V A N G U A R D | A S S E M B L Y

Changelog:
- RF/ESSEN: +2 DMG/HEAVY
- SG/ZIMM: +1 DMG/LIGHT +1 HIT/LIGHT
- AUX/ASSAULT ARMOR-L: NOW DOES 1 DMG TO ALL UNITS IN NODE
- FCS/MULTI: NOW [1D5 | +3 HEAVY | ROLLING 4 OR 5 ON 1D5 ACTIVATES MULTIHIT | NEGATES HIT PENALTY WITH MULTIHIT WEAPONS]
- SHIELD//HI0-SHELL: -1 LOAD +1 RECHARGE TIME
- MISSILE//MULTICELL: +1 HIT/EVASIVE
- LRF/AXIS: +1 HIT/ALL
- EMP RIFLE//LOCKDOWN: +1 HIT/LIGHT
- WEAPON SET//DAYBREAK: +1 CHARGE RATE +2 EVASION ON DMG SUSTAINED
- GRENADE LAUNCHER//RAIDEN: +1 DMG
- Cruise missiles can be fired while taking another action unless otherwise stated.
- SHINKAI: +1 EVASION
//CORE

CORE/L/LANCER-M. [ LOAD LIMIT: 6 | HP: 1 | MOVE: 3 (+1) | EVASION: +2]
An outdated but reliable vanguard model with respectable speed and modest load capacity, produced en-masse by the Martian armed forces. This model has received comprehensive modernization upgrades.

CORE/L/DUELIST-M. [ LOAD LIMIT: 4 | ARM SLOTS ONLY | HP: 1 | MOVE: 2 (+1) | 1 HIT | NO CRIPPLE PENALTY | HIT TWICE WITH MELEE WEAPON | CAN DUAL WIELD ALL MELEE]
A second generation vanguard model optimized for melee performance. Aggressive weight reduction choices render it incompatible with standard modular shoulder/back weapons, compromising flexibility. This model has received recent modernization upgrades to augment load capacity.

CORE/M/ROOK-M. [ LOAD LIMIT: 8 | HP: 2 | MOVE: 1 (+1)]
An outdated but reliable vanguard model with high load and passable armor, produced en-masse by the Martian armed forces. This model has received modernization upgrades to increase load capacity.

CORE/M/HUNTER-M. [ LOAD LIMIT: 7 | HP: 2 | +1 HIT | MOVE: 1 (+1)]
A second-generation vanguard unit favored by mercenaries and corporate units. Reliable performance with above-average tracking sensors.

CORE/M/NEBULA. [ LOAD LIMIT: 6 | HP: 2 | MOVE: 1 (+1) | -1 EVADE | +2 FREE LOAD FOR ENERGY WEAPONS | TWICE PER MISSION, YOU MAY REFRESH 1 TURN OF COOLDOWN FOR ALL SLOTS]
A third-generation vanguard model optimized for deployment of high-power energy weapons. Mounts multiple disposable heatsink units for heat management.

CORE/H/ERRANT. [ LOAD LIMIT: 8 | HP: 3 | +1 BASE DMG | MOVE: 1 (+1) | EVASION: -2]
A transitional vanguard model based on the DUELIST frame. Performance characteristics have been tuned for aggressive mid-ranged combat.

CORE/H/MALICIOUS. [ LOAD LIMIT: 8 | HP: 3 | MOVE: 1 (+1) | EVASION: -3 | +1 FREE LOAD FOR EACH SLOT OCCUPIED BY A BALLISTIC WEAPON]
A heavy vanguard model optimized for kinetic firepower. Reinforced hardpoints permit ballistic weapon loads far exceeding the frame's nominal capacity.

CORE/T/VALIANT. [ LOAD LIMIT: 13 | HP: 5 | MOVE: 1 (+1) | EVASION: -6 | CANNOT ATTACK AND MOVE ON THE SAME TURN | CAN DUAL-WIELD ANY NON-MELEE WEAPON]
A reliable but dated tank model designed to function as a heavy weapons platform. Exceptional load and armor offset by poor maneuverability.

CORE/TP/BALLISTA. [ LOAD LIMIT: 9 | HP: 2 | MOVE: 1 (+1) | EVASION: -4 | SKIP MOVE TO STABILIZE FOR +3 HIT | +3 FREE LOAD FOR MISSILE WEAPONS | INBUILT AUX MISSILE BAY]
Support tetrapod designed for deployment of direct-fire and cruise missiles. Excellent offensive capabilities offset by limited armor and poor maneuverability.

