Implement capitalist cat
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# LEVEL 1 (Pack: 1)
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### T01 - **Explosive Specialist**
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- Rocket explosion radius **+1.5 meters**
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- Rocket **Posture Damage +1**
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---
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# LEVEL 2 (Pack: 2)
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### T02 - **Stealth Demolition**
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- If you fire a rocket while **Hidden**, the attack gains **+10% Penetration** and **+10% Chip Damage**
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### T03 - **Shock Deployment**
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- When combat begins, you may **immediately reload the NMM for free**
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- Gain **+1 Initiative**
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---
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# LEVEL 3 (Pack: 1)
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### T04 - **Area Denial**
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- Creatures hit by your rockets suffer **-1 Dodge Throws** until the start of your next turn
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---
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# LEVEL 4 (Pack: 2)
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### T05 - **Blastwave Engineering**
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- Rocket explosion radius **+1.5 meters**
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- Creatures hit by the blast are **pushed 1.5 meters away from the center**
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### T06 - **Corporate Logistics**
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- Rocket carry capacity **+1**
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- Assisted Reload may be performed from **3 meters away**
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---
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# LEVEL 5 (Pack: 1)
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### T07 - **Warhead Overpressure**
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- Rocket damage **+1 die**
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---
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# LEVEL 6 (Pack: 2)
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### T08 - **Field Loader Training**
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- If an ally performs **Assisted Reload**, your next rocket gains
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- **+1 die damage**
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- **+2 Posture Damage**
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### T09 - **Shaped Detonation**
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- Creatures within **3 meters of the blast center** take **+2 damage** and **+2 Posture Damage**
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---
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# LEVEL 7 (Pack: 1)
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### T10 - **Mobile Artillery**
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- Movement Speed **+1.5 meters**
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- You may **move up to 3 meters immediately after firing a rocket**
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---
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# LEVEL 8 (Pack: 2)
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### T11 - **Shockwave Fracture**
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- If your rocket hits **3 or more enemies**, they each lose **1 additional Posture**
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### T12 - **Suppression Pattern**
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- Enemies hit by your rockets suffer **-1 attack rolls** until the start of their next turn
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---
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# LEVEL 9 (Pack: 1)
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### T13 - **Blast Breaker**
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- Rockets deal **+3 Posture damage against blocking targets**
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---
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# LEVEL 10 (Pack: 2)
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### T14 - **Backblast Discipline**
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- You take **no damage from your own rockets**
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### T15 - **Target Lock**
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- Rockets gain **+2 to hit** against enemies **more than 9 meters away**
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---
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# LEVEL 11 (Pack: 1)
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### T16 - **Fragment Saturation**
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- Rockets deal **+2 damage to each creature hit after the first**
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---
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# LEVEL 12 (Pack: 2)
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### T17 - **Shockline Detonation**
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- If a rocket **posture-breaks a creature**, all enemies within **3 meters** lose **2 Posture**
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### T18 - **Forward Spotter**
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- Allies attacking enemies hit by your rockets gain **+1 to hit** until the start of your next turn
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---
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# LEVEL 13 (Pack: 1)
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### T19 - **Airburst Calibration**
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- Airburst rockets increase explosion radius **+1.5 meters**, **+1 to hit** and gain **+10 Penetration**.
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---
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# LEVEL 14 (Pack: 2)
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### T20 - **Rapid Reposition**
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- After firing a rocket, gain **+3 meters movement** this turn
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### T21 - **Structural Collapse**
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- Rockets deal **+2 damage to enemies within 3 meters of terrain or walls**
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---
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# LEVEL 15 (Pack: 1)
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### T22 - **Heavy Payload Rack**
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- Rocket carry capacity **+2**
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- Lose 3 meters movement speed
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---
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# LEVEL 16 (Pack: 2)
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### T23 - **Terrain Denial**
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- Terrain within **4.5 meters of rocket impact** becomes **difficult terrain for 1 round**
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### T24 - **Assisted Barrage**
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- If your rocket is **Assisted Reloaded**, it gains
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- **+1.5 meter explosion radius**
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- **+10% Penetration**
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---
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# LEVEL 17 (Pack: 1)
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### T25 - **Demolition Authority**
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- Rockets deal **+2 damage**
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- Rockets deal **+1 Posture Damage**
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---
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# LEVEL 18 (Pack: 2)
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### T26 - **Overpressure Wave**
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- Enemies hit by your rockets suffer **-1.5 meters movement speed** for 1 round
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### T27 - **Chain Blast**
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- If your rocket kills a creature, enemies within **3 meters** take **1d8 Force damage**
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---
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# LEVEL 19 (Pack: 1)
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### T28 - **Killzone Control**
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- Rocket explosion radius **+1.5 meters**
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- Creatures inside the explosion suffer **-1 on Dodge Throws**
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---
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# LEVEL 20 (Pack: 2)
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### T29 - **Maximum Payload**
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- Rocket damage **+1 die**
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- Rocket Posture Damage **+2**
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### T30 - **Strategic Bombardment**
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- Once per combat, you may fire **two rockets with the same shot**
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- Both rockets **must target the same point**.
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- This puts alot of strain onto the NMM. For the rest of the combat, reloading takes twice as long to do. This applies to assisted reloads.
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