WARRIOR SKINS:

POWERSUIT AND MECHA CREATION

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Warrior Skins of Yoali Ehecatl

Perks
Flaws
Weapons

Yoali Ehecatl's Warrior Skins are smaller than those of the other deities.  There are several reasons for this, most involving an agreement among the Huitznahua, but the net result in game terms is that The Warrior Skins of Lord Night Wind are lighter, less armored, constructed more for stealth and speed than their larger counterparts from the various City States.
 

Comparison of various Warrior Skin size classes
Size Class Mass (in tons)
5 Light
2.5 - 4.4
6 Medium
4.5 - 7.3
7 Heavy
7.4 - 10
8 Superheavy
11 - 16

Here is an Excel 97 spreadsheet you can download to help with the mech creation process.

SIZE:  5
CREW:  1
MOVEMENT SYSTEMS:

Walker:  72 mph (12 hexes)

MANOEUVRE:  +2
ARMOR:  12
WEAPONS:

One Weapon of up to Size Class 3 in each hand
    OR
One weapon of up to Size Class 6 held in both hands
    PLUS
One restricted weapon of up to Size Class 3 shoulder mounted (only weapons with a RoF of 0 may be shoulder mounted.  Shoulder mounted weapons have a fixed forward firing arc).
    PLUS
One restricted weapon of up to Size Class 3 back mounted (only weapons capable of Indirect Fire may be back mounted)
    PLUS
One disposable weapon of up to Size Class 3 hip mounted (requires use of manipulator arms to use)
    PLUS
One melee weapon or disposable weapon of size class 3 hip mounted (requires use of manipulator arms to use.)

FIRE CONTROL:  +2
SENSORS:  +3 (Broad band high power sensor suite)
COMMUNICATION:  +3 (Broad band high power comm suite)

STANDARD PERKS:

Airdroppable*
Amphibious*
Backup Communications System
Backup Fire Control
Backup Life Support
Backup Sensors
Camo Netting
Climbing Apparatus
Electronic Countermeasures +2
Electronic Counter-countermeasures:  +2
Hostile Environment Protection (all)*
Hostile Environment Protection (Extreme Pressure)*
Hostile Environment Protection (Radiation)*
Low Profile
2 Manipulator Arms*
No Fuel Required*
Shield (Armor Rating 5)1
Sniper Systems (for one weapon)
Stealth:  +5

*These are all standard Perks that pretty much all Warrior Skins have.
1This is a violation of the Heavy Gear creation rules.  It was done intentionally.  Live with it.

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Perks

Warrior Skins of Yoali Ehecatl may have up to 10 points of Perks for free, and may purchase up to 10 points more by taking Flaws for their Warrior Skin.  Death Messengers get 10 additional points to spend on Perks, but MUST take the "Brittle Armor" flaw.

Ablative Armor:  Ablative Armor operates just like regular armor, except that it wears out faster.  Every time ablative armor is hit for 10 or more points of damage it loses one point of armor value for each 10 points of damage done, whether or not the damage penetrates to damage the Warrior Skin.  Each of the 6 defensive arcs of the Warrior Skin is armored separately.  Each defensive arc may receive up to 6 points of ablative armor.  Cost of this perk is (armor rating/2) per defensive arc covered.

Acrobatic Handling:  this Warrior Skin is highly manoeuvrable, particularly in close quarters.  The vehicle adds its rating in Acrobatic Handling to its Manoeuvre score for close combat defenses, and when defending against point blank attacks.  The maximum rating for this perk is 3.  This perk is available only to Hummingbird Warrior Skins.  Cost=rating x 6

Advanced Controls:  the Warrior Skin gains one extra action per combat round.  Cost=10

Advanced Neural Net:  If the crew of the Warrior Skin spends one action at the beginning of the turn it gains +1 to the vehicle's Maneuver rating for the entire turn.  Cost = 10

Anti-missile System:  this system is designed to protect the Warrior Skin against incoming missiles by detecting and destroying them before they can impact.  The system has a skill level of 2 plus its Rating.  It can attack any type or mortar shell, rocket, or missile attack.  If the result of the anti-missile system is greater than the attacker's roll, the system shoots down the missile.  If used against a missile cluster, each point by which the anti-missile system succeeds reduces the number of missiles by 1.  Cost = (Rating x 5)

Easy to Modify:  this Warrior Skin gets a +2 to all Technical Skill rolls to modify or repair the vehicle.  This Perk is only available to Chichimeca.  Cost = 10.

