Vehicles


Types of Vehicles | Mecha | Planetary Vehicles | Starships | Body, Size & Weight | Protection Types | Propulsion Systems | Vehicle Weapons | Vehicle Defense Systems | Sensors | Vehicle Comm Systems |Grappling Systems | Mecha Defense Systems | Mecha Miscellaneous Equipment |

In page 46 of the Marvel Super Heroes Player’s Guide you can find rules on Vehicles and how they work. Here we have expanded the rules using the D20 Modern: Future book as a guide to advanced vehicles and weapons.

Types of Vehicles:

1)Planetary Vehicles: These are vehicles that are used inside the diverse terrains found in planets. These include, but are not limited to:

A) Land Vehicles: These vehicles are designed of land use, they either use wheels or tracks.

B) Water Vehicles: These vehicles are designed for water use, they use propellers or aqua-jets. Specific designs can be used for above water, under water or both

C) Hover Vehicles: These vehicles are designed to hover a few feet above the ground with air currents directed downward. They can skim over both land and water.

D) Airships: These vehicles are designed to fly in the air, they use rotors, jet engines or propellers.


2) Starships: These vehicles are designed for space travel and planetary re-entry, they use many types of engines that will be discussed further.

3) >Mecha: These vehicles are designed for multi purpose use, they usually have arms and legs that simulate the human body. Some have flight capabilities, under water movement and can even withstand the hazards of space.

Body, Size & Weight: Cost = Size Rank. Size reduces a vehicle’s Control by its Size.

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Protection Types: Cost = Material Strength Rank.

1) Alloy plating, Alumisteel or Polymeric: Excellent 20 Material Strength
2) Cerametal, Duralloy or Vanadium: Remarkable 30 Material Strength
3) Ablative, Vibranium: Incredible 40 Material Strength
4) Osmium steel, Neovulcanium, Nanofluidic: Amazing 50 Material Strength
5) Neutronite, Reinforced Metallofullerene Alloys: Monstrous 75 Material Strength
6) Adamantium steel, Megatanium: Unearthly 100 Material Strength
7) Fullerene Intercalated Graphite,Fulleroferrocene : Shift X 150 Material Strength
8) Compressed Prime Arkonor, Compressed Triclinic Bistot: Shift Y 200 Material Strength
9) Nocxium,Compressed Obsidian Ochre : Shift Z 500 Material Strength
10) Unobtanium, Uru: Class 1000-5000 Material Strength

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Propulsion Systems

Propulsion Systems: Cost as Speed Rank
1) Standard Combustion Engine, Propellers: Excellent 20 Speeds, 150MPH / 0.5 MPM
2) Thrusters, Jet Engines, Aqua-jets: Remarkable 30 Speeds, 225 MPH / 1 MPM
3) Rockets, Supersonic Jets :
Incredible 40 Speeds, 300 MPH / 5.00 MPM
4) RAMJET Thrusters : Amazing 50 Material Strength, 375 / 6.25 MPM
5) Fusion Engines, Ion Engines: Monstrous 75 Speeds, 450 MPH / 7.50 MPM
6) Induction Engines: Unearthly 100 Speeds, 600 MPH / 10.00 MPM
7) Particle Impulse Engines, FTL1: Shift X 150 Speeds, 1 Light Year per year (earth to moon in 1 minute, earth to sun 10 minutes, Sun to Alpha Centauri [4.4 Light years])
8) Gravitic Redirectors, FTL 2: Shift Y 200 Speeds 1 Light Year per 3 months
9) Inertial Flux Engines, FTL5: Shift Z 500 Speeds 1 Light Year per month
10) Spatial Compressors, FTL10:
- Class 1000 Speeds: 1 Light Year per day
- Class 3000 Speeds: 1 Light Year per hour
- Class 5000 Speeds: 1 Light Year per minute.
- Beyond Speeds: 1 Light Year per second.

