EQUIPMENT AND GEAR

Personal gear
Armor
Environment
Countermeasures dispensers
Active countermeasures
Communications
Fire Control
Electronics
ACPA

 

PERSONAL GEAR

Artillery Computer
Availability : Poor
Reference : Maximum Metal
Cost : 1500 eb
This can be hand-carried or vehicle-mounted (if hand-carried, it weighs 1 kg). This little device tells artillery spotters the range to the target using a small laser, calculates the hang time and weapon azimuth, etc... It practically does everything but aim the gun ! Heavy Weapons skill is required to use it, and it adds a +10 bonus to any artillery to hit roll when used by a spotter. For an additional 500 euro, it can be outfitted with a painting laser that can guide laser-seeking missiles.
Personal Painting Laser
Availability : Poor
Reference : Maximum Metal
Cost : 1000 eb
This hand-carried painting laser is the size of a flashlight, and is used for painting targets to guide in laser-guided ordnance. It can be attached to a rifle, underneath the barrel.

ARMOR

Composite Armor
Availability : Rare
Reference : Maximum Metal
Cost : 400% of vehicle's base cost
Composite armor has two effects : It halves the penetration of shaped-charge weapons, and adds 25% more SP to the vehicle.
IR Baffling
Availability : Poor
Reference : Maximum Metal
Cost : 10% of vehicle base's cost (25% of vehicle's base cost for AVs and jets)
Reduces and scatters IR signature to make it difficult to spot and track with IR and thermographs.
Reactive Armor
Availability : Poor
Reference : Maximum Metal
Cost : 1% of vehicle's base cost
Reactive armor is a series of explosive charges that explodes in opposition to shaped-charge projectiles, disrupting their attack. When a vehicle with reactive armor is hit by a shaped-charge attack (rocket or missile), roll 1D10. On a 2-10 the armor explodes outward, halving the penetration of the attack. Subtract 1 from the D10 roll for every two shaped-charge or high-explosive hits that the vehicle has taken. For instance, an APC with reactive armor comes under attack by a PA suit armed with a missile launcher and a 20mm cannon. The suit operator, realizing that his missile stands a good chance of "bouncing" if he doesn't do something about the armor, hoses the APC with 20mm HE, scoring 6 hits. Assuming he's still alive on the next turn, he can launch his missile and it only has a 60% chance of being disrupted by the reactive armor (instead of the 90% chance there was before).
Reactive armor can be replaced after battles, at the original cost. Since this involves putting a bunch of small charges on the vehicle, it's a simple job and only takes about 15 minutes. 1 space of cargo holds enough charges to replace almost any vehicle's reactive armor once.
Stealth
Availability : Rare
Reference : Maximum Metal
Cost : 1000% of vehicle's base cost
Space : 1/8 vehicle's spaces (round up)
Stealth is ECM through design, reworking a vehicle to deflect or absorb radar and other sensor radiation. It's usually too expensive to apply to ground vehicles.