CORE/X/HNTR-REDLINE. [ LOAD LIMIT: 7 | ARM SLOTS ONLY | HP: 3 | MOVE: 1 (+1) | BOTH BACK SLOTS OCCUPIED BY REDLINE-UNIT (+6 SHIELD/1 SHIELD RECHARGE/2 TURNS) | YOU MAY OVERCHARGE FOR [+2 HIT/+4 DMG] OR [+1 MOV/+3 EVADE] PER SHIELD EXPENDED | 50% CHANCE OF TAKING +1 DMG ON SUSTAINING DAMAGE ]
Heavily modified hunter frame fused to a volatile prototype reactor unit. Reactor energy can be diverted from the pulse shield to massively increase offensive and evasive performance.
//ARM
/BALLISTIC

HANDGUN//TN-HAN. [LOAD: 0 | +1 DMG/LIGHT] [BALLISTIC] [R/L COMPATIBLE]

HANDGUN//TN-REVOL. [LOAD: 0 | +1 DMG/HEAVY] [BALLISTIC] [R/L COMPATIBLE]

RIFLE//EXTEN-R. [LOAD: 1 | +1 DMG/ALL] [BALLISTIC] [R/L COMPATIBLE]

RIFLE//ESSEN. [LOAD: 2 | +2 DMG/ALL | +2 DMG/HEAVY | +1 HIT/ALL | -1 EVASION] [BALLISTIC] [R/L COMPATIBLE]

MACHINEGUN//MINIEX. [LOAD: 1 | +2 DMG/LIGHT] [BALLISTIC] [R/L COMPATIBLE]

MACHINEGUN//MARVE. [LOAD: 2 | +1 DMG/ALL | +4 DMG/LIGHT] [BALLISTIC] [R/L COMPATIBLE]

HEAVY MG//MOTORCOBRA. [LOAD: 3 | +2 DMG/ALL | +6 DMG/HEAVY] [BALLISTIC] [R/L COMPATIBLE]

SHOTGUN//HALD. [LOAD: 1 | +1 DMG/LIGHT | +1 HIT/LIGHT] [BALLISTIC] [R/L COMPATIBLE]

SHOTGUN//ZIMM. [LOAD: 3 | +2 DMG/ALL | +3 DMG/LIGHT | +2 HIT/LIGHT] [BALLISTIC] [R/L COMPATIBLE]

SNIPER RIFLE//FURY. [LOAD: 3 | +1 DMG/ALL | +2 HIT/ALL | -2 EVASION | BONUS DMG EQUIVALENT TO HIT ROLL - TARGET DC. CAN TARGET ENEMIES IN ADJACENT NODES WITH -3 HIT PENALTY] [BALLISTIC] [L ARM ONLY]

ROTARY CANNON//SHRIKE. [LOAD: 2 | +1 DMG/ALL | REROLL ON EVEN HIT ROLLS. EVERY EVEN ROLL DEALS +4 ADDITIONAL DAMAGE] [BALLISTIC] [R/L COMPATIBLE]

ROTARY CANNON//BANSHEE. [LOAD: 3 | +3 DMG/ALL | REROLL ON EVEN HIT ROLLS. EVERY EVEN ROLL DEALS +3 ADDITIONAL DAMAGE] [BALLISTIC] [R/L COMPATIBLE]

HEAT GRENADE//VULCAN. [LOAD: 2 | +2 DMG/ALL | -1 HIT/ALL | [MULTIHIT] TARGET FOR +5 ON HIGHEST DICE ROLL] [BALLISTIC | MULTIHIT] [R/L COMPATIBLE]
/ENERGY

PLASMA HANDGUN//ZINC. [LOAD: 0 | 1 TURN RECHARGE | ON HIT ADD [LIGHT] TAG] [ENERGY] [R/L COMPATIBLE]

PULSE NEEDLE//PERSEID. [LOAD: 2 | 1 TURN RECHARGE | INFLICT 3 DMG TO THE HIGHEST HP ENERGY IN EACH NODE TRAVERSED] [ENERGY] [R/L COMPATIBLE]

LASER RIFLE//AXIS. [LOAD: 3 | +9 DMG/ALL | +1 HIT/ALL |-1 EVASION | 1 TURN RECHARGE] [ENERGY] [R/L COMPATIBLE]

