Indirect Fire. use a secondary ammunition type at the cost of 1 heat (+3 damage, -10 feet movement speed) [incendiary (fire), peirceing (+3 to hit against armored opponents), or regular]
Armored. every time ARC-1_12R is hit they lose 2 AC, 6 minimum
Over heat. after 5 heat added (moving past their movement specified or using actions as a reaction) they go into over heat, dealing crit damage while able to still do double damage through regular crits. they take 1D4 - 2 min 1 damage per round while overheating.
LRM. does 1D4+1 extra damage to enemies within 20 feet
Rear. weapons can attack backward at the same time as forwards at half damage +1
Action Name. Enter the description for your action.
Punch. Melee Weapon Attack: +2 to hit, reach 7 ft., 1 target. Hit: 9 [Blunt] damage.
Close Range. RangedWeapon Attack: +3 to hit, range 1-10 ft., 2 target. Hit: 14 (2d8 + 1d4 + 3) [ammunition type, or regular (force)] damage.
Medium range. RangedWeapon Attack: +3 to hit, range 11-20ft., 2 target. Hit: 11 (2d8 + 1d4) [ammunition type, or regular (force)]
Long range. RangedWeapon Attack: +4 to hit, range 21-30ft., 2 target. Hit: 8 (2d8 - 1) [ammunition type, regular (force)]
Sand Blaster(Costs 1 Actions). role a D20, if above 15 add +4 to hit on melee or close range, +3 on medium range, and +2 on long range
Eagle eyes (Costs 2 Actions). summon a drone. drones have 1 hp, no Ac and have a speed of 10 feet. ARC-1_12R is able to use them for sight, Drones are flying monsters'. they have 1 attack, "fire": it deals 2D4 fire damage with a range of 45 feet
Shrapnel proficiency (costs 2 actions). both of the indirect fire ammo types do an extra 1D10 damage
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