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