1 Light Year = 5,865,696,000,000 mi.

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Vehicle Weapons:

A – Ballistics
1) Automatic Rifle Turret: Damage 20, Burst, Cost: Excellent 20 , Range: Excellent 20
2) Machine Gun Turret: Damage 30, Full Auto, Cost: Remarkable 30, Range: Remarkable 30
3) Rail Cannon: Damage 40, Single Shot, Cost: Incredible 40, Range: Incredible 40
4) Light Artillery : Damage 50 Area, Scatter, Cost: Amazing 50, Range: Amazing 50
5) Heavy Artillery : Damage 60 Area, Scatter, Cost: Amazing 60, Range: Amazing 60
6) Superheavy Artillery: Damage 75, Area and Adjacent Areas Scatter, Cost: Monstrous 75, Range: Unearthly 100
7) Gauss Gun: Damage 50, Cost: Monstrous 75, Range: Monstrous 75
8) Sliver Gun: Damage 200,-2CS Armor. An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is a version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor. Cost: Shift Y 200, Range: Shift Y 200
9) Neutronium Driver: Damage 500, projectile has temporary mass of thousands of tons., Cost: Shift Z 500, Range: Shift Z 500

B – Missiles:

Missile launcher needed to fire missiles.
Cost per Launcher: Good 10, Rate: 1 missile per launcher per turn.
Cluster of 5 Launchers: Cost Excellent 20
Cluster of 10 Launchers: Cost Remarkable 30
Cluster of 20 Launchers: Cost Incredible 40
Cluster of 40 Launchers: Cost Amazing 50
Cluster of 80 Launchers: Cost Monstrous 75
Cluster of 160 Launchers: Cost Unearthly 100
Cluster of 320 Launchers: Cost Shift X 150
Cluster of 640 Launchers: Cost Shift Y 200
Cluster of 1280 Launchers: Cost Shift Z 500
Cluster of 2560 Launchers: Cost Class 1000
Cluster of 5120 Launchers: Cost Class 3000
Cluster of 10240 Launchers: Cost Class 5000

1) Standard Missile: Damage 50 in 1 Area, Cost: Amazing 50, Range: Incredible 40
2) High Speed Missile: Damage 75 in 1 Area, Cost: Monstrous 75, Range: Incredible 40
3) Incendiary Missile: [Fire] Damage 40 in 1 Area, Cost: Incredible 40, Range: Incredible 40
4) Nuclear Missile: [Energy, Radiation, Force]Damage 100 in 100 Areas, Cost: Unearthly 100, Range: Unearthly 100
5) KE Submunition Missile: Damage 30 in 3 Areas, Scatter, Cost:  Amazing 50, Range: Monstrous 75
6) BLU-109 2000lb “Bunker Buster” Missile: Damage 50 in 1 Area, Mitigates -2CS Armor, Cost: Monstrous 75, Range: Monstrous 75
7) Mass Reaction Missile: [Darkforce] Damage 100 in 30 Areas , Cost: Shift X 150, Range: Unearthly 100
8) Plasma Missile: [Energy] Damage 75 in 3 Area, Cost: Monstrous 75, Range: Monstrous 75
9) Starload Missile: [Darkforce] Damage 200 in 50 Areas, Cost: Shift Y 200 , Range: Shift Y 200
10) Nova Burst Missile: [Energy] Damage 500, The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation. This weapon can take out planets.
Cost: Shift Z, Range: Shift Z

C – Energy Type Based (Fire, Electric)
1) A3X Dragon Flame Thrower: [Fire] Damage 30 in a cone. Fire burns for 10 points per round for 10 rounds or until its extinguished. Cost: Good 10, Range: Incredible 40
2) Corona Microwave Beam: [Fire] Damage 30 as a beam, Cost: Incredible 30 , Range: Amazing 50
3) Thunderbolt shock rod: [Electric] [Mecha]Damage 20 + [Blunt] Damage 20, Causes Sensor Stun, Cost: Amazing 50 , Range: Melee
4) XJ-A Python electro-whip: [Electric] [Mecha]Damage 30, Causes Sensor Stun, Cost: Monstrous 75 , Range: Incredible 40
5) Avenger electro-scimitar: [Electric] [Mecha]Damage 40 + [Edged] Damage 30, Causes Sensor Stun, Cost: Unearthly 100 , Range: Melee
6) RP-91 Reaper laser scythe: [Energy Edged][Mecha] Damage 50, Cost: Unearthly 100, Range: Melee

