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. Optic Sensors Systems: The craft is equipped with sensors all the normal combat aircraft sensors. NOTE: that the sensors on this craft is nowhere near as extensive as those on spycraft. 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¡¿ 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. 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. 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. 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. 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.
| 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 tentSleeping bagBlack lightGPSFirst 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 rations2 gallons waterWater 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. |