll Autoloader Results) 41~50: Handweapon, Blade 41~50: Double-headed 41~50: Double-edged 51~60: Handweapon, Dual Type (roll on 51~60: Flexible (reroll if Knuckleduster) 51~60: Incendiary-tipped both Impact and Blade Traits) (reroll Sanshiki Cluster) 61~70: Polearm, Blunt 61~70: Dead-blow Gravity Assisted 61~70: Chain-bladed 71~80: Polearm, Blade 71~80: Vibro-weapon 71~80: Vibro-weapon 81~90: Polearm, Dual Type (roll on both 81~90: Impact-Triggered Payload (roll on Impact and Blade Traits) Bombardment ammo, reroll Rocket- 81~90: Monomolecular Edge Assited HE, Mine and Guided results) 91~100: Shield* 91~100: Experimental Design (reroll twice 91~100: Experimental Design (reroll twice and combine) and combine)

* Do not roll Melee Trait

Cannon Traits (C) Mortar Traits (M) Rocket Traits (X) Automatic Traits (A) 1~10: Barrel Evacuator 1~10: Gun Shield 1~10: Distinctive Sound 1~10: Enlarged Ammo Storage 11~20: Muzzle Break 11~20: Smoothbore 11~20: Chain Autoloader 11~20: Infrared Barrel Shroud 21~30: Computer-Assisted 21~30: Self-Loading 21~30: Casette Autoloader 21~30: Quickfiring Gyroscopially-stabilized 31~40: Autoloader 31~40: Rapid-firing 31~40: Hypersonic Capability 31~40: Muzzle Break 41~50: Chain Autoloader 41~50: Detachable 41~50: Multi-Stage Projectile 41~50: Detachable 51~60: Casette Autoloader 51~60: Computer-Controlled 51~60: Anti-Blast Panelling 51~60: Limited Traverse 61~70: Infrared Barrel 61~70: Semi-automatic Breech 61~70: Laser-Guided 61~70: Computer-Controlled Shroud 71~80: Computer- 71~80: MRSI-Capable 71~80: Wire-Guided 71~80: AA-Capable Controlled 81~90: Enlarged Ammo 81~90: Computer-Assisted 81~90: IR-Guided Fire-And- 81~90: Hydro-pneumatic Recoil Storage Gyroscopially-stabilized Forget System 91~100: Field-improved 91~100: Experimental (reroll 91~100: Automatic Target 91~100: Gatling-style revolving (reroll twice and combine) twice and combine) Recognition Unit barrels (reroll if CIWS) Standard Ammo (S) Bombardment Ammo (B) Rifle Ammo (R) 1~4: HE 1~5: HE 1~5: Round Nose Lead 5~9: HEAT 6~10: HEAT 6~10: Jacketed Soft Point 10~14: HESH 11~15: HESH 11~15: Hollow Point 15~19: Discarding-sabot HE 16~20: HEI 16~20: Jacketed Hollow Point 20~24: HEI/AP 21~25: EMP 21~25: AP (Tungsten) 25~29: APDS 26~30: Cluster 26~30: Full Metal Jacket 30~34: APCR 31~35: Beehive Flechette 31~35: Flechette 36~40: AP (Depleted Uranium) 36~40: Incendiary 36~40: Tracer 41~45: Fin-Stabilized AP 41~45: Biological (gain NBC Sealing trait) 41~45: -Piercing Tracer 46~50: Gyrojet AP (reroll if Missile) 46~50: Chemical (gain NBC Sealing trait) 46~50: Incendiary (reroll Sanshiki Cluster) 51~55: Chemical (gain NBC Sealing trait) 51~55: Mine (reroll if weapon is Light) 51~55: Armor-Piercing Incendiary 56~60: Biological (gain NBC Sealing trait) 56~60: Nuclear (reroll if weapon is Light) 56~60: Incendiary-Tracer (reroll (gain NBC Sealing trait) Sanshiki Cluster) 61~65: Incendiary 61~65: Thermobaric 61~65: Chemical (gain NBC 66~70: Nuclear (reroll if weapon is Light) 66~70: Dirty HE (gain NBC Sealing trait) Sealing trait) (gain NBC Sealing trait) 66~70: Dense Inert Metal Explosive 71~75: Beehive Flechette 71~75: Explosively-formed Penetrator 71~75: Gyrojet HE 76~80: Explosively-formed Penetrator 76~80: EFP Cluster 76~80: Gyrojet AP 81~85: APFSDS 81~85: Seismic 81~85: APFSDS 86~90: Chaff 86~90: Rocket-Assisted HE 86~90: AP (Depleted Uranium) 91~95: Guided AP (reroll if weapon is Guided) 91~95: Continuous-rod 91~95: Glaser Safety Slug 96~99: Guided HE (reroll if weapon is 96~99: Guided (reroll and combine, reroll if 96~99: Smart (reroll and combine) Guided) weapon is Guided) 100: Multitype (reroll twice) 100: Multitype (reroll twice) 100: Caseless (reroll and combine)

