Building a custom MCA

Base MCA

Strength: d12+8 Vigor: d12
Maneuverability: +0 to MCA Piloting

Pace: 30” (6M”) Acceleration: 10 (2M”) Top Speed: 50 (10M”)
Toughness: 24 (Armor 8), Heavy Armor
Top Speed: 30kph running, 50kph wheels/track

Weapon Mounts: 3 + arms
Size: +8, 10M tall, 75 tons, +4 to human-sized attackers to hit, -4 to hit human size target
Operational Time: 1 day

Wounds: Head: 1, Right Arm 1, Left Arm: 1, Torso: 3, Left Leg 2, Right leg: 2

Special Abilities:
Computer System: All MCAs have a basic computer installed (+0 to Knowledge: Computer rolls)
Features: Ejection Seat, Emergency Systems, FOF Device, Global Positioning System, Gyrocompass, Life Support, Low Light Vision, Personal Gear)
Heavy Armor: + 8 Toughness (considered Heavy Armor in term of weapon damage)
Increased Strength: Can lift a large truck (12 tons)
Sensors: Analytic Mecha radar 10km range
Speed: 30kph running speed, 50kph wheels speed cannot be used on rough terrain
Radio: All MCAs are equipped with a communication radio
Weapon Mounts: Base MCAs have 3 Weapon Mounts in addition to its arms.

Hindrances:
Big and Noisy: MCAs have a -8 to Stealth rolls due to size.
Start-Up Time: Takes a few minutes to ready systems before use.

Personal Gear: One Kawamori A74 Pistol with 2 clips, One Level 2 space suit, and One Survival Kit

Technology

In addition to the standard equipment installed into a base frame for an MCA, additional technology can be installed. The more technology installed into a MCA the more advanced the Mecha is. In game terms, each 5 points of technology installed into the MCA moves it to the next level of advancements. The Following list shows what each level of advancement to indicate how advanced the MCA is:
10= MEV, 15=Sub-Standard, 20=Standard, 25=Elite, 40=Advanced, 45=Cutting Edge, 50=Prototype, 55=Theoretical, 60=Engineering Impossibility

Advanced Sensors Suite (1/Level; Max: 4)
Built onto the standard sensor package, this advanced suite include higher resolution telescopic cameras around the MCA and large view screens in the cockpit giving the pilot increased observation capabilities beyond most MCAs. +1 to Notice rolls per level.

Advanced Targeting Suite (3/Level; Max 4)
Linking MCA’s weapons upgrade targeting system to dedicated computer suite gives the pilot better firing calculations and shooting accuracy. Each level of this Technology removes 1 point of MCA Shooting roll penalties.

AMBED cockpit (2)
The MCA is equipped for Fallen AMBED controls and cannot be piloted otherwise. Reports indicated these cockpits are actually containment vats of liquid Kato with biomechanical connectors. AMBED cockpits give the pilot a +1 to All MCA Fighting, MCA Piloting, and MCA Shooting rolls, but the pilot suffers a -2 to recover from Shaken while piloting the MCA. Additionally if the MCA is ever incapacitated, the AMBED pilot takes a level of Fatigue that cannot be removed until a secret Fallen treatment is accomplished.

Aquatic Operation (2/Level; Max: 3)
Only a handful MCAs are designed for use in aqueous environments since very little of Cronus s covered with water. MCAs with such equippment are usually infiltration or recon MCA designed bypass security through vast sewer networks.
Level 1: Acceleration 5(1M"), Top Speed: 30 (6M")
Level 2: Acceleration: 10 (2M"), Top Speed: 50 (10M")
Level 3: Acceleration: 15 (3M"), Top Speed: 60 (12M")

Artificial Intelligence (A.I.) (4/level; Max 3)
Every level of AI removes one multi-action penalty. While not particularly rare technology, few MCAs are equipped with artificial Intelligence. It was found early on that MCAs equipped with AI units could be “spiked” by a parasite rider on the MCA who had tapped into the computer programming and taking control. Since the AI has access to the entire system, the parasite pilot has a chance to control of the MCA. At higher levels, the AI itself has better protection against spiking (+1 for Level 2 and +2 for Level 3 to opposed Spiking rolls) but the pilot my now deal with AI unit. If the AI unit is Level 2 MCA is considered autonomous and prone to disobey the pilot to protect its own agenda.

