The allied mecha must be fired from a mecha of your own size or bigger.
You can't take actions besides exiting while riding a mecha (and ships count as mechas) as a passenger unless you have a specific ability for it.
Unless otherwise noted, each mecha has only enough space inside for the pilot carrying a light load. This can be spent to carry other people if the pilot is strong enough, although those other people cannot contribute to the mecha's abilities unless noted otherwise, and they will have to squeeze in the pilot's lap/back. Such freeloaders cannot take any actions besides basic speaking that can never trigger other stuff, including being unable to use Spirits unless they have a specific class feature that mentions it like a ship captain's 2nd officer or a Peace Princess's passenger ability. The exception is that it is a move action for them to exit. If the current pilot does not wish to let freeloader exit, roll opposed pilot level+Str mod checks.
Arsenal > Special Weapons > II > Secura Penta is missing Crit information.Edit: I also just noticed that some guns have a damage type of -. Does that mean that they don't do any specific type of damage?
Quote from: Nanshork on April 08, 2019, 09:37:30 PMArsenal > Special Weapons > II > Secura Penta is missing Crit information.Edit: I also just noticed that some guns have a damage type of -. Does that mean that they don't do any specific type of damage?It means they don't deal damage at all, clarified. Also fixed the Secura Penta crit.
Do Neo Skills apply to mechas that you are piloting?
Extra question: If a Ship takes a melee weapon with its arsenal is that a ramming weapon?
As a more general question, Distinguished Officer could use a way to change what role your officer has. For example, Weapons Officer gets way better when the Officer is level 10 and not as great otherwise.