Sensors Page

The 5th thing you need to do is figure out what type of sensors and other odd stuff you want, if you want just standard sensors then you can skip this step, but I know everyone likes those neat to hit bonuses. Don't you?
 
 

Audio upgrades. I borrowed all, so far, of these from the Heroes Unlimited book (pg.146-147) and have made some changes to suit a Rifts world.

1.) Advanced Audio System: 1.stereo hearing capacity 2.Amplified hearing (5X better than a human) 3.Wide band radio receiver & transmitter can listen in and send messages to friends and if you wish enemies scans most used, and non used, frequencies available. Range:50 miles with a retractable antenna (half range if not used) 4.Hears inaudible frequency ranges such as dog whistles. Total System Cost: 400,000 credits Weight: 200pnds very compact

2.)Bug Detector: A small device that will detect the presence of radio signals from listening devices. Range:50 feet Cost:5,000 credits Weight:100pnds  Ever want to know if someone is listening to you with out you knowing it? Ever want to know if the Coalition, which you stole that mech from, has a tracking device. This little bad boy will tell you if there is one and where it is at so you can take it out and save you a headache when the Coalition tries to find you.

3.)Radar Detector: Will alert pilot when he has entered a radar that has detected him. Can also track incoming radar waves with 70 % accuracy Range:4 miles Cost:250,000 credits Weight: .5 tons Boy don't you wish you had one of these puppies when you got ambushed last. Maybe it would have given you a little warning before getting that nice mech blown out from under you.

4.)Radio Signal Scrambling System linked to your radio to send and receive scrambled radio messages. Cost:10,000 credits Weight: 1000pnds This little baby comes in handy when you want your privacy to make plans without getting out of your mech and being shot to hell.

5.)Inaudible Frequency Transmission: Transmit and receives normal speaker talk in an inaudible, to human ears, range. Cost:80,000 credits Weight: 500 pnds This could come in handy but be careful around other mechs and cyborgs and etc.
 
 

Optics Upgrades. oh those neat and nifty computers that make our life easier and the enemies life harder. Don't you just love em.

1.) Advanced Robot Optics System:Includes normal vision plus night sight, infrared, and ultraviolet sight. Range:2000 ft Cost:125,000 credits Weight: 300pnds For those of you that would like the next 3 things here they are in a package deal.

2.)Infrared Vision:A narrow beam of infrared light to illuminate its target in darkness. Cost:70,000 credits Weight: 100pnds

3.)Night Sight:The system amplifies existing light to provide a visible picture of your target without emitting any light itself. Cost:90,000 credits Weight: 100pnds

4.)Ultraviolet Sight:The pilot is able to see object using the ultraviolet range, and also detect ultraviolet light used in security systems. Cost:30,000 credits Weight: 100pnds

5.)Advanced Laser Targeting System:Basically the same as the one out of the main RIFTS book but gives a bonus of +3 slightly larger than its predecessor. Cost:150,000
Weight: 400pnds

6.)Targeting Sight:Superimposes a cross hair in the H.U.D. of the pilot. Can be used simotaneusly with the Advanced Laser Targeting System. Cost:500,000 credits
Weight: 400pnds

7.)Telescopic Vision:Magnifies just like a gun scope Range:16 miles Cost:300,000 credits Weight: 500pnds

8.)Thermographic Imager:Takes the ambient heat each object gives off and turns it into a understandable image. Allows sight in darkness, shadows and through smoke. Range:1600 ft Cost:200,000 credits Weight:500pnds
 
 

Sensors all the neat things RIFTS really doesn't get into

1.)Bio-Scan:A monitor for the pilot to show vital signs and can also check people on the ground. Range:50 ft Cost:100 credits Weight: 600pnds

2.)Advanced Combat Computer:All the optics are tied into this for the pilot to use in his H.U.D. It calculates, stores and transmits all this data to the pilot to use. Bonuses:+2 to initiative rolls, +1 to strike on all weapon systems and +1 to parry and dodge (if applicable). Adds 10 targets to simultaneous radar tracking Cost:9 million credits Weight:3 tons

3.)Motion Detector and Warning System:Registers vibrations in the air to indicate movement. It will also alert the pilot of an impending collision, direction and approximate distance are indicated. Range:1 mile for movement 100 ft for collisions. Bonuses:adds +1 to initiative and +1 to dodge and parry. Cost:2.5 million credits Weight:5 tons Do you want this? I'd have to think really hard on this one some really good benefits for it.

4.)Maxi-Radar:Radar suitable for ground and air surveillance. Can identify 72 target and simultaneously track 48 targets. Also detects target flying below 200 feet. Range:50 miles Cost:6 million credits Weight:5 tons
 

Flight and other movement capabilities Rifts really doesn't get into this for mecha. (some of these ideals are taken from Battle Tech or other resources.)

1.)Jump Jets:The Classical jet thrusters in the leg to jump a set amount of space. Movement:100 ft. (Can add an additional at 100 ft.) Cost:5 Million Credits. (Each additional 100 ft. costs 100,000 Credits. Weight:5 tons (each additional 100 ft.is 1 ton)

2.)Roller Blades:Although this doesn't seem much like a good ideal they can come in pretty handy. These wheels are stored in the bottom of the feet of a mecha till the are activated then they extend down from the bottom of the feet for faster travel. Movement:Doubles movement of normal steed of mech. Cost:500,000 credits. Weight:1 ton

3.)Flight Package:This thing weights alot but it can come in handy. This includes everything that is needed to get off the ground and manuever in the air, all flying veins are foldable just like the SAMAS also. (Very much like the SAMAS power armor set up but scaled for a mech.) This package is not very manueverable but what would you think if you saw a mech in the air flying toward you. Movement:75 MPH max, cruising speed of 40 MPH. Flying Range:Needs cooling after 5 hours max speed, 10 hours cruising speed. Weight:1/5th Total Mech weight. Cost:1 Million per ton of flight package. (More Speed? Here is an ideal for each multiplying of speed and flying range, multiplies cost and weight except for Dreadnought and Super Heavy Mecha. ex. for 150 max speed and 80 cruising speed with 10 hour max speed and 20 hour cruising speed will double cost and double weight)
 

Now for the weapons pages.

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