Biological Chemical Incendiary Nuclear 1~9: Smallpox 1~9: Capiscum 1~9: Red Phosphorus 1~9: Enriched Uranium Fission 10~19: Cholera 10~19: Diphenylcholararsine 10~19: White Phosphorus 10~19: Plutonium Fission 20~29: Typhus 20~29: Mustard Gas 20~29: Nitrocellulose 20~29: Hydrogen 30~39: Anthrax 30~39: Lewisite 30~39: Gasoline 30~39: Neutron Boosted Enriched Uranium Fission 40~49: Plague 40~49: Chlorine 40~49: Hydrazine 40~49: Neutron Boosted Plutonium Fission 50~59: Yellow Fever 50~59: Phosgene 50~59: Sanshiki Cluster 50~59: Cobalt Salted 60~69: Ricin 60~69: Cyanogen Chloride 60~69: Kerosene 60~69: Gold Salted 70~79: Dipthera 70~79: Arsine 70~79: Benzine 70~79: Neutron 80~89: Q Fever 80~89: Tabun 80~89: RFNA 80~89: Pure Fusion 90~99: Flea 90~99: Sarin 90~99: Chlorine Triflouride 90~99: Anti-matter 100: Chimera Virus (reroll 100: Dual Container (reroll twice 100: Dual Container (reroll 100: Experimental (reroll twice twice and combine) and combine) twice and combine) and combine) Production Extras Crew-Added Extras Esoteric Supercharge Source 1~5: Climate Control 1~10: Pin-up Nose Art 1~10: Screaming 6~10: Ergonomic Seating 11~15: Solar Cells 11~20: Kill Markers 11~20: Passion 16~20: Integrated Tea Kettle 21~25: Chemical Toilet 21~30: Improved Ergonomics 21~30: Spirals 26~30: Water Recycler 31~35: Radar Stealth Plating 31~40: P/A Gear 31~40: Love 36~40: IR-Silhuette Stealth Plating 41~45: Active Camoflage 41~50: Camo Netting 41~50: Brain-wave Synchronization 46~50: Fuel-Cell Generator 51~55: Laser Designator 51~60: Extra Armor (Improvised) 51~60: Fighting Spirit 56~60: AR Headset System 61~65: Touchscreen Controls 61~70: Crew Fireports 61~70: Team Spirit 66~70: Voice-Activated Computer System 71~75: Customized Sound System 71~80: Extra Armor (Concrete) 71~80: Telekinesis 76~80: Ejection Seat 81~85: Multirole Grenade Projectors 81~90: Tank Desant Handholds 81~90: Musical Notes 86~90: Jump Jets 91~95: UGV-Capable 91~100: Extra Headlights 91~100: Reverse-engineered Alien Tech 96~100: Esoteric Supercharge Source (Gain the Prototype trait)