Automated Self-Defense (2/Level, Max 6)
The MCA is equipped with antipersonnel devices to keep all unwanted targets away from the mecha when not in use. When armed with the self-defense mod, the MCA has a Notice d6 and Shooting d6 with a machine gun (Range: 12/24/48 Damage: 2d8 AP 2 RoF: 3). After a 3 round warning any violators it detects within preset range (from touching the MCA to any target within 10”) it attacks. Additional levels increase the Notice or Shooting die type to a maximum of d12.

Cloaking Device (2/Level, Max 3)
With a senor masking field the MCA is invisible all detection equipment except those of physical design (i.e. trip wires) as well as infrared detection beacons or search lights. The cloaked MCA cannot move any faster than its base Pace with degrading the cloaking field (moving it to the next lower level of Cloaking Device). Regardless, The MCA still makes noise while cloaked.
Level 1: The MCA completely masked from radar or other electronic sensor equipment. It appears like a blurred spot if the MCA is not in motion (Notice -4).
Level 2: The MCA is completely invisible to sensors and radar, but still appears as a blurry spot (-4 to Notice) when moving but becomes completely invisible when not in motion for an entire combat round.
Level 3: At this level the MCA is completely invisible to sensors, radar, and visual detection.

Computer System (1/Level; Max 3)
Standard in most MCAs though not directly wired into operation unless also equipped with an Artificial Intelligence (AI). See Artificial Intelligence (AI) for more details on why. This computer allows the pilot access to a wide range information and calculations. The computer network allows a character to make Knowledge: Computers with no modifers. Additional levels of this technology gives Knowledge: Computers a 2 (Level 2=1, Level 3=+2)

Electronic Countermeasures (ECM) (1/Level; Max 2 per type)
These are fairly common devices found many of the recon MCAs and may have any and all ECM capacities. While Level 1 ECMs are usually a small (size of a large microwave to refrigerator) device that fits easily into the engineering of the MCA, at Level 2, the ECM become bulker and usually become the MCA’s primary purpose. Level 2 ECMs require a weapon mount to be used to secure them. The ECM at Level 1 generates a jamming radius of .5 km. Level 2 it becomes 5km. The different functions of various ECM suites are below:
Communication Jamming: This blocks are communication broadcasts for both friend and foe Laser Transceivers are unaffected.
Missile Jamming: All guided missiles suffer a -2 to hit at Level 1 and a -4 to hit at Level 2.
Sensor Jamming: This blankets an area with static making all radar and other sensors useless.

Escape Pod (2)
While ejection seats come standard in most MCAs, they are little more than pilot’s seat with escape rockets and the personal gear inbuilt in case of landing in a hostile environment. An emergency escape vehicle built in to the MCA. The escape vehicle is roughly the size of a small car With an Acceleration/Top Speed: 10/35 Toughness: 10(3).

Flexible Limbs/Torso (2/Level, Max 4):
This technology creates tentacled appendages or omnidirectional portions of the MCA for increased flexibility granting a +1 per level for initiating and holding a grapple. While readily available, few MCAs are constructed with this technology. Rarely to MCA get to wrestling and the MCA is already far too large to reach in areas it would be easier for pilot to get to. Extendable limbs/torso simply are too expensive compared to more useful technology.

Extra Arms (3/Level; Max 6)
Some MCAs have additional arms to carry or use additional weapons and equipment. Some MCAs have so many additional limbs they looking nothing like the standard humanoid MCA. A MCA can have many levels of Extra Arms, but each level counts against the number of weapon mounts based on the MCAs Size. Each arm can be used for an extra attack but increases the Multi-Action Penalty as normal. Using an AI which helps reduce the Multi-Action Penalty. See Artificial Intelligence (AI) for more details.

Extra Capacity (1/Level; Max 6)
Every level of this technology adds an additional seat for crew, passengers, or equipment. Due to the nature and purpose of the MCA, extra capacity can only be taken to Level 3 internally. Beyond this, special external passenger harness must be used usually exposing them the environmental or combat hazards.

Extended Operation Time (1/Level; No Max):
Most MCAs operate for no more than a day with re-fueling and minor maintenance. Some designers placed focus on the MCA operation time and range for extended missions. Every Level of this technology increases the operation of the MCA without need of refueling or maintenance by one day.