Ejection System:  this Warrior Skin has improved escape systems to aid the crew in getting out in the event that the Warrior Skin is destroyed.  Normally pilots roll 1d6 in the event that their vehicle is destroyed, and survive on a 3-6.  This system allows the pilot to roll multiple dice and choose which one to apply.  Death Messengers may not take this perk.  Cost = 1 + 1 per extra die rolled.

Improved Electronic Countermeasures:  it is possible to improve the Electronic Countermeasures of the Warrior Skin above the standard +2 to a maximum of +5.  Cost = 2 points per additional +1

Improved Electronic Counter Countermeasures:  it is also possible to improve the ECCM of the Warrior Skin above the normal +2 to a maximum of +5.  Cost = 2 points per additional +1.

Improved Traction:  the Warrior Skin pays one less MP for any terrain type that requires more than one MP.  Cost = 6

Emergency Power Surge:  this perk allows the Warrior Skin to increase one of the following attributes for a single combat round per Rating point spent on this Perk:  Manoeuvre, Top Speed MP, number of actions, Weapon Damage Multiplier, or Weapon Base Range.  It is also possible to "Overburn" the system, doubling the effects (but not the duration) but damaging the vehicle.  If this option is used then each EPS rating point counts as two, but the system effected drops by one afterwards.  EPS systems burn themselves out during use.  Thus, once used the Warrior Skin will have to undergo repairs before the system can be used again.  Cost=Rating^2

Flame Resistant:  the intensity of any flame attacks is halved before it is applied as damage.  Cost=8.

Foldspace Uplink:  the Warrior Skin is equipped with a special communicator that utilizes foldspace.  The pilot of this Warrior Skin can talk to anyone, anywhere within the Spirit Warrior Empire.  Only Way Bringers may take this advantage.  Cost = 5 pts.

Haywire Resistant:  the Warrior Skin is designed to be resistant to Haywire attacks.  On a Light Damage result, ignore the second damage roll produced by the Haywire effect.  On a Heavy Damage result the second damage roll is treated as a Light Damage roll.  Cost=10.

Improved Rear Defense:  The Warrior Skin is better armored in the rear that most.  This reduces the rear arc defensive penalties by one.  The rear flank defense penalty becomes 0, and the rear defense penalty becomes -1.  Cost=10.

Jump Jets: the Warrior Skin is fitted with special jets that allow it to make power assisted leaps.  During these leaps the Warrior Skin may clear obstacles who's elevation does not surpass 1/2 its jump distance.  Cost=5 x jump distance (in hexes).

Reinforced Armor: a Warrior Skin may add additional armor to up to three of its defense arcs.  Cost=1 per point of extra armor per defense arc.  Areas armored must be specified when this perk is purchased.

Reinforced Chassis:  the Warrior Skin ignores the first Structure hit on the Systems Damage table.  This perk is then destroyed, and will not function again until the Warrior Skin has been repaired.   Cost=6.

Reinforced Crew Compartment:  the Warrior Skin ignores the first Crew hit on the Systems Damage table.  This perk is then destroyed, and will not function again until the Warrior Skin has been repaired.   Cost=4.

Reload:  extra ammo for one of the Warrior Skin's weapons.  Allows the weapon to be fully reloaded.  Cost = size class of the weapon.

Rugged Movement Systems:  the Warrior Skin may ignore the first Movement hit on the Systems damage table.    This perk is then destroyed, and will not function again until the Warrior Skin has been repaired. Cost=5

Shielded Heart of Jade:  this system completely absorbs the first "Ammo/Fuel Hit" result on the Fire Control damage table.  This perk is then destroyed, and will not function again until the Warrior Skin has been repaired.   Cost=4

Shielded Weapons:  the Warrior Skin's weapons are protected by armor or simply reinforced.  The vehicle may ignore the first "-1 to a Single Weapon" or "-2 to a Single Weapon" or "-1 to all weapons" or "Single Weapon Destroyed" result on the Fire Control Damage table.  This perk is then destroyed, and will not function again until the Warrior Skin has been repaired.  Cost=5

