This section describes various other pieces of
mecha equipment that don't fall neatly under the other categories, including a variety of electrical systems.
Building a system from scratch requires a character to make a
Wealth check against the system's
purchase DC, invest time in its assembly, and succeed at a Craft (electrical), Craft (mechanical), or Craft (structural) check (DC 30)-whichever seems most appropriate given the type of equipment. See the Craft
skill description for further guidance. A character without the appropriate electrical or mechanical
tool kit takes a -4 penalty on the
skill check.
This extra cockpit provides a comfortable station inside the
mecha for a Small or Medium-size copilot. A copilot has the ability to fire the
mecha's
ranged weapons, perform active scans using the
mecha's
sensor systems, or aid the pilot's attacks and
skill checks (using the
aid another action). Melee
combat,
defense, and movement remain under the control of the
mecha's operator in the main cockpit. A copilot doesn't grant the
mecha additional attacks in a round, and only one character may fire each
ranged weapon each round. The
mecha operator or copilot can transfer weapon control as a free action.
As a
move action, the
mecha's operator can lock out one or more copilot cockpits, shutting off the cameras, locking the hatches, and so on.
It takes a successful Computer Use check (DC 25 if the operator is disabled, 35 if the operator is still active) to switch overall control of the
mecha to a copilot cockpit.
Equipment Slots: 3, must be torso or back.
COCKPIT, PASSENGER (PL 5)
This extra cockpit merely provides a comfortable place inside the
mecha for a Small or Medium-size passenger to sit. The passenger can't do anything other than observe the surroundings (seeing exactly what the
mecha's operator sees), communicate privately with the operator and publicly over open frequencies, and leave the cockpit as a
full-round action. As a
move action, the operator can prevent any of the above by shutting off the cameras, locking the hatch, and so on.
Equipment Slots: 2, must be torso or back.
The
mecha is equipped with a radio transceiver that can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode. It can handle up to ten simultaneous two-way conversations.
Target: One or more radio transceivers.
LIFE SUPPORT SYSTEM (PL 5)
The
mecha's life support system provides a closed environment, allowing the
mecha operator to ignore the effects of inhaled poisons and immersion in water. The onboard air supply lasts for 24 hours. A
mecha equipped with a life support system has one less
equipment slot.
Equipment Slots: 1 (equivalent).
HV-5 HAVEN ESCAPE POD (PL 6)
The HV-5 Haven escape pod jettisons the cockpit and the
mecha operator from the rest of the
mecha (typically because the
mecha is about to be destroyed). The operator can activate it as a
move action and move normally at the Haven's fly
speed. The Haven can also be activated as a free action, in which case it flies under the operator's direction up to its fly
speed, but can move no farther that round.
The Haven escape pod has a fly
speed of 90 feet (clumsy), 50
hit points, hardness 10, and a
Defense of 18. Three rounds after it jettisons from the
mecha, it runs out of fuel, landing or crashing as appropriate.
Equipment Slots: 1, must be torso.
Space skin colloquially refers to a series of environmental stabilizers that allow the
mecha operator (and other living creatures aboard the
mecha) to ignore the effects of vacuum, thus enabling the
mecha to operate in space.
Equipment Slots: 1 (equivalent).
Based on high-tech low observables technology, this combination of sound baffles, heat dispersers, and nonreflective paint combines to give the
mecha a +10 bonus on Hide and Move Silently checks. Cost and the size penalty combine to make this structural option impractical on all but the smallest
mecha.
Restriction: Licensed (+1).
ADVANCED DIAGNOSTICS (PL 7)
Multiple redundant systems coupled with the ability to detect and correct minor system faults allow the
mecha to repair moderate
damage. Advanced diagnostics restores 1d10 points of
damage per hour, during which time the
mecha cannot move or attack. Only the
mecha's
bonus hit points are repaired, not
damage to the
mecha's operator.
STRUCTURAL ENHANCEMENT (PL 7)
A character may structurally enhance a
mecha with a successful Craft (structural) check (DC 30) after devoting an amount of time that varies depending on the
mecha's size: Large 30 hours, Huge 60 hours, Gargantuan 120 hours, Colossal 240 hours. A character attempting the procedure without a mechanical
tool kit takes a -4 penalty on the
skill check.
Equipment Slots: 1 (equivalent).
CRACKERJACK NEURAL LINK (PL 8)
This unit links the operator's brain directly to the
mecha, making it feel less like a machine and more like an extension of the operator's body. While driving or piloting the
mecha, the operator gains a +2 bonus on
initiative checks. In addition, the operator can use any of his nonmecha-specific
feats while operating a
mecha. (This ability does not grant the operator any new
feats.)
Equipment Slots: 1, must be helmet or cranium.
Restriction: Restricted (+2).
State-of-the-art nanites swarm over the surface of the
mecha at the first indication of
damage. The
mecha automatically heals 5 points of
damage per round. The nanorepair unit ceases to function if the
mecha loses all its
hit points.
Restriction: Restricted (+2).
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