Features (1/level, No Max)
This is the most common technology modification that most pilots and mechanics make on a MCA. These Features are relatively small and inexpensive changes to the MCA. For every level purchased take 2 additional features unless cost below indicates feature is most expensive.

Airlock (2): Added to MCAs designed for space missions where the pilot needs to leave the cockpit.
Chase Countermeasures: Found largely on modified bandit or mercenary MCAs, this can be anything from oil slick, to ball bearing-like items up to more advanced electrically charged caltrops or liquid nitrogen icers designed to slow would be pursuers chasing after the MCA. Use of this feature requires all vehicles to make a Driving/Piloting roll or loose control.
Custom Paint and Parts: While most pilots have say over the color of their MCA, some pilots go the extra mile and put in custom designs and additional non-performance parts to enhance the appearance to their vehicle. While most of the time this just makes the MCA looks cool, some pilots feel this can intimidate (especially in the case of a death knight skull motif) or give them renown on the battlefield.
Ejection Seat: Standard on most MCA frames to allow the pilot to escape a badly damaged MCA safely.
Emergency Systems: Standard in most MCAs this includes fire suppression and decompression containment and other emergency counter measures from damage or mechanical failure.
F.O.F. Device: A Friend Or Foe (FOF) device quickly identifies the pilot to alliance t reduce friendly fire. Most major faction forces have these equipped to their MCAs. Use of FOF negates any stealth/cloaking technology and increases radar detection.
Global Positioning System: Standard in most MCA giving them real time data on their location. Only works in fairly open spaces.
Grapplers: Some MCAs are equipped with grappling climbing equipment to allow rapid ascending of shear surfaces without the use of jump jets or flight capability. +2 MCA piloting when climbing.
Gyrocompass: Measures the distance from a set point based on MCAs moving parameters.
Infrared Search Light: This equips the MCA with an extremely powerful search light fitted with special infrared lens to counter all but the best of stealth technologies.
This technology removes a level of Invisibility tech, but the MCA must have line of sight and spend an action sweeping the area to get the full effect of it.
Life Support: Standard on most MCAs, Life Support allow the pilot to operate in nearly any environment that has atmosphere by using advanced filters and oxygen collectors and re-breathers. Although the MCA would need an airlock to allow entry/exit the cockpit, Life support allows the pilot to not have to wear a pressure suit. The pilot is protected against toxic gases, radioactive fallout, dust, smoke, and germs.
Luxurious Cockpit (2): Pilot enjoys a spacious and comfortable control center to operate from with top end stereos, AC, and other comforts not usually found in military equipment.
Low Light Vision: Standard in most MCAs this uses light amplification to allow pilot to see in dark. This feature is easily defeated by military smoke bombs and specialized equipment.
Personal Gear: Most MCAs are equipped with a number a survival items should the pilot need to leave the MCA. These items include weapons, body armor, rations, and tools.
Radar, Advanced: Gives increased target detection information on top of Analytical Sensors. This usually includes damage, remaining power, and other information of the target.
Redundancy System (2): Backup system for more advance Attributes of the MCA that can be damaged or destroyed such as by an ECM. Removes one wound penalty to the MCA.
Search Light: External spot light to aid in locating or pointing out objects.
Security Alarm: Alerts pilot to unwanted access of the MCA.
Stabilizers: These consist of pad and spikes designed to keep the MCA from falling over from either another charging MCA or by firing an incredibly powerful cannon. +2 to resist being knocked down.
Surveillance Package: Standard in most scout/recon MCAs this includes cameras, audio/video recorders.
Tracking equipment: Used by bounty hunters mostly to mark a car sized target with a tracking device to follow. This feature is further increased with an advanced computer.
Tracks (3): Instead of wheels, the MCA uses tracks for ground speed. This allows the MCA to travel or rough terrain at high speed.
Thermal Vision: Allows the pilot to view heat signatures
Up-righting Gear: With a combination of boosters, springs, and grapple cables, the MCA uprights itself without an action. +2 to get up from prone and only take 1 turn.
Wench: Allows the MCA to haul or pull items up to twice their normal strength rating.