Slave:  the Warrior skin has the "spirit" of a captured enemy warrior placed within it (actually, its the warrior's brain and spinal column, but lets not get fussy).  The Rating of this perk indicates the number of dice that the Slave rolls for any action.  Slaves give the Warrior Skin one additional action per turn, that must be performed using the Slave's skill, though all other modifiers such as weapon accuracy or Maneuver rating of the Warrior Skin apply.  Slaves gain experience at the same rate as the pilot of the Warrior Skin, and their Rating can increase by spending experience at the same rate as improving Attributes.  Slaves are crew members, but never eject if the Warrior Skin is destroyed.  This perk is available only to Death Messengers and Way Bringers.  Cost = 10 + 10 per Rating level.  It is possible to purchase a Slave with a Rating of 0, but the Slave will not be able to act until it gains enough experience to rise to a Rating of 1.

Smoke Launchers:  the Warrior Skin is equipped with smoke launchers.  These can be fired at any time during movement at no action cost.  The smoke launchers will fill one entire hex with smoke that has an Obscurement value of 2 until the end of the turn.  Smoke launchers have 10 charges each.  Cost=1 per smoke launcher.

Sniper Systems:  Warrior Skins of Yoali Ehecatl are automatically equipped with Sniper Systems for one weapon, but additional Sniper Systems may be purchased as well.  Sniper Systems add +1 modifier to the attack roll of that system at Long and Extreme ranges.  Cost=5 points per additional Sniper System.

Spacious Cockpit:  the cockpit of your Warrior Skin is larger than many.  Normally Spirit Warriors can wear Medium Armor when piloting a Warrior Skin, but you can fit extra in.  Cost = 1 pt for the ability to wear Heavy armor, 2 pts for the ability to wear Turtleshell armor.

Stabilized Mount:  this perk allows you to put larger weapons on your Warrior Skin.  You may increase the size of weapon that may be placed in any mounting on the Warrior Skin by up to 2 points.  If this perk is taken for the manipulator systems it is additive (allowing you to carry a weapon of up to 4 points larger if both Manipulators are increased by 2 points each).  Cost=1 per additional size class per location (maximum increase of +2 in any location).

Target Designator:  this system allows the Warrior Skin to lock on guided weapons.  To lock on a designator the vehicle simply "attacks" its target, using the designator as the weapon.  The designator has a base range equal to its rating, an accuracy of +0, and does no damage.  Any successful attack marks the target for incoming guided munitions.    Cost=5+base range in hexes.

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Flaws

Brittle Armor:  the Warrior Skin loses twice the number of points from damage (2 points for Light damage, 4 points for Heavy damage).  Cost=-10

Cramped Cockpit:  the cockpit area of the Warrior Skin is particularly small and cramped.  Normally, Spirit Warriors can wear Medium armor when piloting a Warrior Skin, but you cannot fit such a bulky suit into your cockpit.  Cost = -1 if only light armor can be worn, -2 if no armor can be worn.

Defective Active Sensors:  the vehicle's active sensors have a tendency to go on the blink in a random manner.  Defective sensors have a rating from 1 to 5.  In combat, roll one die each round just before attempting to obtain an active sensor line-of-sight.  If the roll is equal to or less than the defective active sensor Rating, apply the flaw's Rating as a negative modifier to the test.  Cost= -Rating

Defective Fire Control:  The vehicle's fire control system has a tendency to go on the blink at random times.  Defective fire controls have a rating between 1 and 5.  In combat roll 1 die each round, just before firing.  If the result is equal to or less than the defective fire control's rating, then apply the flaw's rating as a negative modifier to the attack.  Cost = -Rating x 2

Difficult to Modify:  A -1 modifier is applied to rolls to modify or repair the vehicle.  Only Death Messengers may take this Flaw.  Cost= -5

Exposed Auxiliary Systems: whenever an Auxiliary System effect is rolled on the Systems Damage table, treat the effect as though the damage were one stage worse.  Cost = -5

Exposed Crew Compartment:  whenever a Crew effect is rolled on the damage table, it is treated as though the damage was one stage worse.  Only Death Messengers may take this flaw.  Cost = -5

Exposed Fire Control:  add +1 to the die when rolling on the Fire Control Damage Table.  Cost = -4

Exposed Movement System:  Whenever a Movement effect is rolled on the Systems Damage Table, treat the damage as though it were one stage worse.  Cost = -5