D – Energy
1) Laser : [Energy] Damage 30, Cost: Remarkable 30, Range: Remarkable 30
2) Heavy Laser : [Energy] Damage 40, Cost: Incredible 40, Range: Incredible 40
3) Laser Cannon: [Energy] Damage 50, Cost:Amzaing 50 , Range: Amzaing 50
4) Plasma: [Energy] Damage 50, Chance to heat up 10%, Cost: Amzaing 50, Range: Amzaing 50
5) Plasma Cannon: [Energy] Damage 60, Chance to heat up 10%, Cost: Amzaing 60, Range: Amzaing 60
6) Heavy Plasma Cannon: [Energy] Damage 75, Chance to heat up 10%, Cost: Monstrous 75, Range: Monstrous 75
7) Fusion Beam: [Energy] Damage 75, Affects in a straight line, Cost: Monstrous 75, Range: Excellent 20
8) Neutron Gun: [Energy]  Damage 30, Cost: Amazing 50, Range: Monstrous 75
9) Heavy Neutron Gun: [Energy] Damage 50, Cost: Monstrous 75 , Range: Unearthly 100
10) Fusion Mine: [Energy] Damage 150, Area, Cost: Shift X 150, Range: Close
11) Antimatter gun: [Darkforce] Damage 100, Cost: Unearthly 100 , Range: Unearthly 100
12) Mass Cannon: [Force] Damage 150, Cost: Shift X 150, Range: Shift X 150
13) Heavy Mass Cannon: [Force] Damage 200, Cost: Shift-Y 200, Range: Shift-Y 200
14) Gravitic Mine: [Energy] Damage 500, pulls objects and vehicles toward it., Cost: Shift-Z 500, Range:Shift-Z 500
15) Particle Beam: [Energy] Damage 75, Affects in a straight line, Cost: Monstrous 75, Range: Monstrous 75
16) Heavy Particle Beam: [Energy] Damage 150, Affects in a straight line, Cost: Shift X 150, Range: Shift X 150
17) Quantum Cannon: [Energy] Damage 200, Destabilizes atoms, Cost: Shift-Y 200, Range:Shift-Y 200
18) Automaser: [Energy] Damage 50, Fired from an array Cost: Monstrous 75 , Range: Shift X 150
19) EMP Cannon: [Electric] Damage 30, Damage 60 to electronic equipments, Causes stun, Cost: Monstrous 75 , Range: Monstrous 75
20) Kinetic Lance: [Force] Damage 500, Cost:  Shift-Z 500, Range: Shift-Z 500
21) Maser Cannon: [Radiation] Damage 75, Cone dispersion, Cost: Monstrous 75, Range: Monstrous 75
21) Heavy Maser Cannon: [Radiation] Damage 150, Cone dispersion, Cost: Shift X 150 , Range:Shift X 150
22) Zero Point Mine: [Energy] Damage Class 1000, This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.
, Cost: Class 1000 , Range: Class 1000
23) Zero Bore: [Energy] Damage Class 1000. The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself. Cost: Class 1000 , Range: Class 1000
24) Blacklaser: [Darkforce] Damage 500, Cost: Shift-Z 500 , Range: Shift-Z 500
25) Null Mine: [Disintegration] Damage Class 1000. This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust. A null mine ignores a vehicle’s hardness. Cost: Class 1000 , Range: Class 1000
26) Singularity Cannon: Damage Class 5000 The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds. Cost: Class 5000 , Range: Class 5000
27) String Projector: Damage Class 3000 The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair. Cost: Class 3000 , Range: Class 3000
28) Tachyon Gun: Damage: Beyond 10,000 The tachyon gun fires a blast of high-energy, faster-than-light particles at the target. Cost: Beyond , Range: Beyond
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Vehicle Defense Systems:
1) Autopilot System: Cost depending on its Control Rank.
2) Damage Control System: Cost depending on its Body Rank. With a successful Repair Feat can perform damage control as its movement action. The ship repairs hit points depending on its size.