Fire Linked (3)
The weapons on the MCA can be linked with other weapons ready for use on the MCA to fire at the same time. The pilot chooses fire linked weapon order before rolling to hit. For every raise over what was needed to hit the target, the next fire linked weapon hits the target. Regardless of hit or not all fire linked weapons have fired once during this attack. The damage from each weapon is applied to the target separately.
Example: Sanjuro fires his autocannon, a medium rocket pack, and small rocket pack that are fire linked. Sanjuro needs two raises to hit with all weapons. If he only gets one raise, he hits with the autocannon and the medium rocket pack.

Flight (3/Level; Max 6)
Some MCAs are equipped with flight capabilities but not many do to the cost and relative little affect they have in battle and addition required training for the pilot. Non-transforming MCAs can only take up to level 3 and most have hover abilities as well. Transformable MCAs can achieve the higher levels of Flight by having a more aerodynamic flying form (such as a jet). Few if any MCAs actually have level 6 due to the extreme cost and maintenance involved.
Level 1: Acc 25, TS: 75, Climb: 1
Level 2: Acc: 40, TS: 200, Climb: 1
Level 3: Acc: 50, TS: 600, Climb: 2
Level 4: Acc: 60, TS: 1200, Climb: 2
Level 5: Acc: 75, TS: 2500, Climb: 3
Level 6: Acc: 100, TS: 5000, Climb: 3

Force Field (2/Level; Max 3)
This technology is just starting to emerge and is finding only limited use in MCA combat and more common for buildings and larger slow moving vehicles. MCAs equipped with force fields usually have large generators to power them plus some weapons have been designed to counter there defensive use. Once up the MCA cannot move although they still may make defensive piloting rolls. Force Field gives the MCA an additional Wound to all areas. Once the wound is used, the pilot must wait for the MCA to generate a new shield. The level of technology determines the number of rounds before the force field returns.
Level 1 takes 3 rounds to recharge
Level 2 takes 2 rounds to recharge
Level 3 takes 1 round to recharge

Heavy Armor (1/Level; Double MCA Size)
All MCA are equipped with some level of Heavy Armor. They are called Mobile Combat Armor after all. Each level of Heavy Armor increases the armor of the MCA by 1. The higher the level the heavier and bulkier the MCA becomes. Larger MCAs can handle the additional weight better than smaller MCAs. Once the MCAs Heavy Armor exceed the mecha’s Size, all MCA Piloting roll suffer a -2. If the Heavy Armor is 150% or greater of the MCAs Size (i.e. Standard MCA has size 8, so 12 or more Heavy Armor) the Pilot suffers a -2 to all rolls.

Jump Jets (1/Level, Max 5)
While not actually a standard item on MCAs, Jump Jets are still equipped to most. They are a cheap effective alternative to giving the MCA the capabilities of flying vehicles without requiring the additional training of Piloting. Note: MCA without jump jets can only jump roughly ¼ their height vertically, so a MCA equipped with jump jets can jump a little over its height vertically. Jumping Distance is also effected by Jump Jets but is a larger function of the speed the MCA can achieve.
Level 1: 10 meter vertical jump
Level 2: 20 meter vertical jump
Level 3: 40 meter vertical jump
Level 4: 100 meter vertical jump
Level 5: 250 meter vertical jump

Improved Acceleration (1/Level; Max 10)
Most MCAs are equipped with wheels or tracked wheels to allow fast ground movement over relatively smooth ground. Each Level of Improved Acceleration increases the Acceleration of the MCA by 5.

Improved Maneuverability (3/Level; Max 4)
Many of the newest MCAs are designed with hi-tech alloys installed with responsive actuators and drivelines increasing the reaction speed of MCAs. Every level of this technology adds a +1 to all MCA Piloting rolls. Other MCAs are beginning to have cyber (and rumor bio-mechanical) attachments to their pilot thereby removing the analog delay of actually moving controls to operate the MCA. This technology is still limited and mostly in the prototype stages for the heavier and larger MCAs. Any MCA with this technology over Level 2 must have special drawbacks such as hanger queen to allow for constant tuning or cybernetic feedback causing some risk to the pilot.

Increased Pace (2/Level; Max 10)
By placing larger but lighter weight actuators in the legs of MCAs engineers have managed to design MCAs that are almost as fast runners as wheeled vehicles in terms of speed. The advantage to this is quick all terrain movement despite the slope of roughness, quicker acceleration, and better handling. This technology increases Pace by 1”M (6”) for every level taken.

