Stealth: Gives the aircraft the radar cross-section equivalent to that of a hummingbird, hides the infrared signature to that of a bad cough, and minimizes other radiation from the craft to essentially nil. The acoustic signature also has been minimized using various techniques. Effective prowl of 73% (against radar only).
Radar: Combat grade radar. Range 1ØØ miles, can track up to 2ØØ individual targets. 9Ø% reliability (no reliability against unfriendly stealthed air vehicles, 1Ø% against unfriendly ground vehicles). Chameleon System: The M-221 is the only ground vehicle currently using the Chameleon System; Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible. Effective Prowl of 2Ø%, or +15% when combined with other techniques. Minimum Effective Distance: 2Ø feet. ESM: Radar Detector. Passively detects other radars being operated. Radar: Combat grade radar. Range 1ØØ miles, can track up to 5Ø individual targets. 95% reliability (24% against unfriendly stealthed vehicles). Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted. GPS: Standard tracking device. Ties into the Blue Force Tracker. Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately). HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user. FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night. 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. The jamming pod is only mounted inside the port taileron. | 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.)Effect:Ø1-5Ø Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed.51-75 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. Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to other friendly units in the area. Effective land navigation of 85% as updates come. Good to 5ØØ miles. Specific range can be adjusted in 1 mile increments. Loudspeaker: Amplifies voice 1 to 1ØØ times. 1ØØ’ in normal crowds. Video Camera: Records from the HUD. 5Ø hours of recording available. Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2ØØ miles for MOST sensors. Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, first aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25Ø foot apogee), 1ØØ feet of black or brown parachute cord (15Ø lbs tensile strength; This is in addition to several hundred feet from their parachute itself), 2-5 days rations, 2 gallons water, water purification kit (good for about 1Ø gallons), manual-inflating liferaft (for at-sea abandonment), self-inflating lifevest (15# buoyancy). The liferaft can also double as a Pup Tent if so desired (though most pilots prefer to use a parachute for that, if anything, due to the fact that it is easier to hide). NOTE: Because the craft does not have rotors, it can not auto rotate for a crash landing. Smoke dispensers (8): Throws out smoke flares capable of covering a 5س foot area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN’T make the vehicle invisible, but simply negates ALL bonuses to strike. Decoys: Specially modified Mini-Missiles used as decoys; Burning globs of magnesium/aluminum alloy to confuse both radar AND heat sensory systems, as well as creating a lot of smoke to obscure the Mecha. NOTE: Though the modified mini-missiles combine smoke flares, AMC/FDs, and LDP’s, they aren’t powerful enough for use with Destroids/Guardians/Etc. Reduce effects by 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.) Effect:Ø1-5Ø: Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed.51-75: 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. Also, a cloud of smoke approximately 25² feet wide and high by about 1 half-mile long. Duration: 1D4 melee rounds. Rate of Fire: Once per melee. Payload: 6 chaff/flares. |