Rig Parts (Specials) Command List: (Prototype untested/unstated)
===Special Commands are equipment-based and cost nothing to use.
Smokies
>Smokescreen - (Command/Speed) / Targeted tracer shots that create smoke around target and cause aim penalties with duration equal to Swerve dice.
Flashes
>Flashbang - (Command/Speed) / Cause Blinds and Shocks effects t targets in same zone.
2nd Runner
One Sub-Motorcide ground-based drone unit. (Uni-wheeled "MotorUnis" classified as VeryLightWeight Motorcides with its own HPs.)
---All 2nd Runners commands are [one extra command per round when activated] that use the [low dice] for abilities.
---2nd Runners used by [Specialists] use [medium dice] for abilities.
---3 rounds use for 2 rounds recharge. Starts out fully charged.
>Runner Blast (Command/Extra) / Normal Range Attack.
>Runner Flank (Command/Extra) / Reduce target Speed by ability score this current round.
>Runner Ram (Command/Extra) / Self Destruct, does [ability score damage *1] to [BOTH Fore/Aft parts] of target. 2nd Runner cannot be used again before being replaced.
Roto Aide
One Quadcoptor air-based survillence drone unit.
---3 rounds use for 2 rounds recharge. Starts out fully charged.
---An small flying drone that is out-of-range of every weapon and nearly impossible to hit when in use.
>Aerial Survillence (Passive) / Increase Sharp/Swerve by +2 as long as Roto Aide is in use.
>Extra-Vision (Passive) / Ignore vision obstruction effects and penalties (Blind, Firebreather, etc.) as long as Roto Aide is in use.
>Analysis (Command/Speed) / Target with lower speed roll must reveal their commands they will be using in next round. Anyone other than [Specialist] using this ability will immediately force the Roto Aide into recharge afterward.
Fryer
>Ping (Command) / Taser Effect - Disrupts equipment-based commands. [They cannot be used this and next round] - to everyone in the same zone including self.
(If the Motorcider use Ping along with other equipment commands, the Ping always start first. Thus it makes using multiple equipment with Ping pointless.)
Mirror Sheath
>Cloaking (Command) / All direct attack against target will miss this current round. 2 round cooldown after every use. Vision Obstruction effect.
ORA/Optimal Ride Adjustments
>Autonomous Boost (Passive) / Boost all [basic ability scores] by +3 this round. Can only be used 3 times per combat (where the motorcide is assumed to be at least somewhat patched up between combat), when the 4th attempt will break the motorcide down from structural stress, but there are no cooldowns and all 3 times can be used at once.
Self Destruct
Remove motorcide from combat. (Not dead, just that both fore/aft ride armors would be blown), and deals high dice in damge to everyone in same zone.
Mortar Lock
Transforms Motorcide into an immobile mortar cannon.
---Cannot be used when moving.
---Does all dice damage to ranged target group.
---Takes two rounds to transform into mortar platform and back.
---Takes one round to aim, and another to fire.
---Cannot move or dodge or do anything but shoot in Mortar Platform mode.
---While it is installed into motorcides, it is not intend for use in motorcide combat: It is used for fast placement of short-range artillery units, where its optimal range is between 5km-30km (This is the only advantage it has over Boomer Tubes: Boomer Tubes can only be fired straight forward, with an effective accurate range of roughly 700m.) It can be used as close as 500m, but it is certainly not designed for it.
---Remove the dice from hit check when attacking in normal battlemap range (It's not designed to be used that close.)
Pulse Barrier (Too sci-fi-y??? Probably replace it with something else)
>Parrying (Command/Speed) Negate one attack including damages and effects. Cooldown 1 round.