Increased Top Speed (2/Level; Max 6)
Most MCAs are equipped with wheels or tracked wheels to allow fast ground movement over relatively smooth ground. Each Level of Increased Top Speed increases the Top Speed of the MCA by 10.

Increased Strength (2/Level; Max 6)
Installed with extra powerful hydraulic actuators in key points on the frame of the MCA, incredible feats of strength and power can be accomplished. This is equipped in only the largest of MCAs capable of housing such large parts. This is favored by melee dueling pilots and other pilots that prefer hand to hand combat with their MCA. Super Strength can be taken up to Level 6 but for every two levels, the MCA receives a Maneuverability penalty of -1.
Every level of this technology increases the Strength of the MCA by one die type.
Level 1 =d12+10, Level 2 =d12+12, Level 3 =d12+14, Level 4 =d12+16 Level 5 =d12+18, Level 6 =d12+20

Increased Vigor (2/Level; Max 5)
To combat the increasing devastating damage of weapons used against MCAs as well as moving through rough terrain, many pilots and engineers have been increasing the structural components (reinforced girders, redundancy systems, and shielded electronics) of MCAs to withstand greater punishment. Every level of this technology increases the Vigor of the MCA by one die type.
Level 1 =d12+2, Level 2 =d12+4, Level 3 =d12+6, Level 4 =d12+8 Level 5 =d12+10

Orbit Drop System (2)
Equipped to MCAs used in orbital/air drops and consists of several small parachutes and directional control retrorockets. The pilot must roll a MCA Piloting roll to bring the MCA in on target and without damage. The roll is modified distance of the drop and situation the MCA is dropping into.

Radio ((Level 1; Max 3)
Level 1: Communication Radio: Standard for most MCAs to allow communication with other pilots. All includes speakers to communicate people outside the mecha.
Level 2: Encrypted Radio:Highly Encrypted radios are not standard in most MCAs though they provide some measure of secure communication although not fool proof. This Technology places a -4 penalty on anyone attempting eavesdrop.
Level 3: Laser Transceiver: The only sure way to not have communication intercepted. They use a laser to transmit data line of sight to its intended target. Additionally, this radio system cannot be comm jammed (see ECM technology).

Merging (3)
Moving in another direction of MCA development, is the merging MCAs. These gestalt MCAs are designed to combine with one to five other MCAs to form Mecha capable of taking on a battle cruiser. The MCA pilots of these gestalts are usually trained as team for periods nearly twice the length of other programs to not only work with other battlefield units but with themselves as well. This training delay as well as high cost of a group of merging MCAs and limited role has made this technology unpopular with military commanders. Each Merging MCA must take this technology to merge with each other. Gestalt MCAs are special built with the other in mind and cannot normally merge with gestalts not intended for the set.

Self Repair System(5)
By a special Kato infusing process within the paint of the MCA and internal repair units, the mecha can literally heal itself of damage over time. This process is still fairly slow and highly expensive requiring just the right chemical tuning to keep the process working. Every hour roll the MCAs Vigor to recover 1 wound.

Sensors 1/Level; Max 6)
Most MCAs are equipped with basic radar giving the pilot basic 360 view around the MCA for one kilometer. Radar provides a passive observation of the surrounds (Target Number 4 to defeat). While cover and objects human sized or larger gain no bonus, Cloaking and Stealth technology does. Increased range adds an additional 1km (50M") With additional levels the MCA is either equipped with additional sensors or increased range. Additional Sensor types include:
Life Sensors: This sensor system is designed to pick up life signs. It registers number of life signals with a fine enough resolution to pick of cat or larger signs. It can also single out life signs and determine general health (fast/slow heart rate, body temperature). It has a maximum effective range of 10M" that cannot be upgraded.
Motion Detector: This sensor is able to detect any movement within range with a fine resolution of notice mice running. This sensor defeats Stealth technology provided it is moving, but also requires near line of sight to work properly. It has a maximum effect range of 10M" that cannot be upgraded.
Sonar: Most effective in a liquid environment this sensor provides radar in liquid environments. It has a range equal with the MCAs radar range.

Integrated Weapon/Shield (1/Level; Max 3)
Each level of this technology gives the MCA a built in weapon or Shield. Intergrated weapons and shields cost half the number of equipment points. Making this technology the cheapest method to increase the combat effectiveness of an MCA by replacing an arm with a weapon or shield integrated into the MCA. This lowers the number of weapons and equipment the MCA can carry by taking up a like number of weapon mounts as levels of this technology. Additionally, integrated weapons and shields cannot be savaged and used mid-battle (similar to tanks) by other MCAs.

