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
systems, or aid the pilot's attacks and skill checks
(using the aid another
action). Melee combat
, 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.
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.
2, must be torso or back.
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.
One or more radio transceivers.
LIFE SUPPORT SYSTEM (PL 5)
'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
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.
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.
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
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
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
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
1, must be helmet or cranium.
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
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