Traits

1~3: Cramped Cockpit 40~43: Low Manufacturing Quality 80~83: Amphibious (Wading) 4~7: Spaciuos Cockpit 44~47: Loud 84~87: Sandproofed 8~11: NBC Sealed 48~51: Quiet 88~91: Breakdown-Prone 12~15: Souped-Up Engine 52~55: Intimidating 92~95: Prototype 16~19: High Profile 56~59: Reliable 96~97: Variable Form* 20~23: Low Profile 60~63: Heavily Armed (+1 Secondary Mount) 98~99: Combiner* 24~27: Improvised Design 64~67: Weatherproofed 100: Distinctive (Reroll twice and combine) 28~31: Anti-grav Capable 68~71: Famous

32~35: Complex Controls 72~75: Infamous

36~39: High Manufacturing Quality 76~79: Easy to Repair

*Varaible Form: Roll a d4. Congrats, your Mech can transform into a: 1: Tank 2: Wheeled Vehicle 3: Aircraft 4: Helicopter. *Combiner: Roll up another Mech that gain the Combiner trait. These two mechs can combine to form a stronger and more resilient mech. OK, so you've grown tired of rolling up Modern & Near-Future mechs. Here's a creator for Steam and Early-Diesel type mechs for you to play around with.

Type Size Locomotion Engine 1~20: Scout (+1 Optic, gain 1~20: Small 1~10: Simple Reciprocating- Wireless Radio extra) (1 Main Mount, 1 Secondary Mount, 1 1~20: Bipedal Piston Steam Engine Extra, 1 Trait) 11~20: Compound Steam Engine 21~40: Battle Mech 21~40: Medium 21~40: Tripedal 21~30: Multiple Expansion (2 Main Mounts, 1 Secondary Mount, Steam Engine 2 Extras, 1 Trait) 31~40: Uniflow Steam Engine 41~60: Artillery (all Main Mounts 41~60: Large 41~60: Quadropedal 41~50: Turbine Steam Engine all have the Shoulder location, or (2 Main Mounts, 2 Secondary Mounts, 51~60: Oscillating Cylinder Turret locations if Landship) 2 Extras, 1 Trait) Steam Engine 61~80: Harasser 61~80: Huge 61~80: Hexapedal 61~70: Rotary Steam Engine (gain High-Grade Fuel extra) (3 Main Mounts, 3 Secondary Mounts, 71~80: Air-blast Injector 3 Extras, 1 Traits) Diesel 81~100: Support (remove 1d4-1 81~100: Walking Landship 81~90: Turbocharged Diesel Secondary Mounts, Main Mounts (4 Main Mounts, 4 Secondary Mounts, 81~100: Octopedal 91~100: Dual Engine (reroll roll on Support Equipment instead 1 Landship Extra, 3 Extra, 2 Traits, twice of Weaponry) Reroll Bipedal and Tripedal Locomotion)

Posture Feet Type 1~25: Sprawling 1~20: Digitigrade 26~50: Crocodilian Semi-Erect 21~40: Plantigrade 51~75: Erect 41~60: Elephant Semi-Plantigrade 76~100: Pillar-Erect 60~80: Ungulate 81~100: Arthropod (reroll if Bipedal)

Armour Type Armour Traits Optics 1~10: Cast Iron 1~10: Vertical 1~10: Improvised 11~20: Bolted Steel 11~20: Steep Sloped 11~20: 21~30: Riveted Steel 21~30: Shallow-Sloped 21~30: Low-Power Optics 31~40: Rolled Steel 31~40: Varying-Sloped 31~40: High-Power Optics (Non-Adjustable) 41~50: Cast Steel 41~50: Rounded 41~50: High-Power Optics (Adjustable) 51~60: Welded Steel 51~60: Partially Rounded 51~60: Binocular Optics 61~70: Cast Aluminum 61~70: Large Joint Guards 61~70: Radar 71~80: Welded Aluminum 71~80: Small Joint Guards 71~80: Passive Night-Vision 81~90: Bitumen Aggregate (Reroll once and 81~90: Side Skirts 81~90: Active Night-Vision combine) 91~100: Insulated (Reroll once and combine) 91~100: Elliptical 91~100: Composite (Reroll Twice and combine)