ENVIRONMENT

Amphibious Modifications
Availability : Poor
Reference : Maximum Metal
Cost : 50% of the vehicle's base cost
Space : 2
These modifications allow a vehicle to float in water, as well as propelling itself at 1/10 speed. Cannot be fitted to boats (that'd be silly) or hovercraft (they don't need them). Vehicles over 15 tons can be fitted with this, but will not float. They have "snorkel" systems that can allow the vehicle to crawl along the bottom of water obstacles, as long as the water is not over 5m deep (the snorkel is only 5m long).
Crash Control Systems
Availability : Excellent
Reference : Maximum Metal
Cost : 250 euro per person
Space : none
Crash bags and restrain systems for crew and passengers provide the equivalent of SP 40 against collision or crash damage.
Damage Control
Availability : Poor
Reference : Maximum Metal
Cost : 100% of the vehicle's base SDP cost
Space : 1/10 of the vehicle's space (round up)
A quadruple-redundancy, computer-controlled system of backups, fire-extinguishers, circuit breakers, etc., this system allows a vehicle to ignore damage results ! If a system is damaged, the Damage Control system allows it to continue function as if undamaged on a 1D10 roll of 6-10. Make this roll when the system is damaged; if the roll is 5 or less, the system in question is damaged and unusable until repaired. If the roll is 6+, the system is treated as undamaged, which means it might be damaged again in the future, requiring a new damage control roll. Damage control also includes powerful fire-fighting capability, so fire extinguishers are not required.
Ejection Seats
Availability : Common
Reference : Maximum Metal
Cost : 1000 euro per seat
Space : none
This allows a crewmember to eject when the vehicle is in danger. The seat has a rocket which boosts the crewmember up to 100m; a parachute then deploys and allows the seat and rider to drift to the ground.
"Unwanted Guest" ejection seats (without parachute) cost 750 eb., and launch is controlled by the driver.
Environment Control
Availability : Excellent
Reference : Maximum Metal
Cost : 2500 eb
Space : 1
The ultimate in air-conditioning, allowing exact setting of air temperature, humidity, pressure, etc. This makes the vehicle air-tight and includes filtration systems to filter out any pollution or gas.
Fire Extinguisher
Availability : Common
Reference : Maximum Metal
Cost : 500 eb
Space : 1
A fire extinguisher prevents the vehicle from catching on fire. External fire extinguishers, used for putting out fires away from the vehicle, come in two types : Foam (Availability C, costs 1000 euro, 2 spaces, 30 shots) and Water (Availability C, costs 750.00 euro, 5 spaces, 30 shots). These are cannon, with a 50m range ! Anyone hit by a water cannon has to make a Body roll at +15 to remain upright. Anyone hit by a foam cannon is covered in foam, and will have trouble standing, seeing, and holding onto things. But he's not likely to be on fire.
Life Support System
Availability : Common
Reference : Maximum Metal
Cost : 500 euro per 4 man-hours
Space : 1 space per 4 man-hours
This system reconditions the air inside a vehicle for 4 man-hours (that is, four hours of air for one person, two hours for two people, etc...). It also makes the vehicle air and water-tight. Additional man-hours can be bought at the original price and space (i.e., 1000 euro and 2 spaces buys 8 man-hours, 1, 500 euro and 3 spaces buys 12 man-hours, etc...).
Luxury Accomodations
Availability : Excellent
Reference : Maximum Metal
Cost : variable
Availability is always excellent because there are always people willing to sell you useless things at a high price. Some samples include :
- Wet Bar : 500 euro, 1 space.
- Fold-Down Bed : 250 euro (and up), 1 space. Will hold up to two people. For extra capacity, add 1/2 space and 100 euro per person.
- Jaccuzi : 2500 euro, 3 spaces. Will hold two people.
- Seat Massager : 200 euro apiece, no space.
- Mini-Galley : 1000 euro, 2 spaces.

COUNTERMEASURES DISPENSERS

These dispensers can be set on "automatic", dispensing one use per turn until turned off or empty.

Anti-Laser Aerosol
Availability : Poor
Reference : Maximum Metal
Cost : 1000 euro (reloads cost 100 euro per, holds enough gas for 30 uses)
Space : 1
Aerosol ports around the vehicle dispense laser-blocking gas. An anti-laser aerosol will block any laser-based system (laser rangefinders, painting lasers, weapon lasers, etc...) 90% of the time.
Chaff
Availability : Poor
Reference : Maximum Metal
Cost : 1000 euro (reloads cost 250 euro per, holds 20 chaff bundles)
Space : 1
Chaff ports drop chaff pods that fill the air around the vehicle with reflective metal strips. It helps decoy radar-guided missiles, and blocks radar-based systems 70% of the time, per bundle dropped. A chaff dispenser can only drop one chaff bundle per turn (but there's nothing to say a vehicle can't have multiple chaff dispensers).
Flares
Availability : Poor
Reference : Maximum Metal
Cost : 1000 euro (reloads cost 100 euro per, holds 20 flares)
Space : 1
Flares burn hot, hopefully blocking heat-seeker warheads and obscuring thermographs. Notice/Awareness rolls while using a thermograph against flares are at -5.
Smoke
Availability : Common
Reference : Maximum Metal
Cost : 500 euro (reloads cost 10 euro per, holds enough smoke for 30 uses)
Space : 1
Smokescreens impose a -3 to-hit penalty for shooting through them (unless using a radar/laser-microwave rangefinder), and make Notice/Awareness rolls +10 Difficulty higher. Thermographs can see through smoke. IR smoke costs 300 euro per reload and acts just like smoke, except that thermographs can't see through them.
Smoke Launchers
Availability : Common
Reference : Maximum Metal
Cost : 250 eb
Space : none
This smoke mortar launches smoke rounds 50-100 meters (the exact range is preset) ahead of the vehicle. Can be IR smoke for 300 euro apiece. Reloads cost 25 eb. apiece.

