Simplified Avatar Design
Pimp your robot in a relatively small number of steps!
Step 1: Select Frame Type and Parts
Step 2: Select Special Frame Traits
Step 3: Select Equipment to fill Slots
Step 4: Voila!
Slots are taken up by space-filling equipment like armor, weapons, backup systems, and other space-hungry equipment. The more slots a machine has, the larger it tends to be. Note that an Avatar always has an additional 2 slots in its hands.
Power is taken up by equipment that takes a lot of power. Some items may take up no space but require power (such as shield generators, holofields, cloaking devices, active sensors, and so on). Other items may take up both slots and power-in general, only weapons and large but power hungry systems do so. The wormhole tap provides a very large amount of power without issue and as such only components with significant power drain require power.
Frame Types
Standard: Your basic, all around machine. No special traits, no particular cost or penalties, nothing.
- 10 Slots, 5 Power
- No Stat Modifiers
- No Special Traits
Twin Tap: A more powerful version of the standard machine. Obviously requires the twin tap option.
- 10 Slots, 10 Power
- +1 Agility
- No Special Traits
Heavy: Heavy frames mass enough so that they're notably slower than your average frame despite the power of a spin generator. Although normally most of this mass ends up being armor and shielding, there are some support designs which have thin armor and trade it all for firepower.
- 15 Slots, 5 Power
- -2 Agility, +1 Armor
- Sluggish (-2)
Modular: Modular Frames lose some usable space for omni-mount equipment, but can rapidly modify their arsenal.
- 4 Slots, 5 Power, 4 Omni Connectors (hotswappable)
- No Stat Modifiers
- Omni-Pods (+1)
Super Robot: Super Robots are huge and powered by spin generators. To have one requires the trait.
- 25 Slots, 20 Power
- -1 Agility, +2 Armor
- No Special Traits
Traits
Components
Avatar Kinetic Rifle
- A classification used for a variety of weapons, from the Mydron Hyper-V 15mm Linear Rifle to the Grendel 150mm battle rifle. Generally using either electromagnetic or gravitic methods of acceleration, kinetic rifles are more efficient than energy weapons and have higher maximum range, but lack punch.
- +1 to Kinetic Attack, Max Range Long, Min Range Melee
- 2 Space, 0 Power
Avatar Beam Rifle
- Beam rifles are directed energy weapons, generally particle beams (although plasma beam and laser beam weapons are also common). Beam weapons lose efficiency against modern armor and have lower range but provide more punch.
- +2 to Energy Attack, Max Range Medium, Min Range Melee
- 2 Space, 1 Power
SRM Rack
- Avatar missiles are extremely lightweight, effectively empty "shells" that are filled with plasma for both drive and warhead before launch. The shell contains only basic containment systems, thrust vectoring, and guidance and is designed to be easily fabricated in the field. This short-range missile rack contains a combat-rated faber with enough raw materials to last through any reasonable engagement duration.
- +1 to Energy Attack, Max Range Short
- 1 Space, 0 Power
LRM Rack
- Avatar missiles are extremely lightweight, effectively empty "shells" that are filled with plasma for both drive and warhead before launch. The shell contains only basic containment systems, thrust vectoring, and guidance and is designed to be easily fabricated in the field. This long-range missile rack contains a combat-rated faber with enough raw materials to last through any reasonable engagement duration.
- +1 to Energy Attack, Max Range Long, Min Range Short
- 1 Space, 0 Power
MML Rack
- The most advanced missile rack design, a MML rack can build the high-agility low-endurance SRMs or the long-endurance but difficult to aim LRMs in any desired ratio, allowing it to provide all-range fire support. However, it requires an advanced faber system and cannot be easily produced.
- +1 to Energy Attack, Max Range Long
- 1 Space, 0 Power