Mount Locations Walking Landship Mount Locations 1~25: Arm 1~25: Prow 26~50: Shoulder 26~50: Broadside 51~75: Torso 51~75: Front Turret 76~100: Head (Main Mounts reroll head location 76~100: Rear Turret Main Mount Weaponry (1d100 for Calibre)

1~2: Light Machinegun 37~40: Heavy Autocannon (+30 76~78: Heavy Flamethrower* (N/A) (Calibre/10+5, A, R) Calibre, max 60, A, S) (gain External Fueltank extra and Highly Flammable trait) 3~4: Medium Machinegun 41~44: Anti-Tank Rifle (+10 Calibre, 79~81: Rocket Launch Frame (+80 Calibre, 1d4 (Calibre/10+7, A, R) max 50, C, S) , X, B) 5~8: Heavy Machinegun (Calibre/10+15, 45~48: Light Squeezebore (+10 82~84: Multiple Rocket Launcher (+20 Calibre, A, R) Calibre, max 40, C, S) Calibre roll/4=number of tubes, X, B+S) 9~12: Grenade Launcher* (B, reroll 49~52: Medium Squeezebore (+30 85~87: Sonic Cannon* (N/A) ammo if result is 51+) Calibre, max 60, C, S) (gain Experimental trait) 13~16: Light Cannon (+20 Calibre, max 53~56: Light Mortar (+30 Calibre, 88~90: Light Howitzer (+25 Calibre, max 65 C, 60, C, S) max 70, M, B) B&S) 17~20: Medium Cannon (+50 Calibre, 57~60: Medium Mortar (+50 Calibre, 91~93: Medium Howitzer (+55 Calibre, max 85, max 80, C, S) max 100, M, B) C, B&S) 21~24: Heavy Cannon (+70 Calibre, C, 61~64: Heavy Mortar (+80 Calibre, 94~96: Heavy Howitzer (+75 Calibre, C, B&S, S, reroll if Light) M, B, reroll if Light) reroll if Light) 25~28: Naval Cannon (2d10+100 65~68: Siege Mortar (2d10+200 97~98: Railway Howitzer (2d10+150 Calibre, Calibre, C, S, Reroll if below Large size) Calibre, M, B, Reroll if below Large C, B&S, Reroll if below Large size) (gain (gain Support Struts extra and Move-or- size) (gain Support Struts extra and Support Struts extra and Move-or-Fire trait) Fire trait) (reroll if Quad) Move-or-Fire trait) (reroll if Quad) (reroll if Quad) 29~32: Light Autocannon (+10 Calibre, 69~72: Recoil-less Rifle (+20 Calibre, 99: Double (reroll and combine) max 30, A, S) C, S) 33~36: Medium Autocannon (+20 73~75: Flamethrower* (N/A) 100: Quad (reroll and combine) Calibre, max 40, A, S)

Secondary Mount Weaponry (1d100 for Calibre) Support Equipment 1~10: Light Machinegun (Calibre/10+5, A, R) 1~5: Cargo Compartment 6~10: Wrecking Ball 11~20: Medium Machinegun (Calibre/10+7, A, R) 11~15: Minelayer 16~20: Field Telegraph-wire Dispenser 21~30: Light Autocannon (+10 Calibre, max 30, A, S) 21~25: Hedge Cutters 26~30: Fire-fighting Equipment 31~40: Medium Autocannon (+20 Calibre, max 40, A, S) 31~35: Barbed-wire Dispenser 36~40: Mine Flail 41~50: Flamethrower* (N/A ) 41~45: Canal Defence Light 46~50: Dragline Excavator 51~60: Light Howitzer (+25 Calibre, max 65 C, B&S) 51~55: Multipurpose Crane 56~60: Chemical Decontamination Gear 61~70: Light Squeezebore (+10 Calibre, max 40, C, S) 61~65: Mech Repair Module 66~70: Trench Digger 71~80: Light Cannon (+20 Calibre, max 60, C, S) 71~75: Breaching Charges 76~80: Bobbin Reel 81~90: Grenade Launcher* (B, reroll ammo if result is 51+) 81~85: Fascine Carrier 86~90: Bridgelayer 91~100: Light Rocket Launch Frame (+40 Calibre, 1d4 91~95: Spigot Mortar Rockets, X, B) 96~100: Dual Mount (reroll twice and combine )

