Radar: Combat grade radar. Range: 2ØØ miles, can track up to 25Ø individual targets. 95% reliability (24% against unfriendly stealthed vehicles). ESM: Radar Detector. Passively detects other radars being operated. AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons. Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately). Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,ØØØ miles for MOST sensors. MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping. Type-11 wide band radios: Effective 1Ø mile range, auto encrypt/decrypt. Works on radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies). Loudspeaker: Amplifies voice 1 to 1ØØ times. 1ØØ‘ in normal crowds. Smoke Emitters (2): Throws out smoke flares which emits enough smoke to cover an area about 2س feet in calm weather; Special chemicals block IR sensors and radar signals (scatters them so the enemy cant get a good fix), however does not totally interfere with enemy sensors (enemy is -2 strike). Note: The smoke can be replaced by ANY chemical agent, from tear gas and pepper sprays to “Dragon’s Breath”, a noxious chemical that produces a smell so foul it’s been known to cause people to visit the hospital, but is really quite harmless. Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. “Right leg red” badly damaged/destroyed, “head green” not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot. It can also track the status of other police in there area if thier bio-monitor are on line. AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off Ø4 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)EffectØ1-5Ø: Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed51-75: Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).76-ØØ: No effect, missile is still on target.Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.Duration: 1D4 melee rounds.Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares. Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat. CBR Protection: Complete chemical, biohazard, and radiological protection. Vacuum Seal: Permits the fighter to be used in hard vacuum (such as outer space), and other hostile environments. Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it’s coming slowly. Activation ranges must be specified by the pilot. | Mine Detector (in feet): Gives effective 85% Detect Mine/Trap OR increases skill by 1Ø% for pilots that have that skill (whichever is more). Works on density composition, so non-metallic objects cant hide, and displays a visual assessment and danger probability (based on a mathematical formula) for the pilot on request. LDP (4): Launched Decoy Pods. Located at various locations around the ship. The ship carries special pods that carries advanced decoy drones. These drones are launched and fly off in various directions away from the ship. Each is a specially designed radar lure that creates a radar image to mimic the vessel. If decoys are not destroyed, they can be Recovered and repaired. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but not against Invid Protoculture sensors. (They will sometimes attract Invid, however.)M.D.C.: 5Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 9Ø% chance of fooling military grade radars and advanced smart missiles.Range: Released to go wherever it wants. Can fly independently for about 3Ø minutes.Rate of Fire: 1Ø every melee.Payload: 16 Decoys each pod. FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night. Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted. Video Recorder: Records from sensors and the cockpit itself. 5ØØ hours of recording available. GPS: Standard tracking device. HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user. Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 5Ø miles. Specific range can be adjusted in 1 mile increments. Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, G.P.S., first aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with M.D.C. Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25Ø‘ apogee), 2 white parachute flares (1,5ØØ‘ apogee), 1ØØ‘ of black or brown parachute cord (15Ø lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 1Ø gallons. Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings. Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation. Variable Tint Cockpit Canopy: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes). XTNDR RADAR/Radio Antenna Extender: A simple, 2³’ helium balloon lofts a 1Ø lb. pod 1ØØ‘ into the air. Hanging from this payload is a fiber-optic cable that relays the data collected from the XTNDR Pod to the Vehicle/Mecha/Vessels computers. Note that using this system under heavy foliage will allow the radar, etc to work there, at no penalties, but it will not break the canopy either.M.D.C. By Location:Pod: 5ØFiber Optic Cable: 1ØEffect: Extends range of any sensors 1Ø times (or defeats other penalties in a 5 mile area). Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, 1st aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with M.D.C. Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25Ø‘ apogee), 7 white parachute flares (1,5ØØ‘ apogee), 1ØØ‘ of black or brown parachute cord (15Ø lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 1Ø gallons. |