GEAR EQUIPMENT AND UPGRADES
This page covers most equipment and upgrades availible to Gears.
AVEH AND KISLEV GEARS:
- Radar Range: 10 miles.
- Combat Computer: Contains information about most Kislev and Aveh
Gears, as well as space for about 100 extra targets. The Combat Computer also
adjusts the Gears reaction time and settings to the pilots, allowing for optimum
piloting ability.
- Conventional Radio System: Short Ranged.
- Targeting Computer: A somewhat advanced system that allows a +2 to
strike with guns or lasers.
GEBLER/SOLARIS GEARS
- Radar: Much more advanced then the Surface Dwellers Radar, Range is
50 miles.
- Combat Computer: Contains information about most Kislev, Aveh,
Gebler, and Solaris Gears. It also contains enough e-space for 200 extra targets.
The Combat Computer adjusts the Gears reaction time and settings to match the
pilots for optimum performance.
- Conventional Radio System: Somewhat longer ranged then the Surface
Dwellers version.
- Laser Communications System: A more sophisticated communication
system then the standard radio.
- Advanced Targeting Computer: Provides a +3 to strike.
OMNIGEARS:
- Telepathic Control System: Omnigears don't use conventional
controls, but rather a telepathic control system. The pilot imagines the gear
doing something, and the gear does it. Thus, there are no controls to take
offline, you have to knock the pilot out. The Pilot CAN order the Omnigear to
Auto Pilot, and even after the pilot is knocked out, the Gear will finish out
any orders. If the pilot is KILLED, the Gear stops dead, and will forget the
command.
- Unsegmented Armor: The Armor plating on Omnigears is not Segmented.
Thus, it makes it harder to rip armor plating off. For example, the armor on the
legs is one solid piece. The chest armor is typically one piece as well, except
for the pilots compartment which must open up. The arm and leg joints ARE
segmented however, so the upper and lower legs and upper and lower arms are
still 2 pieces.
Power Generation:
GENERATORS: All Gears run on special Ether Slave Generators that draw
power from an unknown source. But they have a VERY long life span. Power from
the generator is stored in the internal batteries however, which can and will
run out of power until the generator recharges them.
FUEL AND INTERNAL BATTERIES: Fuel is a substance that, really, is
similar for all world powers (Although Solaris fuel may be a bit more pure and
refined with more punch then Kislev or Aveh fuel). Fuel amounts totally vary per
Gear. The Internal Batteries are used for basic systems operations and stored
near the engine area. While either one can be used for keeping the Gear online,
the Battery does not provide as much energy as the Fuel Engine. The Battery can
be used for most things, like walking, running to an extent, and often for
Thrusters. However, for things that require more response time, strength, and
speed, the Fuel Engine must be used. In Combat, for example, to have full
fighting potential, the Gear must use it's Fuel Engine to get the most response
time and destructive power. In order for a Gear to use full Strength attacks,
the Fuel Engine must be online. Thus, typically every offensive or defensive
action in combat will waste fuel. Note that the Internal Batteries get power
drawn from them whether the Gear is using the Fuel Engine or not. Turning off
the Gear is the only way to converse battery life. Note that the times given for
Battery life only apply for when the Gear is at full power use, so turning off
any unimportant systems and leaving just what's needed online can extend battery
life by a lot. A non moving Gear also extends battery life by a a lot.
GEAR OPTIONS:
- BOOSTER: This option is available to most Gears. It requires 1
action to use, and another to turn off. It basically doubles the speed of the
Gear (ground and air/afterburner) by giving the Fuel Engine more output, but
wastes twice as much fuel in return. It increases speed, but not strength.
- CHARGE: This option is useful incase a Gear is almost out of
battery power and is available to ALL Gears. It requires an action to use the
Charge option. Every time it's used the Gears slave generator goes overdrive for
a few seconds to give the Gear 3 MINUTES of Battery Power per use. Or, if
needed, it can thin out the Fuel consumption for a short brief while, giving the
Gear the equal of more fuel (this does not effect battery life significantly).
While not really that much, it can be useful, special add-ons can increase the
amount charged.
- ETHER AMPLIFIER AND INDUCTION: Not available to most Gears. This
interesting system allows a Magic User, Chi Master, or Psychic to channel his
energy through the Gear and amplify the attack. The Gear itself does this by
enforcing energy known at Ether from special Energy Cells and increasing the
power of the attack. How much is amplified depends on the Gear itself. Range,
Damage and Duration are all MULTIPLIED by the number on each Gears respective
page (under Ether Amplification). Ether Induction is how much protection a Gear
will have against Magic, Chi, or Psychic Attacks. The % is how much of the
attack is reduced against the Gear. The higher the %, the less damage a Gear
will take from a Chi, Magic, or Psionic Attack. Gears without any Ether
Induction have a 0% defense. Most Gear's have 0% induction, meaning they will
take FULL damage from those attacks. Gears with 0 Ether Amp mean Ether Attacks
cannot be channeled, and X1 means Ether attacks CAN be channeled, but it will be
base damage for that attack, in MDC. NOTE: Only spells below 10th Level
can be used by the Ether Amp SAFELY. Any offensive spells over Level 10 have a
95% chance of causing the system to overload and explode, dishing 3D6X10 MDC to
the Gears Upper and Lower Torsos WITHOUT the spell being cast! Any Radius
effecting spells like Annihilate have a 60% chance of casting, but the Gear is
ground zero for the explosion that means with Annihilate, if you use it, you
stand a huge chance of getting blown up!)
