Tactical Shield
Composite shield of the toughest materials, big and heavy as hell. Permits full cover vs Recon weight ordinance to the front when crouched, at least partial otherwise.
Occupies Primary slot
Can use a sidearm or forearm weapon around the corner, exposing that hand & weapon to do so.
Provides +1 Aim & +1 Recoil when used as a prop by a friendly over-your-shoulder, along with good cover for them.
-5 Flight while equipped
-5 to Snapshots with wepaons used at the same time
Darkwell Device
Echo-9 classified stealth system. Relies upon a reaction of alien chemicals, some of which cannot be reproduced on earth. Supplies are limited, Darkwell juice is only available by special issue.
During 1 turn Walker vanishes, heavy shadow within a 10-30m area (varies randomly)
Semi-visible within 10m range.
Capacity for 10 turn effect (standard), minimum duration 2 turns.
Expanded chem jackets grant +10 turns, 1 slot each
No power required. System engages manually by 1 turn action.
Lights Out! Walker loses all power while Darkwell in effect. Same applies to others within 5-10m of Walker.
+3 melee vs conventional opponents when active
No space taken (for base system & 10 turns of chem)
Heavy Boost Jets
Replaces turbofans. Loud & powerful short-boost jet engines for rapid thrust, incapable of sustained flight. Max jump height 5 storeys.
Entry capable
+5 Reflex on midair saves & charge actions
Loud; cannot fly silent
100mpt hops
Long Range Recon Pack (AKA "Lurp")
Larger turbofans with swing-out wings, combustion engine & long range tanks. Not intended for urban warfare, employed in special insertions and open-country recon.
Not entry capable. Pack is jettisoned to permit building entry then recovered later.
-3 Melee, -3 Reflex on the ground
300mpt sustained flight (5 turn acceleration)
Maneuver Jets Expansion
Replaces standard maneuver jets, putting in more powerful vectoring jets with a smarter flight computer and some control surfaces for high speed maneuvering.
+4 Flight
2 slots
Reinforced NERA & EMP Hardening
Additional layers of NERA for more durable armour. Heavier EMP Hardening makes the suit electrics that much tougher to knock out & interfere with.
Raises NERA save to D8
Improved EMP Protection
Additional +1 to saves vs Heat
2 slots
ET-RA Layers
Miniture Electro-Thermal Reactive Armour system with limited capacity. The various systems that drive this are too bulky (and expensive) for standard issue but considered useful for Echo-9 ops.
Requires Reinforced NERA plating
Requires 1 Small Power unit to charge all capacitors in 6min; takes 1hr without
Incompatible with LRA (too heavy, too bulky)
D8 ET-RA
6 consecutive saves
3 Slots
Liquid Reactive Armour (LRA)
Expensive special-issue reactive ballistic gel, form fitting with unrivalled coverage. Reacts to impacts by magnetically charging iron filings and other ferrous materials in the gel to harden it. Very effective vs ballistics and especially so vs explosives, but totally useless against LASER weapons unless backed up with HAC (see below). Powered by capacitor bank which recharges quickly over time.
D10 LRA, +1 save vs ballistics & +2 save vs Explosives
No save vs heat
Either NO NERA or 6 Slots, -3 Reflex, Flight & Melee (very heavy with both)
LRA Heat Ablating Compound (AKA "Hack")
Full coverage heat protection painted onto the LRA as a compromise between NERA & LRA, granting great (but fleeting) defence against heat weapons. The combination makes the most effective defence available vs thermobaric ordinance for Recon walkers. Composition is highly classified; has been in use for 5 years with SIW regiments.
Requires LRA
Grants 3 consecutive D6 saves vs heat damage
Will smoulder leaving a thermal signature for 1 turn per save spent.
1 slot (0 slots when taken with Isotope Unit or Expanded Batteries)
EW Recon Suite
Lightweight, high efficiency suite of EW controls, sensors & transmitters. Permits LASER comms, Partial Immersion, Scanning & Active EW. Quite limited, but light & effective in good hands. EW attacks rolled against a unit member can be defended against by a Recon Suite operator within his EW Defence Bubble.
EW Defence Range 250m
Control Limit 12
Individual Attack Potential 6
Includes 3 Tremor Pods
Requires 5+ Electronic Warfare skill
2 slots
EW Full Nerve Control Rig
Extensive array of high performance nerve sensors & a jointlock system for the latest Garrote walkers.
Permits Full Immersion
+3 Control Limit
Includes 3 Tremor Pods
1 Slot; Function Failure attacks can engage this system and lock the suit
EW Node
Small set of sensors & transmitters for repeating signals of nearby friendly EW Suites. Extends bubble and enhances signal power, permits LASER comms.
EW Defence Range Extension 100m (From node when in Suite's range)
+1 EW to connected Suites
Includes 3 Tremor Pods
1 slot
Tremor Sensor & Relay Pods, hand placed
When placed in a 3 point crossover net these will sense tremor positions to within a few meters, depending on intensity of tremors. The bigger the enemy, the more easily detected. Works far better when enemy is between the pods. Can be overloaded by large explosions, building collapses & heavy vehicle movement (producing no useable data until tremors ease).
Includes antenna, able to act as a comms repeater (EW security risk). Will roll onto it's bottom, can stick to walls (adhesive tape included).
Hand place, requires EW suite to interpret signals
6 per slot (hand placed)
Sensor Drones
Tiny drones with double rotor, grippy feet & a sensor package. Remove from webbing, power on & give a location - it buzzes over there. On getting a Return signal it buzzes back to you (EW security risk) or a pre-programmed location @ programmed time.
