Defense systems include energy shields, life support systems, and other equipment intended to protect the
mecha and its operator from harm.
To build a
defense system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 60 hours in its assembly. A character without a mechanical
tool kit takes a -4 penalty on the
skill check. The character must also make a
Wealth check against the
defense system's
purchase DC.
BULWARK TACTICAL SHIELD (PL 5)
The Bulwark tactical shield-a high-tech version of the shields carried by knights of old-is worn on one of the
mecha's arms. It improves the
mecha's equipment
bonus to Defense by +4.
Equipment Slots: 1, must be arm.
BASTION TACTICAL SHIELD (PL 6)
The Bastion tactical shield improves upon the Bulwark tactical shield (see above). It improves the
mecha's equipment
bonus to Defense by +6.
When not deployed, the Bastion tactical shield can retract into the
mecha's arm. Deploying or retracting the shield is a
move action.
Equipment Slots: 1, must be arm.
LX-10 ANTISHOCK ARRAY (PL 6)
The LX-10 antishock array grounds the
mecha and protects it against electrical attacks. The
mecha gains
electricity resistance 10.
BARRICADE TACTICAL SHIELD (PL 7)
A larger version of the Bastion tactical shield, the Barricade shield not only improves the
mecha's equipment
bonus to Defense by +8, but its superior ceramic coating grants the
mecha fire resistance 10.
When not deployed, the Barricade tactical shield can retract into the
mecha's arm. Deploying or retracting the shield is a
move action.
Equipment Slots: 1, must be arm.
DELPHI DEFENSE SUITE (PL 7)
The Delphi
defense suite consists of a heuristic collision avoidance system, enhanced crew restraints, and a series of adrenal and nonadrenal autoinjectors for the
mecha operator. The Delphi
defense suite grants the operator a resistance bonus on all
saving throws for 1 minute: +1 for the Mark I version and up to +5 for the Mark V version.
Equipment Slots: 1 (Mark I and Mark II versions), 2 (Mark III, Mark IV, and Mark V versions).
Purchase DC: 21 for Mark I (+1), 23 for Mark II (+2), 25 for Mark III (+3), 27 for Mark IV (+4), 29 for Mark V (+5).
LIGHT FORTIFICATION (PL 7)
The
mecha's structural integrity is reinforced so it can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all
critical hits into regular hits.
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check. Light fortification takes the place of one of the
mecha's
equipment slots.
Equipment Slots: 1 (equivalent).
Restriction: Licensed (+1).
LX-20 ANTISHOCK ARRAY (PL 7)
Similar to the LX-10 antishock array, the LX-20 antishock array grants the
mecha electricity resistance 20. In addition, it insulates and protects the crew from the collateral dazing effect of an electromagnetic pulse, such as the type caused by an M-70 EMP rocket launcher (page 163).
The cloaking screen warps light and energy around the
mecha, rendering it invisible to visual and electronic
sensors.
A cloaked
mecha has total concealment. To attack a cloaked
mecha, an attacker must guess in which square the
mecha currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses. A cloaked
mecha gains a +40 bonus on Hide checks if immobile, or a +20 bonus on Hide checks if
moving. Pinpointing the location of a cloaked
mecha that isn't attempting to hide requires a Spot check against DC 40 if immobile or DC 20 if
moving (as if the
mecha operator had rolled a 0 on the Hide check).
The deflection field uses broadcast magnetics to provide a semipermeable energy field around the
mecha. It provides a +1 to +5 deflection bonus to the
mecha's
Defense. The
purchase DC of the system is based on the type of field (denoted Mark I through Mark V).
The operator can activate or deactivate the deflection field once per round as a free action.
Activation: None or free action (see text).
Purchase DC: 24 for Mark I (+1), 27 for Mark II (+2), 30 for Mark III (+3), 33 for Mark IV (+4), 36 for Mark V (+5).
Restriction: Licensed (+1).
MEDIUM FORTIFICATION (PL 8)
Similar to the light fortification system, the medium fortification system converts 75% of all
critical hits into regular hits.
Equipment Slots: 2 (equivalent).
HEAVY FORTIFICATION (PL 9)
Similar to the light fortification system, the heavy fortification system converts all
critical hits into regular hits.
Equipment Slots: 3 (equivalent).