equipment

VEHICLE EQUIPMENT

Auxiliary Power-pak- This parabattery is used to power screens and auxiliary systems, except the vehicle computer, in the vehicle. It has 250 SEU , weighs 25 kg, costs 1,250 Cr, and has 4 weapon adapters, 1 screen adaptor and 5 miscellaneous ports.

Cyber-link- The Cyber-link is a special chair/ helmet combination. It is wired into a vehicle's computer to allow the gunner to aim and fire the weapon systems remotely. If the computer is equipped with any targeting assist programs, these to will aid the gunner. The gunner has access to 3 systems which, in turn, allows him to fire any of the 3 he chooses by either voice activating the systems or manual activating them through a panel in the chair arm. The system is not perfect however, and the fire may only fire in 1 direction at a time.

Driver optics- This device is a visored helmet. The driver may have up to 3 different optics on the helmet.

Electronic Targeting System- This device incorporates a box with a targeting screen on it and a sight/sensor on the end of the weapons barrel. Using the 2 together allows the gunner a bit better accuracy then plain iron sights.



Fuzzy Dice- This device is a pair of furry, 6 sided dice on a string. O, you know you want a pair.

Infra-red Scanner- This device is used to scan for heat sources. It displays the results on a screen mounted in the vehicle or on the windshield if attached to a vehicle's computer and a Dis-Viz progit. The scan uses 2 SEU per minute of operation.

Infra-red Jammer- This device hides the vehicle from IR scans. It also gives certain missles a negative chance to hit. It uses 2 SEU per minute of operation.

Radar- This device enables the vehicle to scan for objects. These appear as blips on the radar screen or windshield. The radar uses 1 SEU per minute of operation.

Radiophone- This is a standard radiophone with a 1,000 km range. This device cn also be upgraded to use encrypted frequencies.

Searchlight- A searchlight is mounted on the turret of a vehicle. Besides it's normal function of providing light, it may be used to blind opponents. If the target is under 500m away, spot-lighting them with blind them for 1d10 turns. An RS check is required to avoid the blindness, but a successful hit will daze them for 1 turn. The lights range is 1 km and it uses 3 SEU per minute of operati