In a 3 point crossover net these will sense positions by sound sources, emissions and (by landing) tremors to within a few meters, depending on intensity. The bigger the enemy, the more easily detected. Works far better when enemy is between several drones. Subject to overload just like hand placed pods are.
Able to act as a comms repeater. Will cling to walls, floors & rooves.
Can fly up to 2km on it's battery
Requires EW suite
When controlling directly, make Detect rolls using it's modifier (+0) + half your EW mod
Quiet flyers, but soft targets. Just about anything will kill one.
1 turn deploy
2 slots per Sensor drone
Bomb Drone
Bigger drone, carrys a hand grenade. Direct by wide area or directed commo, or pre-program a location & waypoint route. Will generally find a way there but vulnerable to attack.
Can either suicide run or program a spot in the sky, which it will reach then jettison payload & return.
Carrys any 1 slot (or smaller) Assault Walker grenade.
Requires EW suite
When controlling directly, make Detect rolls using it's modifier (+0) + half your EW mod
Quiet flyers, but soft targets. Just about anything will kill one.
5 turn assemble & deploy
3 slots per bomb drone
Hunter Drone
Heavier sensor drone. Has all the same functions as a Sensor but quite a bit larger, as it carrys twin missile racks of 25mm HEAT rockets. Can't cling to walls or ceilings (too heavy). Intended for hunting infantry, other drones and attacking targets of opportunity.
Hardened plastics offer limited resilience against return fire.
Requires EW Suite
When controlling directly, make you can make Detect rolls for it using it's modifier (+0) + half your EW mod
Engage 2 targets per turn, 6 rockets (Light recon weight explosive damage, pen3)
When directly controlling it has +0 Accuracy, can take Aim action to guide shells (+5 Aim)
Limited resilience against infantry fire
5 turn assemble & deploy
3 slots per Hunter drone
Isotope Unit, Small
Self-contained module that creates large amounts of power via heat effect of radioactive isotope decay. The isotopes used are short life alpha emitters for yield & safety, but difficult to get hold of. They cannot explode. The coolant used is highly toxic & irradiated.
Used by LASERs and other high-energy equipment.
First one replaces battery, providing several times the power output.
3 slots each for extras
Limited issue
Generates 1 Light Power Unit
Expanded Battery Bank
Enlarged primary battery and bank of smaller secondaries fixed to your back. A readily available source of extra power, employed by recon units to extend their run time between resupplys & by assault units, only taken in either case when they can't get any isotope units. (as usual for most troops!)
2 slots, cannot take extras
Incompatible with Isotope Unit, Small
Generates 1 Light Power Unit
Field Repair Kit, Recon
Contains a collection of basic tools and a few parts, permitting repair of damaged suit components and administering basic first aid.
Will often need a source of parts - use supply call ins or scrounge off the fallen.
-5 penalty when working on Assaults, can't do much for Heavies
2 slots
Nanobot Expansion Capsule
Walkers carry nano repair drones as a liquid in the suit, facilitating repairs. An expansion capsule greatly expands the reservoir of these tiny robots, making repairs of the suit they inhabit easier as their number permits them to fuse into larger & denser shapes, replacing a wider range of parts.
1 slot, +2 on Field Repair checks to this suit
Take twice for +3
Taking any more than 2 just permits sustained & repeated maintenance over long hauls; usually not required
Commo Beacon
EW & Drone Carrier Harness
Webbing arranged for drone & EW equipment carry.
Hunter & Bomb drones for 2 slots each (take a min. 2 drones)
EW Suite for 1 slot
50mm Commo Beacons 3 per slot
Tremor Sensor & relay pods (free set)
2 slots
Shoulder Weapon Rig
Unpowered mounting arm on back, locks a heavy weapon to your back for travel which can be pulled up onto one shoulder, locking there for use. Choose a shoulder for the lock point. -5 Flight & -5 Reflex saves while it's in Firing position, no penalty when in Travel.
Permits a Shoulder weapon
May be taken once
Cannot take Large weapons
1 slot
Heavy Weapon Rig
Specially made webbing to suite belt-fed weapon operators, including the needed harnesses and counterweights that permit flight with such large & unwieldily weapons.
Both forearm slots OR 3 slots, permits Large weapons
Bombardier’s Webbing
Specialist webbing designed for demolitions experts, making even a BET less cumbersome to bear.
2 slots, double the amount of explosives carried, BET only requires 2 slots
Impulse Gunner’s Webbing
Webbing arranged specially to carry the bulky mass of an impulse gun’s munitions.
Impulse gun rounds become 1 slot each (max 5 shells)
1 slot
Forearm Webbing
Removes the weapon mounts from the forearm slots, replacing them with more webbing. Common mod with scouts & units facing a long engagement, as they favor it for the extra ammo.
Base Loadout takes 1 less slot with standard HMR mags, .60 Enfield or standard Battle Rifle, Carbine mags
Take twice to get same again with a 2nd weapon OR gain +2 slots worth of special mags
1 h Slot each time
2nd Holster
Take a second sidearm! In the age of accelerometers and HUD crosshairs this is not half as crazy as it used to be; seen by some as an easy way to expand your carried load of wierd & wonderful Revolver rounds, or put out a wall of fire from two carbines.
Note, Base Loadouts are seperate for each gun.
Gain 1 Sidearm slot
Lose 1 Small slot