ACTIVE COUNTERMEASURES

Active Explosive Anti-Missile System (AEAMS)
Availability : Rare
Reference : Maximum Metal
Cost : 15000 euro (replacement charges 1000 euro)
Space : none
This system uses radar/sonar to detect incoming projectiles and detonate fragmentation charges in an attempt to destroy or deflect the incoming projectiles. Like the AGAMS, if a missile or other slow-moving projectile is fired at the vehicle with the AEAMS, the radar detects it 90% of the time (roll a D10; on a 1, the system fails to detect the incoming projectile). For the purpose of detection, the system's sensing threshold is set at an object no smaller than 10 cm by 10cm by 20 cm, moving at a velocity between 100-500m per second, which means it works on any rocket weapon. Once a missile has been detected, the AEAMS "fires" an explosive at it. This explosive discharge has a 90% chance of destroying or diverting the missile. The AEAMS works as well against multiple targets as against one target, since the vehicle has charges mounted at all angles. These charges can even be used as an anti-personnel system, since each charge is equivalent to a Claymore mine (the vehicle's armor absorbs the backblast. Damage is 5D6 and burst area is 4m line from the center). This requires that a crewmember set them off manually, instead of shooting a regular weapon. AEAMS charges do run out, and the fewer charges the vehicle has, the less chance of knocking out incoming missiles. For every four charges that the vehicle has used at the beginning of a missile/rocket attack, the chance of successfully destroying an incoming missile drops by 10%. As noted, replacement charges cost 1000 euro (this replaces all the vehicle's AEAMS charges). These replacements can be carried as cargo in a grenade box which weighs 60 kg when loaded. Replacing the AEAMS charges takes 15 minutes.
Active Gatling Anti-Missile System (AGAMS)
Availability : Rare
Reference : Maximum Metal
Cost : 30000 eb
Space : 1 (can be shoulder-mounted on a PA suit)
Based on the .22 minigun design, this system detects missiles with radar and douses them with a hail of slugs to destroy them before they hit. The system includes its own integral radar (additional sonar-based detection system available for 5000 euro).
If a missile or other slow-moving projectile is fired at the vehicle with the AGAMS, the radar detects it 90% of the time (roll a D10; on a 1, the system fails to detect the incoming projectile). For the purpose of detection, the system's sensing threshold is set at an object no smaller than 10 cm by 10 cm by 20 cm, moving at a velocity between 100-500m per second. This means it works on any rocket weapon.
Once the system has detected an incoming missile, it attempts to shoot it down once in range (100m). The system can be confused by multiple projectiles, its concentration diluted as it attempts to handle all available targets. Roll 1D10 for each missile detected, -1 for each missile. On a roll of 4+, the missile is safely destroyed. On a roll of 1-3, the missile is detonated within its burst radius, attacking the target with 1/2 its usual penetration factor. On a roll of 0 or less, the AGAMS fails to destroy the missile and it attacks the target as normal.
Anti-Personnel Grenades
Availability : Poor
Reference : Maximum Metal
Cost : 1000 eb
Space : none
These are standard fragmentation grenades attached to the hull, used to kill infantry in close quarters. There are 20 grenades (five per side), and they can be fired separately or one side at a time. Reloads cost 35 eb per grenade.