- FRAME FIX: The system uses the fuel engine to fix a portion of
Gears Upper and Lower Torsos. However, each time it's used, a % of the fuel
equal to a % of the frame fixed is used up (Example: Frame Fix 30 fixes 30% of
the Gears frame, but it consumes 30% of the max amount of fuel in the tank). It
comes in models of 10%, 30%, 50%, 70%, and 90%, 10% and 30% being most common.
This system only works for the Upper and Lower Torsos.
GEAR ARMOR AND ACCESSORIES:
ARMOR:
- ETHER ARMOR: This Armor type increases a Gear's Ether Defense
by 25% (That means that the Gear only inducts 75% of an attack). Every layer
(equal to about a ton) adds an additional 25%.
- EXTRA ARMOR: Standard Armor that can be layered on with the current
armor to provide more MDC. Every ton of Armor adds 20 MDC. However, every 2
layers of armor incurs a cumulative -2 to Parry, Dodge, and Strike. Every Extra
Layer is about a ton.
- LITE ARMOR: This type of armor is lighter then the standard armor,
thus more can be put on along with the standard armor. This type of Armor adds
40 MDC per ton. If combined with a Gear's normal armor, It requires 10 tons of
this armor to incur a cumulative -1 to Parry, Dodge, and Strike. Also, this
armor is highly rare as well.
- MIRROR ARMOR: This armor is incredibly effective against laser
attacks. Layered on top of standard armor, each ton reduces Energy damage by
50%. 2 Tons is 100% Laser Resistance.
- ANGEL ARMOR: This armor has anti supernatural properties. When
layered on top of standard armor, it reduces damage by the supernatural
(Magic/Psionic mostly, but supernatural creatures physical attacks as well) by
30% per ton. Up to 4 tons can be put on.
SPECIAL SYSTEMS:
- MAGNETIC COATING: This allows for smoother movement
between joints, increasing the reaction time of a Gear. +1 Init, +2 to Parry and
Dodge with a Magnetic Coating.
- RESPONSE CIRCUIT: This device increases how fast a Gear responds.
+1 Attack, +2 Init.
- O2 CYLINDER: This makes it so a Gear suffers no penalties while
fighting in water.
- SEALING SYSTEM: This option makes Gears airtight sealed. It enables
them to travel through desert without getting sand in their joints, through
space and through water while being airtight. If a gear suffers damage while in
these environments, they will not be effected by water pressure, blowing sand, or
vacuum.
- AUTOMATIC GYRO SYSTEM: Helps a Gear stay on it's feet and balanced.
+3 to Roll, +2 to Dodge. Also, the Gear is not effected by knockdown, unless
it's an automatic knockdown, and even then it's only a 50% chance.
- GUIDANCE THRUSTERS: Can be used in space or underwater. Allows
Gears extra agility in these environments. +2 Init, no penalties to dodge while
in these environments either.
- BATTERY CHARGERS: These can increase the amount of battery power OR
FUEL gained per Charge. A Chargers restore 6 minutes of time, or about 50 units
of fuel. S chargers can do 15 minutes of time, or 100 units of fuel. X Chargers
manage up to 60 minutes of time, or 200 units of fuel. Z Chargers manage 2 hours
of time, or 500 units of fuel. These also increase the Fuel Charge by roughly
the same amounts.
- O2 CYLINDER: Actually a set of 02 Cylinders. These enable a Gear to
fight with close to full fighting potential underwater. No penalties.
- CIRCUITS: Each circuit has a separate advantage, and adjusts the
Gear's system to handle a situation more effectively (Like Desert Fighting)
- B Circuit: This Circuit enables a Gear to fight in full power in Snow or Cold
Climate, without worrying about Freezing joints and frost and such.
- C Circuit: This Circuit enables a Gear to fight in full power in a Desert or
Hot Climate, without worry of Overheating or sand in joints.
- D Circuit: Increases Underwater performance, similar to an 02 Cylinder
System.
- E Circuit: Increases Ether Amp. by X1, and Ether Defense by 20%.
- Old Circuit: Increases Response Time by 15%, meaning the Gear will react
quicker to controls with less delay time in response.
- FX CLEANER: A special purge system that fixes and cleans out
irregularities in a Gear's engine and system when the Gear charges in 1D4
melees.
- ENGINE GUARD: This system prevents damage to the engine system
and internal batteries. In case the engine suffers damage, it will automatically
reroute energy to certain systems as so there is no performance loss.
- TANK GUARD: This system protects and repairs the Gear's Fuel Tank,
meaning no loss of fuel when the tank is damaged, or at least very little. This
also means that anything that drains fuel will be unable to drain any.
- ARMOR GUARD: This system does NOT increase or restore MDC, but it
does keep the Armor Plating of the Gear in fair upkeep, keeping it's integrity
the same, and preventing the Armor from getting gapping holes and exposing the
internal frame and such (in other words, it's MUCH harder to damage the internal
structure with this installed).
- PILOT SHIELD: A system that protects the pilot and cockpit from
various things, such as damage, radiation, magic or psionics penetrating the
cockpit, and also insulates it so the pilot is safer if the main body is crushed
or destroyed.
- ANTI ANGEL SYSTEM: This special item makes a Gear IMMUNE to damage
from a Supernatural creature. However, this only applies to natural attacks from
the supernatural being. Spell Magic will still inflict full damage to it, minus
special armor and Ether Induction of course.
- GNRS30 and GNRS50 These HIGHLY rare and BIG-TIME expensive add-on's increase the Gear's total power output by either 30% or 50% depending on
which add-on. In game terms, that means a Gear's overall PS is increased by 30%
for the GRNS30, and 50% by the GRNS50! Multiple GRNS's can be installed. However,
more GRNS's will only increase a Gear's PS by the % of the ORIGINAL power
output, not including the other GRNS's. Fuel and battery usage is not effected
in any way
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