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Miscellaneous Systems, Modern:

Ejector Seat: As an immediate action, a character sitting in an Ejector seat can safely escape the vehicle. Adds 25 kg per

Name

Mass

Cost

Ejector Seat

25 kg

$5,000

Life Support (24 hrs)

100 kg

$3,000

Crew or Passenger

125 kg

$100

Hangar

See text

See text

Catapult

1 kg S

$500 S

Clamps

0.5 kg S

$100 S

Firing Ports

-

-

Hydrolysis Converter

1 kg S

$500 S

Self-Destruct

-

-

Silver Wiring

-

$1,000 S

S  This component scales. Multiply its

cost and weight by the vehicle's

Scale Multiplier.

seat. Upon ejecting, choose a location within 20 squares of the vehicle€s scale. Roll a scatter die; the pilot lands 6d6 squares in the direction indicated by the die. If the die shows a "hit," the pilot lands on target.
Activation: Immediate 4 second
Mass: 25 kg

Life Support, 24 hrs: Every 24 hours of life support can keep one passenger or crewmember alive and comfortable for 24 hours. Includes food, air, water, temperature control, etc. 60 kg of life support is either enough for one person for three days, or three people for one day, or any other division.
Activation: Passive
Mass: 20 kg

Crewmember or Passenger: Costs 125 kg of cargo, including the passengers' and crewmembers' gear (except in extraordinary cases), for Scale 0 passengers/crewmembers.
Activation: Passive
Mass: 125 kg

Hangar: A hangar allows other vehicles to be launched from this one. Normally, vehicles can carry small enough ones in the hold, but with a hangar they can fly off (or drive out) of the vehicle in combat. Hangars cost $500 x the size multiplier of the maximum size of vehicle that can be carried.
Activation: Passive
Mass: 250 kg x Size Multiplier of the vehicle to be carried

Catapults: Halves the necessary runway distance for launching aircraft. When combined with STOL aircraft, the distance is quartered. Further, launched aircraft can get a starting speed boost of up to one-tenth of a square of the launching vehicle€s scale per second of movement the first six seconds after launching.
Activation: Passive
Mass: 1 kg x Scale Multiplier

Runway: This adds a runway to the vehicle. Runways are necessary for most air vehicles to take-off or land in the atmosphere, and can be useful even in space to slow down landings. Air vehicles require 100 +10/mobility penalty of their own squares in runway distance to take off without catapults or STOL. High-speed vehicles can land on runways as long as their speed is less than one-quarter of the runway length in meters/second
Activation: Passive
Mass: 5kg x Scale Multiplier of runway to be added

Clamps: As a 4SA, the vehicle may fix itself to the floor. It must be on a stable, relatively flat area. This allows it to fire super-heavy weapons. Removing the clamps is a 4SA.
Activation: Pilot's 4 second action
Mass: 0.5 kg x Scale Multiplier

Firing Ports : allows crew or passengers to fire out of the vehicle with heavy cover. Firing ports usually have closable shutters.
Activation: Passive
Mass: none

Hydrolysis Converter: This machine converts water into hydrogen for fuel cells or fusion reactors. In an hour, it drains 2 pp from the ship but creates enough hydrogen for 1pp of fuel cells. Typically this is included on large carriers that have near-infinite power, in order to refuel smaller vessels. Remember that pp are relative to the size of the ship, so 1 pp of hydrogen for fuel cells created on a scale 10 ship translates into more than 16,000 pp for scale 3 vehicles.
Activation: Automatic
Mass: 1 kg x Scale Multiplier

Silver Wiring: This modification adds silver wires from one or more crew positions to various areas of the vehicle. For the purposes of casting spells, a spellcaster in contact with the silver wires can:

  1.   Target any area in the ship with his magic
  2.   Use the vehicle€s area and reach for spellcasting instead of his own

This modification is most commonly added to humanoid mechs with magical pilots. See the silver material for more information.
Activation: Passive
Mass: Negligible


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