COMMUNICATIONS

Cellular Phone
Availability : Excellent
Reference : Maximum Metal
Cost : 500 eb
Space : none
A regular cellular phone, but with longer range (can link into urban networks from a distance of 20 km).
Laser Communicator
Availability : Poor
Reference : Maximum Metal
Cost : 7000 eb
Space : none
This allows the vehicle to communicate with another similarly-equipped vehicle within line-of-sight. It cannot be jammed, and can only be "tapped" by interrupting the beam (which interrupts the communication) with another similary-equipped vehicle.
Military Radio
Availability : Poor
Reference : Maximum Metal
Cost : 2500 eb
Space : none
Military radio has a range of 500 km and is jammed on a 1D10 roll of 4-10.
Radio
Availability : Excellent
Reference : Maximum Metal
Cost : 200 eb
Space : none
This allows radio communication over an 80 km distance. Longer-ranged radio (costs 1000 euro) allows radio communication over a 500 km distance.
Satellite Uplink
Availability : Common
Reference : Maximum Metal
Cost : 5000 eb
Space : 1
This allows the vehicle to uplink directly to a communications satellite in orbit.
Scrambler
Availability : Common
Reference : Maximum Metal
Cost : 500 eb
Space : none
A scrambler allows coded communication which can only be understood by another scrambler-equipped vehicle that has the proper scrambler combination. For an additional 500 euro, a scrambler can be equipped with a computer decoder that provides the correct scrambler combination 20% of the time (allowing listening in on conversations one shouldn't be able to).

FIRE CONTROL

Autoloader
Availability : Poor
Reference : Maximum Metal
Cost : 25000 eb
Space : 1
This item is for large guns, providing a robotic loader built into the gun. It reduces the crew of a gun to one man (the gunner). An autoloader costs 50% of the gun's cost (minimum cost 25000 euro) and takes up 1/4 the spaces of the gun (minimum of 1 space).
Computer Sights
Availability : Common
Reference : Maximum Metal
Cost : 2500 eb
Space : none
These are computer-aided gunnery-control systems that make weapons more accurate. Each computer sight is installed for a separate weapon.
+1 to hit : Availability C, costs 2500 euro.
+2 to hit : Availability C, costs 5000 euro.
+3 to hit : Availability P, costs 10000 euro.
+4 to hit : Availability P, costs 15000 euro.
+5 to hit : Availability P, costs 25000 euro.
Multi-target
Availability : Poor
Reference : Maximum Metal
Cost : 50000 eb
Space : none
This system allows vehicle sensors to keep track of up to a hundred targets simultaneously, and fire radar-guided or active missiles at up to 10 targets in the same firing action. This requires a crewmember to operate it (designating targets); this crewmember may do nothing else (unless operating it as an additional system via cybernetic linkage).
Rangefinders
Availability : Common
Reference : Maximum Metal
Cost : 3000 eb
Space : none
Rangefinders help aim weapons accurately. In the 21st century, they are single-minded, but smart, computers that assist all the weapons aboard a vehicle, not just one. A vehicle with a visual rangefinder adds +1 to hit with all weapons except missiles. The other rangefinder types add +2 to hit with all weapons except missiles. The differences between the other rangefinder types are largely concerned with countermeasures : radar can be jammed or blocked by chaff, lasers can be blocked by chaff or aerosols, and microwaves can be blocked by chaff.
- Visual : Availability C, costs 3000 euro.
- Radar : Availability P, costs 10000 euro.
- Laser : Availability P, costs 12000 euro.
- Microwave : Availability P, costs 15000 euro.
Remote Targeting
Availability : Poor
Reference : Maximum Metal
Cost : 1200 eb
Space : none
This is a "real-time" link for use with a forward observer vehicle or PA suit. The observer must transmit his data (gathered by observation or electronic system) via this link to the unit attempting indirect fire, or launching indirect guided weapons. This allows the indirect artillery gunner to use his full Heavy Weapons skill, and gain the sustained fire bonus (+3/turn of fire) vs a shifting target, rather than the target area (see Indirect Fire, pg.8 for further details).
Robotic Weapons Control
Availability : Poor
Reference : Maximum Metal
Cost : 25000 euro per weapon installed
Space : none
Robotic weapons control installed on a weapon allows the weapon to be fired by robot control, with a combined weapons skill of +10 (plus full WA). Robots have to be told to fire; a vehicle crewmember can direct one robot weapon controller to fire on a designated target each turn, in addition to another action. For instance, Officer Kinkade is busy driving his squad car in hot pursuit of heavily-armed perps, and he hasn't got time to fire back at a pursuer. While driving the car (his action for the turn), he orders the robotic turret control to fire back at the car following him. Robotic weapons controllers can be linked to a Multi-target system, allowing them to fire under its direction. Each robot weapon so controlled counts as one of the 10 targets that the multi-target system can fire at in a turn.
Weapon Stabilization
Availability : Poor
Reference : Maximum Metal
Cost : 50% of the weapons' cost
Space : takes up half the space of the affected weapons
Weapon Stabilization not only stabilizes the weapons to make firing easier while the vehicle is in motion, but also helps track the target. Vehicle weapons with stabilization have a +2 to hit when in motion.