3) Sensor Jammer: A sensor jammer interferes with radar and enemy sensor scans. It
also confounds missile guidance systems. Cost and Intensity equals Sensor Jammer Rank.
Sensor Jammer Hit:
Red — Sensors Jammed -4CS to shooting weapons
Yellow — Sensors Jammed -2CS to shooting weapons
Green — Sensor Jamming Failed
White — Sensor Jamming Failed
Recuperating Sensors:(Targeted Vehicle)
Red — Sensors at normal
Yellow — Sensors return next turn
Green — Sensor Jamming Persists
White — Sensor Jamming Persists

4) Chaff Launcher: Cost Excellent 20 per use.
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a vehicle—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take -4Cs penalty to scanning inside chaff field and -2 Cs to scanning on the direct opposite side of the chaff field.
5) Decoy Drone Launcher: Cost Remarkable 30 per drone.
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it. Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates. Drones negate a Targeting Systems. Launching multiple decoy drones grants no cumulative effect. A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. Drone stats are: Body, Armor and Control are at Remarkable 30.
6) Magnetic Field: Cost determined by Size of vehicle.
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Treat as Force Field of Incredible 40 Rank.
7) Point-Defense System: Cost per Rank
A point-defense system serves two functions: It targets all incoming missiles.The point-defense system consists of batteries of automated weapons programmed to fire when incoming missiles are scanned. A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.

Result:

White: Miss

Green: Miss

Yellow: Destroyed, but causes half damage to vehicle

Red: Destroyed, vehicle takes no damage

8) Radiation Shielding: Cost per Rank of Resistance plus Vehicle Size.
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. As Resistance power to all inside the ship.

9) Hull Fortification: Cost per size of ship
The ship’s hull has been reinforced to withstand blunt force trauma. Hull integrity will be maintained even is ship drops to 0 hit points. It remains adrift, but is not destroyed.

10) Stealth Screen: Cost Per Rank times 2
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature.
Treat as invisibility power to sensors. The ship can be seen normally by visuals.

11) Displacer: Cost Per Rank times 2
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.Use Displacer Rank for Dodging Checks.
12) Particle Field: Cost per Size plus Rank.
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field resists energy damage at power rank.
13) Repair Drones: Cost Remarkable 30 per drone.
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently. A ship with repair drones can perform damage control at rank Good 10. A ship without a damage control system cannot be fitted with repair drones.
14) Cloaking Screen: Cost Per Rank times Vehicle Size
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.
A cloaked ship has total concealment.To attack a cloaked ship, an attacker must guess in which square the ship 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 cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position. Treat as Invisibility Power.

15) Self-Destruct System: Cost per Size of Vehicle.
A self-destruct system ensures that a vehicle cannot be captured, dissected for information, or used against its builders.
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate. The self-destruct system obliterates the starship regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; medium weight, heavy, and superheavy ships also deal collateral damage to ships in adjacent areas.

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Sensors:

1) Class I Sensor Array: Cost Excellent 20
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check Green:
• Ascertain the location and size of all visible ships on the battlefield.
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).

2) Class II Sensor Array: Cost Remarkable 30
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check Green:
• Ascertain the location, type (Size), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).
• Identify all weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.
• Identify a specific ship’s armor type.
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).

3) Class III Sensor Array: Cost Incredible 40
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.