Extreme Overheating:  The vehicle is prone to overheating.  The vehicle will automatically suffer light damage if it does any of the following for two rounds in a row - move and fire a weapon, fire three or more weapons, or use jump jets.  If the vehicle does any of these actions for three combat rounds in a row, the vehicle suffers a Heavy Damage result.  Cost = -10

Fragile Chassis:  add +1 to the die when rolling on the Structural Damage table.  Cost = -5

Unstable Heart of Jade:  add +1 to the die when rolling on the Fire Control damage table for Light damage, +2 for Heavy damage.  Cost = -5

HEAT Vulnerable: subtract the rating of this flaw from the armor value of the vehicle whenever it is hit by a high energy attack (HEAT), such as those from lasers or shaped charges.  Cost = -Rating.

Highly Flammable:  all incendiary attacks have their intensity doubled before damage is calculated.  Cost = -7

Inefficient Combat Computer: subtract -1 for each weapon fired after the first in a round.  Cost = -3

Inefficient Weapon Mount: the mount in a given location on your Warrior Skin is inefficient, and cannot hold the normal size of weapon.  You may reduce the size class of weapon that the a mount can hold by up to 3 points (possibly eliminating the mount altogether).  Cost = -1 per point of reduced rating in a single mount.

Overheating:  the vehicle is prone to overheating, and will take light damage if it does any of the following for three turns in a row - move and fire a weapon, fire three or more weapons, or use jump jets.  Cost = -5

Random Shutdown:  whenever strained (like in combat) the vehicle must roll 2 dice to avoid shutting down (no movement or actions) for a number of rounds equal to the roll of one die.  The Threshold is equal to 1 plus the rating of this Flaw. Cost = =0.5 x Rating.

Sensor Dependant:  the pilot is completely enclosed and must rely completely on the vehicle's sensors.  Should the sensors be knocked out, the vehicle can no longer fire or move.  Cost = -6

Unstable:  the vehicle is somewhat hard to control at high speed or under difficult conditions.  Apply a -1 modifier for Pilot skill checks when the vehicle is moving at top speed or through terrain that requires more than one MP.  Cost = -2

Vulnerable to Haywire effects:  Haywire effects roll damage 3 times against this vehicle instead of 2.  Cost = -9

Weak Facing:  due to incomplete armor coverage, bad design, or poor materials, some of the vehicle's armor is defective.  You may choose up to two defensive arcs to have this flaw.  When the vehicle is attacked through these arcs, its armor is halved.  Cost = -(0.25 x base Armor rating) per defensive arc.

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Weapons

 
WEAPONS LIST
NAME RANGE DAMAGE ACCURACY RoF SHOTS SIZE NOTES
CANNONS              
Hornet's Nest*
1/2/4/8
x2
0
+3
50 bursts
2
Anti-infantry
Tempest
1/2/4/8
x3
0
+4
40 bursts
3
Anti-infantry
Hail Storm
1/2/4/8
x4
0
+3
30 bursts
4
Anti-infantry
Obsidian Shard
1/2/4/8
x7
+1
0
16
5
Anti-infantry,  frag ammo
Firefly*
2/4/8/16
x6
0
0
60
2
 
Lightning Spark
3/6/12/24
x8
0
0
30
3
 
Thunderbolt
4/8/16/32
x10
0
0
25
4
 
Lightning Strike
4/8/16/32
x12
0
0
15
5
 
Hunter of Enemies
2/4/8/16
x8
0
+6
30
3
Disposable
Warning Cry
2/4/8/16
x8
0
+6
10 bursts
3
 
Mournful Cry
3/6/12/24
x10
0
+4
7 bursts
4
 
Piercing Cry
3/6/12/24
x12
0
+3
5 bursts
5
 
Ice Wind*
2/4/8/16
x6
0
+2
60
3
 
Avalanche
2/4/8/16
x8
0
+2
60
4
 
Earth Serpent
3/6/12/24
x10
0
+1
50
5
 
Stone Wave
3/6/12/24
x12
0
+1
30
6
 
Obsidian Lance
3/6/12/24
x15
0
+1
20
7
Usable only by Jaguar Warriors
Far Seeker
25/50/100/200
x12
-2
+1
40
8
Indirect fire, AE=0, min. range=10
Reaching Hand*
5/10/20/40
x20
-1
0
60
6
Indirect fire
Piercing Talon
5/10/20/40
x22
0
0
50
8
Indirect fire
Crushing Fist
8/16/32/64
x28
0
0
40
10
Indirect fire
Death Cry
10/20/40/80
x33
0
0
10
12
Indirect fire
Sun Ember
1/2/4/8
x28
-1
0
3
6
 
