Radar: Combat grade radar. Range: 2¨ª¨ª miles, can track up to 25¨ª individual targets. 95% reliability (24% against unfriendly stealthed vehicles). ESM: Radar Detector. Passively detects other radars being operated. Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,¨ª¨ª¨ª miles for MOST sensors. Sensory Systems: The craft is equipped with sensors very similar to those carried by the SR-71 and other spycraft; However, some of the higher end material is NOT carried, as the possibility of being shot down is too great. Note that the sensors on this craft is nowhere near as extensive as it's larger brothers.Optic Systems:Infrared: 2¨ª miles, Magnification: 15¡¿Ultra Violet: 22 miles, Magnification: 25¡¿Night Vision: 24 miles, Magnification: 8¡¿Color Filters: 19 miles, Magnification: 2¨ª¨ª¡¿Thermal Imager: 1¨ª miles, Magnification: 4¨ª¡¿ 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 ¨ú (decrease skill level appropriately). 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. LDP (4): Launched Decoy Pods. Located on the top of the port and starboard wingtips. The fighter can carry a special pod that carries four advanced decoy drones. These drones are launched to go where ever they want for 3¨ª minutes. Each is a specially designed radar lure that creates a radar image to mimic the fighter. 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).MDC: 5Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 9¨ª% chance of fooling military grade radars and advanced smart missiles.Range: Towed to 328 feet (1¨ª¨ª meters) from the Mecha or released to go wherever it wants. Can fly independently for about 3¨ª minutes.Rate of fire: One can be tether deployed at a time and requires 15 seconds to deploy another decoy. Any non-loosed decoys can be reeled in again.Payload: 16 Decoys total. Video Recorder: Records from sensors and the cockpit itself. 5¨ª¨ª hours of recording available. HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user. 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. | FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night. 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 ¨ª4 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 2¨ª% against smart missiles (add +2¨ª% to rolls for smart missiles.) Effect:¨ª1-5¨ª: 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-¨ª¨ª: 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: 6¨ª chaff/flares. Each time the system is engaged, the system fires off ¨ª4 chaff/flares. Smoke dispensers (8): Throws out smoke flares capable of covering a 25¨ª©ø 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. 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 1¨ª mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies). 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. Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted. 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. 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). Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, 1st 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 (25¨ª foot apogee), 7 white parachute flares (1,5¨ª¨ª foot apogee), 1¨ª¨ª foot of black or brown parachute cord (15¨ª lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit (good for about 1¨ª 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). Oxygen Rebreather System: Extends pilots air supply to 1¨ª¨ª hours; Cartridge MUST be replaced after that period of time. GPS: Standard tracking device. Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 5¨ª miles. Specific range can be adjusted in 1 mile increments. |