4) Class IV Sensor Array: Cost Amazing 50
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check Green:
• Ascertain the location, size, subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).
• Identify all of the weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.
• Identify a specific ship’s armor type.
• Identify the type of engines a ship has.
• Determine the number of life forms aboard a specific ship.
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).

5) Class V Sensor Array: Cost Monstrous 75
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.

6) Class VI Sensor Array: Cost Unearthly 100
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors. As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check Green:
• Ascertain the location, size, subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).
• Determine a specific ship’s 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).
• Determine the number and type of life forms within a 4,000- square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).

7) Class VII Sensor Array: Cost Shift X 150
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.

8) Class VIII Sensor Array: Cost Shift Y 200
This array is an amplified version of the Class VI sensor array. As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check Green:
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).

9) Class IX Sensor Array: Cost Shift Z 500
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.

10) Targeting System: Cost Incredible 40
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system negates the negative for shooting at a moving target.

Firing at a Moving Target: A character who is moving is harder to hit. A – 1CS applies to any target moving up to five areas that round; a -2CS applies to those against targets moving up to 10 areas that turn, and -4CS to those moving faster. The exception to this is attack on a character who is Charging directly at the firer — other than the target getting rapidly larger, there is no difference in location.

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Vehicle Comm Systems:
1) Radio Transceiver: Cost Excellent 20
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.
2) Laser Transceiver: Cost Remarkable 30
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver. Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.
3) Drivesat Comm Array: Cost Incredible 40
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years. The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check Yellow to avoid losing the signal. Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.
4) Mass Transceiver: Cost Amazing 50
This device can transmit instantaneously to any point in the same star
system, with no “lag” due to FTL limitations. However, its range is limited
to about 1,000 AU, so the signal can’t cross interstellar space.
5) Drive Transceiver: Cost Monstrous 75
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The
target station must also be equipped with a drive transceiver.
6) Ansible: Cost Unearthly 100
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.
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Grappling systems:
1) Grapplers: Cost per Strength of the grapplers.
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.
If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.
2) Tractor Beam Emitter: Cost Strength of Tractor Beam
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square. Using a tractor beam against a starship or an unattended object
is an attack action.
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller,
both the tractoring ship and the target are effectively immobilized.
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check.
A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.
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Mecha Defense Systems:

1) Bulwark Tactical Shield: Cost Material Rank
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.
2) Bastion Tactical Shield: Cost Material Rank +1 CS
The Bastion tactical shield improves upon the Bulwark tactical shield. When not deployed, the Bastion tactical shield can retract into the mecha’s arm. Deploying or retracting the shield is a move action.
3) LX-10 Antishock Array: Cost per Rank
The LX-10 antishock array grounds the mecha and protects it against electrical attacks.
Treat as Resist Electricity power rank.
4) Barricade Tactical Shield: Cost Material Rank + 2CS
A larger version of the Bastion tactical shield, it also provides with Fire Resistance at Excellent 20 Rank.
5) Delphi Defense Suite: Cost per Rank.
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.
Can use this instead of Endurance to check for stun.
6) Deflection shield: Cost per Rank
As self force field power at power rank.
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Mecha Miscellaneous Equipment:
1) Copilot Cockpit: Cost
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 Yellow if the operator is disabled, Red if the operator is still active)
2) Passenger Cockpit: Cost
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.
3) Comm System: Cost Excellent 20
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. Range 100 miles.
4) Life Support System: Cost per Rank
As Life Support Power at power rank.
5) HV-5 Haven EscapePod: Cost Excellent 20
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), Armor of Good 10, and a Body of Excellent 20. Three rounds after it jettisons from the mecha, it runs out of fuel, landing or crashing as appropriate.
6) Space Skin: Cost Excellent 20
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.
7) Enhanced Senses: Cost as power rank.
Treat as Enhanced Senses Power.
8) Zero G Stabilizers: Cost Excellent 20
A zero-G stabilizer allows the mecha and its operator to function normally in low-gravity and zero-gravity environments.

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