ROCKETS & MISSILES              
Dart of Anger
1/2/4/8
x8
-1
+3
8
3
Indirect fire
Fiery Rain
1/2/4/8
x8
-1
+4
32
3
Indirect fire
One Thousand Piercings
1/2/4/8
x8
-1
+6
128
3
Indirect fire
Raking Claw
1/2/4/8
x12
-1
+1
8
2
Indirect fire
Slashing Claw
1/2/4/8
x12
-1
+2
16
3
Indirect fire. 
Tearing Claw
1/2/4/8
x12
-1
+3
24
4
Indirect fire.  May not be taken by Death Messengers.
Shredding Claw
1/2/4/8
x12
-1
+4
32
5
Indirect fire.  May not be taken by Death Messengers.
Thorn of Ice
2/4/8/16
x18
-1
+1
9
4
Indirect fire
Poison Thorns
2/4/8/16
x18
-1
+3
18
5
Indirect fire.  May not be taken by Death Messengers.
Rain of Thorns
2/4/8/16
x18
-1
+4
36
6
Indirect fire.  May not be taken by Death Messengers.
Burning Lance
1/2/4/8
x13
-1
+1
10
4
Indirect fire, Slow burn incendiary.  May not be taken by Death Messengers.
Sun Tears
1/2/4/8
x13
-1
+2
20
5
Indirect fire, Slow burn incendiary.  May not be taken by Death Messengers.
Rain of Fire
1/2/4/8
x13
-1
+3
30
6
Indirect fire, Slow burn incendiary.  May not be taken by Death Messengers.
Black Fangs
3/6/12/24
x20
-1
+3
24
5
Indirect fire.  Chichimeca only.
Bloody Fangs
3/6/12/24
x20
-1
+4
48
6
Indirect fire.  Chichimeca only.
Fire Anhinga
3/6/12/24
x16
-1
+3
 24
7
Indirect fire, Slow burn incendiary.  Chichimeca only.
Fire Quetzal
3/6/12/24
x16
-1
+4
 48
8
Indirect fire, Slow burn incendiary.  Chichimeca only.
Bird of Prey
8/16/32/64
x10
+1
0
2
7
Guided, minimum range=10
Northern Light
3/6/12/24
x10
0
0
2
6
Area Effect=1
Jade Missile
3/6/12/24
x15
+1
0
4
4
Guided, Indirect fire
Quartz Missile
3/6/12/24
x25
+1
0
2
6
Guided, Indirect fire
Sun Missile
5/10/20/40
x30
+1
0
1
9
Guided, Indirect fire.  Chichimeca only.
Obsidian Fist* 
1/2/4/8
x10
-1
0
1
2
Disposable
Jade Fist
1/2/4/8
x15
-1
0
1
3
Disposable
Fist of the Gods
2/4/8/16
x20
-1
0
1
4
Disposable
Stuttering Cry
1/2/4/8
x14
0
+2
30
3
 