ELECTRONICS

AI Robotic Control
Availability : Rare
Reference : Maximum Metal
Cost : 1000000 eb
Space : 1
This is a computer brain that controls the vehicle, and can control all functions simultaneously at skill +15 (essentially Reflexes 10 and skill +5. The robotic control has Reflexes 10 for purposes of initiative). It is the ultimate in autopilots, and has limited decision-making capability. Which means if presented with a situation beyond its pre-planned plot, it will evaluate the situation according to mission data and proceed with the best available option that it can perceive.
This item has been developed from military robotics programs, and is still not smart enough to replace human control in military vehicles. It can control drones well, but has a bad habit of making choices that seem right at the time but turn out wrong, the system will make a decision based on insufficient data. Furthermore, its actions are extremely predictable, a definate disadvantage for military uses. The system will follow orders given by designated controllers, and will execute them with literal precision, so watch your words when ordering "AI" Robotic Control units.
Auto-Pilot
Availability : Common
Reference : Maximum Metal
Cost : 250 eb
Space : none
An auto-pilot allows the driver to program a destination into a vehicle and leave the driving to the vehicle. Auto-pilots are very simple drivers, moving the vehicle along a simple, pre­programmed route to its destination. Navigational directions are provided in two ways. In urban areas, the auto-pilot links into a navdata system via radio (all 2020 vehicles come equipped with this sort of radio/transponder system), and the city traffic computers help guide the vehicle safely to its destination (note : this system also allows city authorities to monitor and track vehicles with­in the urban area. Disabling the transponder to prevent this is usually illegal). Alternatively, the auto-pilot can be hooked into an onboard navigation system (see below). The auto-pilot handles regular road problems (traffic, speed, etc...) very competently, counting as a total Driver +5 skill (meaning that the autopilot rolls 1D10 and adds 5 when making Driver/Piloting rolls). When faced with an unusual situation, such as a detour, the auto­pilot asks its controller(s) for new orders and directions.
Cybernetic Linkage
Availability : Common
Reference : Maximum Metal
Cost : 40% of SDP total cost
Space : none
This allows an operator with a Vehicle Link to link into a vehicle and control all of its functions without the need for further crew. Part of this option includes sensor gear integrated into the vehicle : cameras for "eyes", sonic receptors for "ears", full tie-ins to all other sensors and communications devices, etc. Cybernetic Linkage allows more precise vehicle control : all vehicle control rolls, maneuvers, and combat rolls are at +2 skill when using a cybernetic link.
Such linkage also allows a single person to control more than one vehicular function at a time. This is less accurate and precise than concentrating on one action; each vehicle function handled in the same turn gives a cumulative -1 to skill, in addition to the +2 bonus. For instance, a pilot flying an AV while firing the minigun and using the sensors has a -1 to all three actions (-1 for piloting, -1 for firing a weapon, -1 for monitoring the sensors, +2 for cybernetic linkage). Each crew position in a cyber-equipped vehicle is usually fitted with a jack for data-plugs. The vehicle's computer may be programmed with ID codes and other security to restrict only certain people to certain functions, or restrict the vehicle from use by any but a select few persons, etc.
ECCM
Availability : Poor
Reference : Maximum Metal
Cost : 100000 eb
Space : 1
Electronics Counter-CounterMeasures is a system of fine-tuned electronics used to punch through jamming. On a 1D10 roll of 4-10, it negates the effects of jamming. Only the ECCM-equipped vehicle enjoys these benefits, and only versus its designated target (which might not be the jammer; the ECCM-equipped vehicle might be targeting another vehicle that is within the jamming radius of another vehicle).
ECM
Availability : Poor
Reference : Maximum Metal
Cost : 500000 eb
Space : 1
Electronic CounterMeasures is a sophisticated electronics system that is used to baffle, jam and mask electronics emissions and operation. In game terms, its use is simplified : ECM is either on or off. When on, the vehicle is attempting to jam the electronics around it. Jamming can extend out to 100m, thereby protecting everything out to a 100m radius. ECM can be extended to greater ranges, at a higher price : 500m, 1 million eb.; 1 km, 2 million eb., 2 spaces; 10 km, 5 million eb., 5 spaces; 100 km, 15 million eb., 10 spaces; 250 km, 50 million eb., 20 spaces. There are larger jammers, but they're too big to be mounted in vehicles and are ground-installed.