Size (2/Level; Max 6)
The standard MCA stands 10 meters tall (Size +8). Engineers are now designing larger and more powerful MCAs to use in the war. Every level of this technology increases the Size of the MCA by one. This increases the MCA’s Strength and Toughness by +1. This also increases the MCA maximum number of Weapon Mounts but they must still be purchased by the Weapon Mount tech. Evey 2 levels of the Size technology increase the ability for smaller targets to hit the MCA as well make the MCA difficulty to hit by 1. This technology approximately adds +2 meters per level in height of the MCA.

Satellite Uplink (2/Level; Max +4)
Allows the MCA to get real time imaging of the surface of the planet by using the Shogo Industries satellite network. Gives full visual over head view of battlefield. This gives the pilot a +1 Knowledge: Battle per level purchased.

Stealth (1/Level; Max 4)
Using high-tech polymers and geometry in design of the MCA coupled with run quiet technologies some MCAs are almost so undetectable they can slip by guards unnoticed. Every level of Stealth increases by +1 to Stealth rolls.

Subordinate Mecha (4/Macha)
By using AI or more basic computer programs, some MCAs are equipped with support drones and probes to assist in operations. This technology is uncommon due to the limited effective range control can be kept on the subordinate mecha as well as their reduced effectiveness compared to human piloted MCAs or MEVs. Additionally, AI controlled subordinates have been know to turn on their human controller. This technology has a few different types of Subordinate Mecha to choose from:
Combat Drone
These are the middle ground between the Recon probe sensors and Remote Control MEV armor. Drones are faster than MEVs but tougher than probes.
Acc/TS: 20/60 Toughness: 16 (4) HA Skills: Notice d6, Shooting d6 Notes: One Weapon Mount
Recon Probe
Used to scout and search they are fast but not very tough and cannot be armed with any weapons.
Acc/TS: 40/80 Toughness: 10 (2) HA Skills: Notice d8, Stealth d6
Remote Controlled MEV
These are retrofitted MEVs with weapon systems operated independently of the primary MCA. They are the toughest, but slowest of the subordinate mecha.
Pace: 20 Toughness: 20 (4) HA Skills: Fighting d4, Notice d4, Shooting d6 Notes: Weapon Mount 1 + Arms

Transformation (3/Level; Max 2)
The more advanced MCAs beginning to have transforming capabilities to allow the pilot greater range of operation with a single MCA. Most are two form MCAs consisting of a robot form and a vehicle form (usually ground vehicles. However, prototype triple changers are starting to see field testing. This technology allows the MCA to take the same number of Technology points and create another MCA form. If the MCA has any of the following technology, it must exist in both forms: Advanced Sensors, Advanced Targeting, Artificial Intelligence, ECM, Extra Capacity, Extra Operation Time, Features, Merging, Transformation, and Sensors. Each level of Mechanical Transformation allows the MCA to take another form.

Tunneling
While few MCAs are equipped with tunneling capability many of the MEVs are equipped with such gear for mining. Tunneling gear are usually drills and hammers. With tunneling the MCA can move through the ground. The Speeds below are for dense ground or sand. For solid rock the speeds are halved and for metal they are 1/4 the listed speed.
Level 1: Tunneling Speed of 5” (1”M)
Level 2: Tunneling Speed of 10” (2”M)
Level 3: Tunneling Speed of 15” (3”M)
Level 4: Tunneling Speed of 30” (6”M)

Weapons Mounts (1/Level; Limited by Size)
External mounts designed to allow the MCA to carry weapons and still keep their hands free or load up on multiple weapons. Each level taken yields 2 additional mounts. The numbers of weapon mounts can never exceed the size of the MCA. Weapons mounts can also used for additional ammo storage for hand weapons (not rockets, missiles, or other hard mounted weapons). Each Mount can store additional clip, magazine, or power pack of the weapon placed on it, or it can be used to store 4 clips if the mount is only used for ammo storage only. Weapons that require 2 or more mounts count treat both mounts as 1 for terms of ammo storage, and they can only hold 2 clips if a mount is used for ammo storage.

Building a custom MCA

Shogo: Mobile Armor Division Clash957