EMP RIFLE//LOCKDOWN. [LOAD: 2 | +1 DMG/LIGHT | +2 HIT/LIGHT | ON HIT, ADD [HEAVY] TAG TO TARGET] [ENERGY] [R/L COMPATIBLE]

ARC RIFLE//PERUN. [LOAD: 2 | +2 DMG/ALL | ALWAYS MULTIHIT CLOSEST ENEMY IN NODE. ADDITIONAL MULTIHIT ON MAX ROLL] [ENERGY | MULTIHIT] [R/L COMPATIBLE]

IRRADIATOR//FULGENT. [LOAD: 2 | +1 DMG/ALL | ON HIT, INFLICT PERMANENT 4 RAD DMG/TURN. KILLS INFANTRY INSTANTLY.] [ENERGY] [R/L COMPATIBLE]

PROTOTYPE PARTICLE CARBINE//DRAGONFIRE. [LOAD: 1 | +1 DMG/LIGHT | ON HIT, INFLICT PERMANENT 1 DMG/TURN | WHEN DUAL WIELDED, +2 HIT/ALL AND FIRE MODE CAN BE SWITCHED TO INFLICT PERMANENT 5 DMG/TURN | DOUBLE DAMAGE AGAINST ALL PLAGUE TARGETS] [ENERGY] [R/L COMPATIBLE]

HEAVY PARTICLE RIFLE//AFTERGLOW. [LOAD: 4 | -1 EVASION | +4 DMG/ALL | +2 HIT/HEAVY | CAN BE OVERCHARGED TO INFLICT ADDITIONAL +4 DMG/ALL AND PERMANENT 4 RAD DMG/TURN FOR 1 TURN RECHARGE] [ENERGY] [R/L COMPATIBLE]
/MELEE

PULSE BLADE//PULSAR. [LOAD: 2 | +5 DMG/ALL | -1 HIT/ALL | +2 EVASION] [MELEE] [ENERGY] [R ARM ONLY]

PULSE BLADE//QUASAR. [LOAD: 3 | +8 DMG/ALL | -1 HIT/ALL | +2 EVASION | CAN BE OVERCHARGED TO INFLICT ADDITIONAL +8 DMG/ALL FOR 1 TURN RECHARGE] [MELEE] [ENERGY] [R ARM ONLY]

PULSE DAGGER//GLIMMER. [LOAD: 1 | +1 EVASION | INFLICT DMG/ALL EQUIVALENT TO NET EVASION BONUS] [ENERGY] [MELEE] [R/L COMPATIBLE]

PULSE LANCE//SUNSLAG. [LOAD: 3 | +2 DMG/ALL | -1 HIT/ALL | +3 DMG/ALL FOR EACH NODE MOVED BEFORE ATTACKING THIS TURN | +1 EVASION] [ENERGY] [MELEE] [R ARM ONLY]

PILE DRIVER//ISHMAEL. [LOAD: 2 | +9 DMG/HEAVY | -2 HIT/ALL | +1 EVASION] [MELEE] [R ARM ONLY]

EXPLOSIVE THROWER//SOLARHAND. [LOAD: 3 | +4 DMG/ALL | +4 DMG/LIGHT | +1 EVASION | -1 HIT/ALL | MULTIHIT ON MAX ROLL] [MELEE] [R ARM ONLY]

WEAPON SET//DAYBREAK [OCCUPIES BOTH ARM SLOTS]
THERMAL BLADE-R. [LOAD: 2 | +3 DMG/ALL | -1 HIT/ALL | +1 EVASION | +2 DMG PER ATTACK THIS ROUND, UP TO +6]
PARRY SHIELD-L. [LOAD: 1 | +1 SHIELD | 3 TURN RECHARGE | GAIN +4 HIT AND +2 EVASION FOR 1 TURN AFTER SUSTAINING DAMAGE]
//BACK
/BALLISTIC

CANNON//DRIVER [LOAD: 3 | +4 DMG/ALL] [BALLISTIC] [RB/LB COMPATIBLE]

ROTARY CANNON//PITONE [LOAD: 4 | +4 DMG/ALL | -1 EVASION | REROLL ON EVEN HIT ROLLS. EVERY EVEN ROLL DEALS +4 ADDITIONAL DAMAGE] [RB/LB COMPATIBLE]