ECM jamming has the following effects : it jams radar and radio (it automatically jams civilian radar/radio. For military radar/radio, roll 1D10 per turn; on a 4-10, the radar is jammed), and it jams radar-guided missiles, adding +15 Difficulty to hit.
Entertainment System
Availability : Excellent
Reference : Maximum Metal
Cost : 500 euro (and up)
Space : none
What's a tank without a really killer entertainment system ? The basic cost provides a good sound system. For an additional 500 euro, you can have an audiophile's dream system. A video player and screen costs 150 euro, a holosystem costs 750 euro, and a "virtual reality" holosystem that makes the interior of the vehicle seem like there are no walls or roof (or program it with the interior of your choice) costs 10000 euro and takes up 1 space.
Image Enhancement
Availability : Common
Reference : Maximum Metal
Cost : 2500 eb
Space : none
This ties into a vehicle's sensors to enhance the images thus perceived. It gives the Notice/Awareness bonus for "computer-assisted optics".
Infra-Red Sensors
Availability : Common
Reference : Maximum Metal
Cost : 1000 eb
Space : none
This equips the vehicle with IR sensors for seeing heat emissions. Passive IR (the normal cost) is not as useful as using a Thermograph; treat it as using a Thermograph, but at -3. Active IR (cost 1500 euro) adds an IR spotlight and headlights, so the vehicle can operate in the dark while not showing visible light. IR lights are fully visible to anyone with IR vision gear (including cyberoptics).
Laser Detector
Availability : Poor
Reference : Maximum Metal
Cost : 1000 eb
Space : none
This is a set of external sensors that detects laser light that hits it. When a laser is detected, the detector informs the pilot that there is a laser beam currently striking the vehicle. If desired, and if the vehicle is equipped with it, the detector can also trigger anti-laser aerosols and/or chaff dispensers. Laser Detectors aren't fool-proof. They only detect lasers 90% of the time (roll 1D10 per turn per laser).
Light Amplification
Availability : Common
Reference : Maximum Metal
Cost : 500 eb
Space : none
This negates darkness modifiers to combat and Notice/Awareness rolls. It includes polarizing dampers to compensate for extreme light sources (like being hit by a searchlight).
Look-Down
Availability : Rare
Reference : Maximum Metal
Cost : 10000 eb
Space : none
Added to military radar only. Aerial radar has a problem detecting low-flying targets against background clutter (only 30% chance of detecting a target flying within 200m of the ground when the radar-equipped aircraft is flying higher than 1000m). Look-down radar solves that problem.
Magnetometer
Availability : Poor
Reference : Maximum Metal
Cost : 3000 eb
Space : 1
Otherwise known as a Magnetic Anomaly Detector, a magnetometer detects large masses of metal within 200m. Not very useful in urban situations, but a good way of detecting hidden vehicles in rural terrain. Magnetometers are excellent for detecting rail guns. The magnetic spike of firing a rail gun can be detected at three times the range of the rail gun firing.
Microwave Detector
Availability : Poor
Reference : Maximum Metal
Cost : 5000 eb
Space : none
This device detects focussed microwave bombardments 90% of the time (like that from a microwave rangefinder). It can be linked to trigger a chaff dispenser.
Military Radar
Availability : Poor
Reference : Maximum Metal
Cost : 10000 eb
Space : none
Military radars have a range of 50 km and are harder to detect and jam.
Navigation Systems
Availability : Common
Reference : Maximum Metal
Cost : 1000 eb
Space : none
Navigation systems are a standard option on most commercial vehicles, consisting of a sophisticated navigation computer and a satellite uplink to navigation satellite transponders. With this system, you know exactly where you are at all times.
Radar
Availability : Common
Reference : Maximum Metal
Cost : 1000 eb
Space : none
Radar detects objects out to a range of 10 km, as long as the distance between the radar and the object is not interrupted by another object. Radars can be jammed (see ECM).
Radar Detector
Availability : Excellent
Reference : Maximum Metal
Cost : 500 eb
Space : none