* Do not roll for Calibre or Weapon Trait Cannon Traits (C) Mortar Traits (M) Rocket Traits (X) Automatic Traits (A) 1~10: Shortened Barrel 1~10: Gun Shield 1~10: Distinctive Sound 1~10: Twinlinked 11~20: Lenghtened Barrel 11~20: Rifled Barrel 11~20: Fin-Stabilized 11~20: Detachable 21~30: Gun Shield 21~30: Lenghtened Barrel 21~30: Prominant Smoke Trail 21~30: Water-cooled 31~40: Spring-Operated 31~40: Rapid-firing 31~40: Spin-Stabilized 31~40: AA-Capable 41~50: Rapid-firing 41~50: Detachable 41~50: Ripple-fire Capable 41~50: Gun Shield 51~60: Hydro-pneumatic 51~60: Hydro-spring Recoil 51~60: Loading Crane 51~60: Muzzle Booster Recoil Mechanism Absorber 61~70: Smoothbore 61~70: Breech-loading 61~70: Compressed Air 61~70: Muzzle Break Propellant 71~80: AA-Capable 71~80: Low 71~80: Cordite Propellant 71~80: Belt-Fed 81~90: Gatling-style revolving 81~90: Spring-Operated 81~90: Hypergolic Propellant 81~90: Quickfiring barrels (gain the Highly Flammable trait) 91~100: Combination Gun (roll 91~100: Experimental (reroll 91~100: Experimental (reroll 91~100: Radio Control MCLOS Calibre twice, reroll if both twice and combine) twice and combine) Guidance results are the same. Roll Rifle Ammo for the lower roll and Standard Ammo for the higher roll)