GRENADE LAUNCHER//RAIDEN [LOAD: 3 | +4 DMG/ALL | -1 HIT/ALL | MULTIHIT UP TO 2 UNITS OF YOUR CHOICE ON HIGHEST DICE ROLL] [RB/LB COMPATIBLE]

MULTIFLAK//HYDRA [LOAD: 5 | +4 DMG/ALL | +6 DMG/HEAVY | -1 HIT/ALL | MULTIHIT UP TO 2 UNITS OF YOUR CHOICE ON HIGHEST DICE ROLL | ON HIT FAIL, DEAL HALF DAMAGE TO MAIN TARGET AND ONE RANDOM ADJACENT UNIT] [RB/LB COMPATIBLE]
/ENERGY

PLASMA//ARSENIC [LOAD: 2 | +1 DMG/ALL | ON HIT, ADD [LIGHT] TAG TO TARGET] [ENERGY] [RB/LB COMPATIBLE]

IRRADIATOR/ARDENT [LOAD: 3 | +1 DMG/ALL | ON HIT, INFLICT PERMANENT 8 DMG/TURN. KILLS INFANTRY INSTANTLY.] [ENERGY] [RB/LB COMPATIBLE]

CATALYST/RADIANT [LOAD: 3 | ON HIT, DOUBLE RADIATION STACKS ON TARGET. | 1 TURN RECHARGE] [ENERGY] [RB/LB COMPATIBLE]

SCATTER BEAM/ICARUS [LOAD: 3 | +12 DMG/LIGHT | +1 HIT/LIGHT | 1 TURN RECHARGE | CAN BE OVERCHARGED TO INFLICT 10 DMG/ALL WITH 1 GUARANTEED MULTI HIT ON TARGET OF CHOICE FOR 2 TURN RECHARGE] [ENERGY] [RB/LB COMPATIBLE]
/MISSILE

MISSILE//2-CELL [LOAD: 1 | +1 DMG/ALL] [MISSILE] [RB/LB COMPATIBLE]

MISSILE//6-CELL-MICRO [LOAD: 2 | +1 DMG/ALL | +2 DMG/LIGHT | +1 HIT/EVASIVE] [MISSILE] [RB/LB COMPATIBLE]

MISSILE//MULTICELL [LOAD: 3 | +2 DMG/ALL | +3 DMG/LIGHT | +2 HIT/EVASIVE] [MISSILE] [RB/LB COMPATIBLE]

MISSILE//MSWARM [LOAD: 4 | +3 DMG/ALL | +3 DMG/LIGHT | +2 HIT/EVASIVE | DEAL GUARANTEED 2 DMG/ALL TO TARGET] [MISSILE] [RB/LB COMPATIBLE]
/CRUISE MISSILE

CRUISE MISSILE//YELLOWSTONE [LOAD: 2 | 2 USES | ON USE, HIT ANY TARGET IN CURRENT OR ADJACENT NODE FOR 3 DMG] [MISSILE] [RB/LB COMPATIBLE] [2 MU/AMMO]

TACTICAL NUCLEAR MISSILE//YOSEMITE [LOAD: 4 | 1 USE | -1 EVASION | ON USE, HIT ALL TARGETS IN ANY NODE FOR 9 DMG | REQUIRES DEDICATED TURN TO FIRE] [MISSILE] [RB/LB COMPATIBLE] [8 MU/AMMO]

ISOTOPE MISSILE//PHOSPHOR [LOAD: 2 | 2 USES | -1 EVASION | ON USE, HIT ANY TARGET IN CURRENT OR ADJACENT NODE FOR PERMANENT 3 DMG/TURN] [MISSILE] [RB/LB COMPATIBLE] [2 MU/AMMO]

TRACKING DART//ACCUSER [LOAD: 1 | 1 USE | ON USE, SET THE DC OF THE TARGET TO 1 FOR THE NEXT ATTACK.] [MISSILE] [RB/LB COMPATIBLE] [2 MU/AMMO]
/RADAR

RADAR//SEEKER [LOAD: 1 | +1 SCOUTING | +1 HIT/ALL] [R BACK ONLY]

RADAR//ROVER [LOAD: 2 | +3 SCOUTING | +1 HIT/ALL | FREE SCOUTING ROLL FOR EACH NODE TRAVERSED] [R BACK ONLY]

