Gundam Vehicle Offensive Systems

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**Sniper Mod System (PL 6)**

Sniper Mod System is a feature when the pilot focuses on sniping, and has the onboard AI, or droid assistant manage the mecha’s peripheral systems. The Sniper optics headband lower’s and cover the primary optics, and a large mono-ocular sensor exposes at the forehead for enhanced image targeting. Additionally a tactile rifle control lowes from the celing of the cockpit allowing the pilot to guide the Mecha’s rifle manually by hand. As the pilot focus on sniping enemy units, the onboard AI, or droid assistant would take overall control of mecha to evade and respond to the pilot's voice commands for tactical maneuvers and/or system adjustments/calibrations.

**Requirements:** The mecha must have a Droid Assistance Socket, or an AI Assist System.

**Benefits:** The Sniper Mod System allows the pilot to use their own attack bonus without counting the Mecha’s size mod against the attack roll. While using the Sniper Mod System the Mecha may still move up to ½ speed rounded down under the onboard AI, or droid assistant, allowing the pilot to forego taking a move action to gain an aiming bonus to the attack. Additionally the Sniper Mod System increases the base range of the weapon being used by ¼ the weapons range rounded down.

**Psycommu System (PL 6)**

During the One Year War, the researchers of the Flanagan Institute discover that Newtypes emit powerful thoughtwaves, similar to regular brainwaves, but not electrical in nature, which they call psycowaves. The Flanagan Institute goes on to develop a mind-machine interface called the psycommu (psyco-communicator) system, which receives these thoughtwaves and translates them into computer commands.
**Benefits:** The Psycommu System obstensibly allows the vehicles pilot to control Bits, and Funnels though this only allows the pilot to control a number of Bits, and Funnels equal to the number they can normally control. Activating the Psycommu System is a standard action.

**Shining Feet (PL 6)**

A Shining Feet Is an upgrade to a humanoid mechas feet. The feet are covered in plasma jet vents, and the feet themselves are made up completely of heat resistant materials allowing each foot to be coated in high energy plasma while the Shining Feet are active. A shining feet system adds 2d6 damage and adds the energy damage type to unarmed attacks made with the mechas feet.

**Shining Finger (PL 6)**

A Shining Finger Is an upgrade to a humanoid mechas manipulater hands. The hands are covered in plasma jet vents, and the hands themselves are made up completely of heat resistant materials allowing the hand to be coated in high energy plasma while the Shining Finger is active. A shining finger system adds 2d6 damage and adds the energy damage type to unarmed attacks made with the mechas hands.

**ZERO System (PL 6)**

The ZERO System is a combat computer/pilot interface installed in the cockpit. The ZERO System connects directly with the mind of the pilot, flooding him with combat data and possible outcomes. This overload of data could allow the pilot to achieve total victory, but places great mental and emotional stress on the pilot. Those exposed to the ZERO (an acronym for Zoning and Emotional Range Omitted) System can become totally unstable, unable to tell the difference between friend and foe. Victims may even suffer mental breakdown or death.

**Requirements:** The ZERO System can only be installed on single pilot vehicles, or installed on a single vehicle system that is controlled by a single operator.

**Benefits:** The ZERO System uses calculations of probability and current combat data to give the user an overview of the battle and a rough estimate of the near, as well as a view of the enemies next probable moves. The ZERO System allows the user to roll 2 D20’s when making a Save, Attack, or Piloting check, and keep the best result of the 2 die rolls. Additionally the ZERO System is an amazing tool for a tactician leading troops into battle granting a +2 bonus to any Knowledge (Tactics), or leadership checks.

**Drawbacks:** Every round a pilot uses the ZERO System the pilot must make a Will Save, starting at TN 1, and the TN increases by +1 every additional round. If the pilot should fail to make the save for three rounds in a row, the pilot using the ZERO System will view all combatants on the battlefield as enemies, this includes the pilots own allies. If the Pilot using the ZERO System is hit by friendly fire he or she must immediately mat a Will Save = to the most recent Will Save TN +5. Even if the pilot makes the Will Save the increase of +5 remains rolling over to the next Will Save.

**Beam Generator (PL 6)**

This external energy generator serves to power the Vayeate's beam cannon. Its cover opens to dissipate the heat produced when energy production is at its peak.

**Mobile Doll Jamming Pods (PL 6)**

A unique feature of the Aquarius, these pods broadcast a virus that disables the IFF module of all surrounding Mobile Dolls in a 100 km radius, leaving them completely defenseless and making them easy pickings for either the Epyon or the Aquarius. However, as its name suggests, only Mobile Dolls are affected by the virus. Mobile Dolls within the effect range of the Mobile Doll Jamming Pods are unable to distinguish or register friendly and enemy units.