Normally used for spotting radar traps, this will detect civilian radar 90% of the time (it only spots military radar 10% of the time), at 150% of the range of the radar set. Military radar detectors are Availability P, cost 5000 euro, no space, and detects civilian radars 100% of the time. Military radars are only detected 50% of the time. A radar detector can be linked to trigger a chaff dispenser.
Searchlight
Availability : Common
Reference : Maximum Metal
Cost : 300 eb
Space : none
This is an external searchlight on a flexible mount. The searchlight can be targeted as a Small target, and has 5 SDP (for an additional 200 euro, a searchlight can be armored for 10 SP and 10 SDP). Searchlights can be used as a sort of weapon, blinding opponents. Aim the searchlight as normal, with a WA +5 and a maximum range of 200m. If the target is hit, there are no darkness modifiers to shoot the target, and it suffers the "blinded" modifier to hit listed in Friday Night Fire Fight. For 150 euro, a vehicle may be mounted with high-power halogen headlights. Other than being mounted straight forward, they have the same effect as a spotlight.
Shocker
Availability : Excellent
Reference : Maximum Metal
Cost : 500 eb
Space : 1
This alarm system not only incorporates the features of the simple security system above, it also provides a mild electric shock when anyone touches the vehicle. This shock is not enough to injure, just enough to annoy. It is a Difficult (Difficulty +20) Electronic Security check to disarm this system (+5 Difficulty if not shielded from the shocks). The system can be set to deliver more lethal shocks (doing 6D6 damage; armor does not protect against this but a rubber suit does), in which case the shock battery has enough power to provide five blasts.
Shooter
Availability : Poor
Reference : Maximum Metal
Cost : 1000 eb
Space : none
This system uses radar and sonar to locate people standing within 1 m or touching the vehicle (the owner determines which), and attacks them using the vehicle's weaponry (typically anti-personnel grenades). The vehicle must have weaponry installed that can bear on the targets to work. Disarming this system is a Difficult (Difficulty +20) Electronic Security check. The Shooter also comes with a siren sound system that may be used to warn intruders away from the vehicle (according to law, if intruders are not warned before firing, any attacks made are "unprovoked assault" and are the owner's liability).
Simple Security Systems
Availability : Excellent
Reference : Maximum Metal
Cost : 200 eb
Space : none
A sonic sensor linked to a simple computer, this alarm sets off a siren, activates a remote beeper, or both, when the vehicle is either physically molested, touched, or when someone gets within 1 m of it (the owner sets the sensitivity level). It is an Average (Difficulty+15) Electronic Security check to disarm this system.
Sonar
Availability : Poor
Reference : Maximum Metal
Cost : 2000 eb
Space : 1
Sonic sensors give the vehicle sonar, capable of detecting objects within 50m (10 times that distance underwater). Sonar can only be jammed by a huge amount of focussed white noise (a generator big enough to be truck-mounted). If the sonar is not operating, sonics can be used to listen in on normal conversations at up to 200m away. Anyone with sonics can detect another sonic unit using sonar at a range of 200m (2000m underwater).
Target ID
Availability : Rare
Reference : Maximum Metal
Cost : 100000 eb
Space : none
Added to military radar only. After two consecutive turns of scanning the target, this computer matches the radar signature with a known signature and tells you what the radar's detecting. Unfamiliar targets can be imaged on the HUD or other screens after four consecutive turns of scanning.
Tele-optics
Availability : Common
Reference : Maximum Metal
Cost : 500 eb
Space : none
This allows televisual scanning at extreme range (-1 to visual Awareness/Notice rolls for every 800m of range).
Terrain-Following
Availability : Common
Reference : Maximum Metal
Cost : 1000 eb
Space : none
This radar allows the driver to detect obstacles in total darkness, and gives a computer-generated image of the surroundings. When linked with an autopilot it allows the vehicle to steer around obstacles with ease before returning to pre­set course.
Thermograph
Availability : Poor
Reference : Maximum Metal
Cost : 2000 eb
Space : none
Thermal imagers negate darkness penalties to combat and Notice/Awareness rolls. In addition, thermal imagers provide a +5 bonus to Notice/ Awareness rolls when looking for hot (125+ degree) targets. At 10m range, thermal imagers can "see" through solid walls, detecting hot targets (such as people, heating ducts, etc...). Well-insulated walls degrade this ability, a high-efficiency wall would prevent enough heat escaping to allow a thermograph to see anything.