Flesh Tearer
2/4/8/16
x15
0
0
5
3
 
Pounding Fist
2/4/8/16
x20
0
0
3
4
 
Heart Gouger
2/4/8/16
x25
0
0
3
5
 
SUPPORT WEAPONS              
Fire Tongue*
0/0/0/0
x5
+1
0
15
2
Slow Burn
Fire Hand
0/0/0/1
x7
+1
+1
25
3
Slow burn, Indirect fire
Fire Heart
0/0/1/2
x9
+1
+2
30
4
Slow burn, indirect fire
Rain of Embers*
2/4/8/16
x4
0
0
6
3
Anti-infantry, Indirect fire, Area effect=0, minimum range=2
Leaping Ocelotl
3/6/12/24
x15
-1
0
12
4
Guided, Indirect fire, minimum range=3
Leaping Jaguar
5/10/20/40
x20
-1
0
6
5
Guided, Indirect fire, minimum range=5
Bloodletter
4/8/16/32
x15
-1
0
20
5
Indirect fire, Area effect=0, minimum range=4
Stone of Sacrifice
5/10/20/40
x20
-1
0
12
6
Indirect fire. Area effect=0, minimum range=5
Slayer of Enemies
6/12/24/48
x25
-1
0
5
7
Indirect fire. Area effect=0, minimum range=6
Wasp Sting*
1/2/4/8
x3
-1
0
9
2
Anti-Infantry, Indirect Fire, Area Effect=0
Eagle Claw
1/2/4/8
x15
-1
+2
 20
4
Indirect Fire
Pounding Death
2/4/8/16
x20
-1
+1
 12
5
Indirect Fire
ADVANCED WEAPONS              
Skin Flayer
2/4/8/16
x10
+1
0
20
6
-1 Damage per range band, Haywire
Soul Flayer
3/6/12/24
x15
+1
0
15
8
-1 Damage per range band, Haywire.  Usable only by Way Bringers.
Glittering Stone
5/10/20/40
x14
0
+2
60
7
Usable only by Jaguar Warriors
Flaying Stone
10/20/40/80
x35
0
0
24
12
Usable only by Jaguar Warriors
Jade Scepter
5/10/20/40
x12
+1
0
20
4
-1 Damage per range band
Adder Strike
2/4/8/16
x16
+1
+1
40
4
-3 damage per range band
Sun Stone
5/10/20/40
x16
+1
0
15
5
-2 damage per range band
Smoking Mirror
5/10/20/40
x20
+1
0
10
6
-3 Damage per range band
Sun Spear
3/6/12/24
x20
+1
0
15
5
-3 Damage per range band.  Usable only by Hummingbird Warriors
Sun Scepter
3/6/12/24
x24
+1
0
10
6
-4 Damage per range band.  Usable only by Hummingbird Warriors
CLOSE COMBAT WEAPONS              
War Club
0/0/0/0
x8
0
0
0
3
 
Spiked War Club
0/0/0/0
x10
-1
0
0
3
 
Jade Knife
0/0/0/0
x6
+1
0
0
2
 
Jade War Club
0/0/0/0
x7
+1
0
0
3
2-handed, Haywire
Two-Handed War Club
0/0/0/0
x12
-1
0
0
3
2-handed
Two-Handed  Spiked War Club
0/0/0/0
x14
-1
0
0
4
2-handed
Large Two-Handed Jade War Club
0/0/0/0
x11
0
0
0
5
2-handed, armor crushing, Haywire
GRENADES              
Grenade
varies
x15
-1
0
2
4
Disposable, anti-infantry
Sun Egg
varies
x25
-1
0
1
3
Disposable
Night Fire Grenade
varies
x10
-1
0
2
4
Disposable, haywire

*This weapon  is not subject to the "Poor Workmanship" rules when used by a Death Messenger.

Range:  Range in hexes (50 m)
Damage:  Damage rating of the weapon
Accuracy:  How accurate the weapon is.  Positive Accuracy indicates a particularly accurate weapon, while negative Accuracy indicates an inaccurate weapon.
RoF:  Rate of Fire.  Weapons with a Rate of Fire of above 0 are capable of burst fire.  When firing at vehicles or other hard targets the Rate of Fire can be added to the weapon's Damage Multiplier.  If used against infantry and soft targets the RoF adds to the Margin of Success.  For each point or Rate of Fire used, 10 rounds are expended for all weapons except missiles.  When using the RoF of a missile pack, each point of RoF used doubles the missile expenditure (using a RoF of 1 will double the missile expenditure to 2, using a RoF of 2 will double that to 4, using a RoF of 3 will double that to 8, etc.)  Using the full RoF of most weapons will quickly exhaust their ammunition supply.
Shots:  the amount of ammunition carried by the weapon.  In most cases this is the number of individual shots that the weapon is capable of, but in the case of some weapons which are only capable of burst fire (machineguns and anti-aircraft cannons) this indicates the total number of bursts available, with one burst being used for each point of RoF that the weapon uses (these weapons MUST use at least one point of RoF each time they fire).
Size:  this is the size of the weapon.
Notes:  individual notes about the weapon.
Two-Handed:  this weapon requires two hands to use.  If the Warrior Skin is equipped with a shield, the shield cannot be used while this weapon is held in the hands.

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Last update: October 30, 2001

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