Standard Ammo (S) Bombardment Ammo (B) Rifle Ammo (R) 1~5: HE 1~5: HE 1~5: Round Nose Lead 6~10: HEAT 6~10: HESH 6~10: Jacketed Soft Point 11~15: APDS 11~15: HEAT 11~15: Spitzer 16~20: AP (Tungsten) 16~20: Shrapnel 16~20: Hollow Point 21~25: APCR 21~25: Smoke 21~25: Jacketed Hollow Point 26~30: HESH 26~30: Flare 26~30: Full Metal Jacket 31~35: Shrapnel 31~35: Thermobaric 31~35: Armor Piercing (Tungsten) 36~40: Semi Armour-Piercing 36~40: Incendiary 36~40: Tracer 41~45: Lead Slug Spall 41~45: Biological (gain NBC Sealing trait) 41~45: Armor-piercing Tracer 46~50: APCBC 46~50: Chemical (gain NBC Sealing trait) 46~50: Incendiary (reroll Sanshiki Cluster) 51~55: Chemical (gain NBC Sealing trait) 51~55: Mine (reroll if weapon is Light) 51~55: Armor-piercing Incendiary (reroll Sanshiki Cluster) 56~60: Biological (gain NBC Sealing trait) 56~60: Explosively-Formed Penetrator 56~60: Chemical (gain NBC Sealing trait) 61~65: Smoke 61~65: Seismic 61~65: Gyrojet HE 66~70: Flare 66~70: Bunker Buster 66~70: Gyrojet AP 71~75: Incendiary 71~75: Cluster 71~75: Nosler Partition 76~80: Discarding-Sabot HE 76~80: Beehive Flechette 76~80: Salvo-Squeezebore Penetrator 81~85: Beehive Flechette 81~85: Concrete Kinetic Impact 81~85: Duplex (reroll and combine) 86~90: Explosively-formed Penetrator 86~90: EFP Cluster 86~90: Triangular (reroll and combine) 91~95: Fin-stabilized AP 91~95: Rocket-Assisted HE 91~95: Square (reroll and combine) 96~100: Multitype (reroll twice) 96~100: Multitype (reroll twice) 96~100: Reversed (reroll and combine) Biological Chemical Incendiary 1~9: Smallpox 1~9: Capiscum 1~9: Red Phosphorus 10~19: Cholera 10~19: Diphenylcholararsine 10~19: White Phosphorus 20~29: Typhus 20~29: Mustard Gas 20~29: Nitrocellulose 30~39: Anthrax 30~39: Lewisite 30~39: Gasoline 40~49: Plague 40~49: Chlorine 40~49: Hydrazine 50~59: Yellow Fever 50~59: Phosgene 50~59: Sanshiki Cluster 60~69: Ricin 60~69: Cyanogen Chloride 60~69: Kerosene 70~79: Dipthera 70~79: Arsine 70~79: Benzine 80~89: Q Fever 80~89: Tabun 80~89: RFNA 90~99: Flea 90~99: Sarin 90~99: Chlorine Triflouride 100: Chimera Virus (reroll twice and 100: Dual Container (reroll twice and 100: Dual Container (reroll twice and combine) combine) combine)

Extras Landship Extras Traits 1~5: Carrier Pidgeon Cages 1~5: Armored Smoke Stacks 1~5: Low Manufacturing Quality 6~10: External Fueltank 6~10: Fire-hardened Ammo Storage 6~10: High Manufacturing Quality 11~15: Hand-Semaphore Flags 11~15: Crew Escape Shutes 11~15: Highly Flammable 16~20: Commander Cupola (+1 Optics) 16~20: Motorcycle Bay 16~20: Loud 21~25: Extra Armor (Concrete) 21~25: Field-infirmary 21~25: Move-or-Fire 26~30: P/A Gear 26~30: Multi-compartmented Hull 26~30: Complex Controls 31~35: Support Struts 31~35: Mobile Command Centre 31~35: Improvised Design 36~40: Smokescreen Generator 36~40: Troop Compartment 36~40: Reliable 41~45: Camouflage 41~45: Chaff Launcher 41~45: Prominent Air Intakes 46~50: Extra Armor (Improvised) 46~50: Self-contained Lavatory System 46~50: NBC Sealing 51~55: High-Grade Fuel 51~55: Tracked Mine Bay 51~55: Sandproofed 56~60: Tank Desant handholds 56~60: Teletank Controller 56~60: Spaciuos Cockpit 61~65: Wireless Radio 61~65: Spotter Ballon 61~65: Intimidating 66~70: Searchlight 66~70: Radar Mast 66~70: Famous 71~75: Smoke Grenade Projectors 71~75: Additional Gun (+1 Main) 71~75: Infamous 76~80: Improved Ergonomics 76~80: Aldis Lamp 76~80: Experimental 81~85: Heavily Armed (+1 Secondary) 81~85: Amphibious (Wading) 81~85: Easily-Repairable 86~90: Crew Fireports 86~90: Extended Fuel Reserves 86~90: Breakdown-Prone 91~95: Backup Engine (+1 Engine, reroll 91~95: Power-Assisted Turrets 91~95: Weatherproofed if Small or Medium) (reroll if no Turret Mounts) 96~100: Zeppelin-droppable (Reroll if 96~100: Complex Design (reroll twice and 96~100: Distinctive (reroll twice and Huge or Landship) Combine) combine)

Happy rolling! /MechAnon