RADAR//TRACER [LOAD: 2 | +3 HIT/HEAVY] [R-BACK ONLY] [R BACK ONLY]

RADAR//TRACKER [LOAD: 2 | +3 HIT/LIGHT] [R-BACK ONLY] [R BACK ONLY]

RADAR//OCULUS [LOAD: 3 | +3 SCOUTING | +2 HIT/ALL | +1 HIT/HEAVY] [R-BACK ONLY] [R BACK ONLY]

TARGET DESIGNATOR//TATTLE [LOAD: 1 | ON ATTACK, REDUCE TARGET DC BY 1 REGARDLESS OF SUCCESS] [RB/LB COMPATIBLE]

JAMMER//SCRAMBLER [LOAD: 1 | 1 USE | DEPLOY A JAMMER THAT REDUCES ALL DC VALUES ON NODE BY 2] [R BACK ONLY]
/UTILITY

FLARE//FLARES [LOAD: 1 | 1 USE | ON USE, GAIN +5 EVASION +4 HIT FOR 1 TURN.] [RB/LB COMPATIBLE]

SHIELD//HI0-SHELL [LOAD: 1 | +1 SHIELD | 3 TURN RECHARGE] [L BACK ONLY]

BOOSTER SET//PINION [LOAD: 2 | +4 EVADE | +1 MOVE] [OCCUPIES BOTH BACK SLOTS]
//FIRE CONTROL SYSTEM
FCS/BML-CL [ 2D4 | +2 HIT/HEAVY ]
FCS/BML-LR [ 1D6 | +4 HIT/LIGHT ]
FCS/SHINKAI. [3D2 + 1 | NEGATES HIT PENALTY WITH MELEE WEAPONS | +1 EVASION]
FCS/MULTI. [1D5 | +3 HEAVY | ROLLING 4 OR 5 ON 1D5 ACTIVATES MULTIHIT | NEGATES HIT PENALTY WITH MULTIHIT WEAPONS]
FCS/HIGHROLL. [1D12]
FCS/MATCH-L. [ 1D4 | +4 HIT/LIGHT | ON MAX ROLL, SCORE AN AUTOMATIC HIT WITH +2 BASE DMG]
//AUXILLARY
The shoulder AUX doodad on some mechs is optional; please specify in your build if you prefer to not have it.
FLARE/MINIFLARE [LOAD: 0 | 1 USE | ON USE, GAIN +3 EVADE and +2 HIT FOR 1 TURN]
SHIELD/PS-L [LOAD: 0 | 1 USE | ON USE, GAIN 1 SHIELD THAT EXPIRES AFTER 2 TURNS]
BOOSTER/OVERBOOSTER [LOAD: 0 | 1 USE | ON USE, GAIN +2 EVADE and +2 MOVE for 1 TURN]
ASSAULT ARMOR/AA-L [LOAD: 0 | 1 USE | INFLICT 1 DMG TO ALL TARGETS IN NODE]
TARGETING SUBCOMP/SUBCOMP-L [LOAD: 0 | +1 HIT/LIGHT]
TARGETING SUBCOMP/SUBCOMP-H [LOAD: 0 | +1 HIT/HEAVY]
**MAGAZINE/MISSILE BAY [LOAD: 0 | TAKE 2 MU OF ADDITIONAL MISSILE AMMO. ADDITIONAL AMMO CAN BE STORED AT 2 MU/1 LOAD]
**SENSOR/SECONDARY RECON MODULE [LOAD: 0 | +1 SCOUTING | INSTEAD OF MOVING, YOU MAY PERFORM SALVAGE OR SCOUT ACTIONS]
BOOSTER-MOD/INERTIA-THIEF [LOAD: 1 | PERMANENT | INSTEAD OF MOVING, YOU MAY BANK UP TO +4 MOV FOR FUTURE TURNS]
//PAINT
/BASE COAT
Martian Orange █ █ █ █ █ █
Factory White █ █ █ █ █ █
Assault Cream █ █ █ █ █ █
Mix Blue █ █ █ █ █ █
Edge Grey █ █ █ █ █ █
Void Black █ █ █ █ █ █
Regret Purple █ █ █ █ █ █
/HIGHLIGHT
Martian Grey █ █ █ █ █ █
Factory Teal █ █ █ █ █ █
Assault Crimson █ █ █ █ █ █
Mix Scarlet █ █ █ █ █ █
Edge Purple █ █ █ █ █ █
Void Yellow █ █ █ █ █ █
Regret Pink █ █ █ █ █ █
Slate Blue █ █ █ █ █ █
Glint White █ █ █ █ █ █
/GLOW
Martian Green █ █ █ █ █ █
Factory Blue █ █ █ █ █ █
Assault Cyan █ █ █ █ █ █
Mix Magenta █ █ █ █ █ █
Edge Red █ █ █ █ █ █
Void Yellow █ █ █ █ █ █