ACPA

Cargo space

Availability : Poor
Reference : Datafortress 2020
Cost : 100 eb
Space : none
By dropping the SDP of a given location by 5 points you can outfit your medium and up chassis of ACPA with a cargo space equal to the size of a standard briefcase. You can add to the size as much as you want, each time subtracting 5 points from the SDP until the SDP drops by half. Large cargo pods able to carry up to 2000 kg can be mounted on the torso, but these take up 3 spaces and cost 250 eb, armoring is permitted.
Datafilm interface
Availability : Common
Reference : Datafortress 2020
Cost : 500-2000 eb
Or datasuit, as it is also called. This incredibly thin bodysuit is worn inside powered armor and transmits the wearer's commands to the landmate. Datafilm has an SP of 4. It protects against acids, alkali's and other chemicals, lets sweat escape while repelling water and cushions shock. It's made of the same materials used to coat cyborg and landmate musculature. Datasuits come in a variety of colors and patterns and are made by several different companies. Due to the tight fit and variations in height, weight and structure each datasuit is custom made for the specific wearer and cost varies depending on manufacturer and design. To operate a landmate you must wear a datasuit and it gives +3 to any REF action made while using a landmate. The suits and the interface are available to the public.
General Dynamics K-2A Kestrel Flight Unit

Availability : Rare
Reference : Datafortress 2020
Cost : 38600 eb
Space : 2
Only for use by hardsuits or full conversions with a weight under 400 kg, the Kestrel is the American response to the Starfall flight unit developed by Orbital Air. The Kestral allows flight at up to 350 km/h and weighs only 100 kg.
Heavy parachute

Availability : Rare
Reference : Datafortress 2020
Cost : 2975 eb
Space : 2
Sometimes traditional ACPA deployment is not possible. Hardsuits and up to medium full conversions can make use of standard parachutes, but heavier ACPA and borgs require a bit more. This parachute pack can be mounted to any equipment the ACPA or full conversion already has mounted on its back.
Magnetic holster and gear pouch

Availability : Poor
Reference : Datafortress 2020
Cost : 75 eb each
Space : none
Affixed to the outside of the ACPA or borg wherever room allows, these are simple leather or hard shells pouches, holsters, scabbards, etc. that act like web gear for full conversions and ACPA. Even light borgs and hardsuits, or for that matter metal gear, can make use of these. The have no space cost and are limited in size and shape only by common sense.
Manipulator finger
Availability : Poor
Reference : Datafortress 2020
Cost : 90 eb each
Space : none
By installing small retracting digits into the fingers of the hands of your ACPA you can now accomplish a task made difficult by the large fingers of your armor.
Militech AVM-69

Availability : Rare
Reference : Datafortress 2020
Cost : 26000 eb
Space : 3
The AVM-69 has a top speed of 160 km/h.
Otec Nauticus Swim Unit

Availability : Rare
Reference : Datafortress 2020
Cost : 28500 eb
Space : 0 (replaces the legs)
For full conversions only. Seeing the succes of Raven Microcyb's Sub-Mariner package Otec decided to follow suite with a quick change system that replaces the legs of a full conversion with this swim unit. It is very low profile, and the system can even be launched from a torpedo tube providing the borg can fit. The unit allows full conversion to move up to 65 km/h on or below water. However they cannot move on land except by dragging themselves along by the arms.
Russian Arms Omicron 1100 Jump Thrusters

Availability : Rare
Reference : Datafortress 2020
Cost : 25000 eb
Space : 2
For light to medium ACPA and heavy full conversions, the Omicron 1100 is not a flight unit as it has no way of maneuvering. Instead it allows for tremendous leaps. Any borg or ACPA with one equipped can make leaps to a height of 100 meters, or use the thrusters to slow a descent from x5 the distance.