MISCELLANEOUS EQUIPMENT

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.
COCKPIT, COPILOT (PL 5)
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.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 20.
Restriction: None.
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.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 20.
Restriction: None.
COMM SYSTEM (PL 5)
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.
Equipment Slots: 0.
Activation: Free action.
Range: 100 miles.
Target: One or more radio transceivers.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 21.
Restriction: None.
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).
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 14.
Restriction: None.
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.
Activation: Free action or move action (see text).
Range: Personal.
Target: You.
Duration: 3 rounds.
Saving Throw: None.
Purchase DC: 15 + one-quarter the mecha's base purchase DC.
Restriction: None.
SPACE SKIN (PL 6)
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.
A mecha equipped with space skin has one less equipment slot.
Equipment Slots: 1 (equivalent).
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 18.
Restriction: None.
STEALTH SUITE (PL 6)
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.
Equipment Slots: 1.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 10 + one-quarter the mecha's base purchase DC.
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.
Equipment Slots: 1.
Activation: Move action.
Range: Personal.
Target: You.
Duration: 1 round.
Saving Throw: None.
Purchase DC: 15 + one-quarter the mecha's base purchase DC.
Restriction: None.
STRUCTURAL ENHANCEMENT (PL 7)
Significant advances in engineering inspire a series of modifications to the mecha's superstructure, granting it an additional 50 hit points. A mecha can undergo structural enhancement multiple times, gaining 50 additional hit points each time, but it can never have more than twice its starting hit points (as noted in Table: Mecha Sizes).
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.
Each time a mecha is structurally enhanced, it loses one equipment slot.
Equipment Slots: 1 (equivalent).
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 15 + one-half the mecha's base purchase DC.
Restriction: None.
ZERO-G STABILIZER (PL 7)
A zero-G stabilizer allows the mecha and its operator to function normally in low-gravity and zero-gravity environments, as though the operator has the Zero-G Training feat (see page 15).
Equipment Slots: 1.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 15.
Restriction: None.
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.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 15 + one-quarter the mecha's base purchase DC.
Restriction: Restricted (+2).
NANOREPAIR UNIT (PL 8)
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.
Equipment Slots: 1.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 15 + one-quarter the mecha's base purchase DC.
Restriction: Restricted (+2).
Find topic in: Future
Cockpit AccessLeave Room For The PilotMecha In Outer Space
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