Example color distribution of base coat (white) and highlight color (teal) shown above
If your color combination is extremely ugly I will veto it and make you repick. I'm sorry.
V A N G U A R D | R U L E S E T
//STRUCTURE
Vanguard Quest is a cooperative skirmish where you play as a mech pilot in a Martian mercenary company. The quest is broadly divided into two three phases. First, players vote on a mission contract and build their vanguard mech from available equipment. Players are then dropped on a node-based tactical map to engage in combat, complete objectives, and collect funds (MU) and equipment (schematics). Upon mission completion, all rewards/expenses are pooled, and players collectively vote to purchase new equipment and/or make narrative decisions.
As mentioned in the OP, new players are welcome to join at any point.
//BUILD
Every vanguard mech is built from a central FRAME, four HARDPOINTS, an FCS (Fire Control System), and an AUXILLARY slot. A brief description of each component is provided below.
/FRAME
The frame of the mech determines baseline HP, MOVE, EVASION, and LOAD (load capacity). Frames are broadly divided into light, medium, and heavy frames; heavier frames trade MOVE and EVASION for higher HP and LOAD stats.
HP determines the structural integrity of your mech. Falling to 0 HP cripples your mech, and taking another hit while crippled renders your unit disabled for the rest of the mission.
MOVE determines how many nodes a mech can traverse per turn.
EVASION modifies rolls for certain map traversal actions, fighting EVASIVE targets, and evading attacks from heavier enemy units.
LOAD determines how much equipment each mech can support. Every piece of equipment has a fixed load cost; the total LOAD of your chosen loadout cannot exceed the capacity of your chosen frame.
Some frames will also have unique bonuses that are detailed in the assembly options. Generally speaking, medium and heavy mechs are easier to build around and more tolerant of mistakes/bad rolls.
/WEAPONS
Vanguard mechs have four hardpoints: Right Arm (RA), Left Arm (LA), Right Back (RB), and Left Back (LB). Most weapons provide a damage bonus, which either applies to all targets (DMG/ALL) or targets with a specific set of tags (DMG/HEAVY for [HEAVY] Targets) as well as a corresponding HIT bonus. A non exhaustive list of weapon categories and effects are provided below:
RIFLES, MACHINEGUNS, and SHOTGUNS are staple direct-damage dealers with varying specialization against different targets.
MELEE weapons come with an intrinsic HIT penalty, but grant EVASION and have excellent damage stats for their LOAD.
All LASER weapons and many ENERGY weapons need to recharge after successfully dealing damage. In exchange, they tend to have excellent DMG for their LOAD.
MULTIHIT weapons inflict damage on adjacent targets in a node on a sufficiently high roll.
RADIATION weapons do poor direct damage, but inflict a permanent, stackable damage-over-time effect.
STANDARD MISSILES tend to be most effective against light/evasive targets
CRUISE MISSILES are limited-ammo weapons that guarantee a hit once fired. Heavier variants may inflict area damage over an entire node.
SHIELDS block a set of amount of damage, recharging after a set number of turns.
RADARS provide a fixed hit bonus.
/FCS
The fire control system determines the dice that your mech will roll to hit targets. Hit rolls determine whether you take or inflict damage. Some FCS options offer bonuses against specific targets, while others are intended to fit a particular class of weapon. Generally speaking, you want to make sure that the FCS you use fits the type of target you want to engage - for instance, if you take a loadout with weapons that do damage to heavy targets (+DMG/HEAVY), an FCS that provides a corresponding hit bonus (+HIT/HEAVY) would be most appropriate.
/AUX
The auxillary slot is occupied by single-use items (flares that temporarly increase evasion) and upgrades that tweak the performance of your chosen frame. Most cost little to no LOAD, though there are exceptions.
/CALLSIGN
When you are done choosing your mech, please choose a callsign.