A first generation Federation Starfleet Mobile Suit
Atlas, Starfleet Mobile Suit
The Atlas was developed as an experiment by Starfleet for their Engineering Corp, and while it did prove fairly useful, the times it proved to be more of an advantage over other vehicles didn't warrant the cost. After a few encounters with forces fielding mobile suits, Starfleet pushed the xxx through combat trails and it proved fairly effective as a multi-environmental combat unit. Unfortunately it does require special maintenance and training, making its presence in Starfleet's combat forces small, but effective.
Starfleet engineers based the Atlas on the RGM-79 GM mobile suit, of which they were able to obtain many examples for study. While not quite as heavily armoured as the RGM-79, it has the added bonus of shielding technology. While a full shield isn't possible while operating on the ground, it carries a physical shield which can project a single directional shield from its surface. While flying or operating in space, a standard shield projector takes over, but the hand shield easily functions as a backup if the shields fail. The Atlas also makes use of more efficient Federation power technology, which allows it to carry more energy weapons and power them more efficiently. It carries a hand held phaser, scaled for its size, which quickly recharges once in its holding port on its back. It's slightly faster and more maneuverable than the RGM-79, but isn't as physically strong, although it does have improved superstructure using common materials found within Federation space.
The Atlas comes equipped with a hand held phaser rifle type weapon, the head mounts several lighter phasers used as either anti-personnel weapons or as point defense system. As previously mentioned, the primary defense is a shield generator, protecting the Atlas from virtually all types of attacks. The legs mount impulse engines based on shuttles to give it flight capabilities and can fly in space, although not quickly, with an optional backpack unit with additional impulse thrusters for greater speed. Additional weapons can be equipped in the form of a shoulder mounted mini-photon torpedo launchers, or a single shoulder launcher, similar to an old style bazooka, can be carried that fires regular photon torpedoes.
Starfleet has modified a warp capable shuttle that can carry the Atlas to other systems, which after deploying the Atlas can fight and provide support. Starfleet is considering making the next generation mobile suit warp capable, but making a warp core small enough with small enough warp nacelles a bit difficult, but they are hopeful with other new mobile suit technologies. The Atlas can use other mech handheld weapons designed for its size, and with a little work, it can charge the power systems to such weapons.
Atlas
Size: Gargantuan (59 Ft) (-4)
Bonus Hit Points: 200
Superstructure: Duranium
Hardness: 25
Armour: Titanium Alloy
Bonus to Defense: +2 (+5 armour -4 size +1 Dex) /+8 (+5 armour +6 shield -4 size +1 Dex)
Armour Penalty: -4
Reach: 15 ft
Strength Bonus: +16
Dexterity Bonus: +2
Speed: 60 ft, 150 ft fly (average), 3500 ft space
Purchase DC: 50
Slots
Helmet Oracle Targeting System (+2)
Visor Class V Sensors
Cranium Type 4 Phaser Rifle Defense System
Back Shield Generator
Left Arm shield
Left Hand 1
Right Arm space skin
Right Hand 1
Shoulders 1
Shoulders 1
Back 1
Torso and Belt Cockpit
Left Leg Flight System
Right Leg Flight System
Boots Zero-G Stabilizer
Comm System
Standard Package Features: Type 4 Phase Rifle defense system, weapon recharge system
Bonuses: -2 attack, darkvision 180 ft, +6 Navigate & Spot
Weapons: Type 4 Phaser rifle 1d10-5d10 100 ft S/A, or
Type 3 ship Phaser Rifle +0 ranged, 2d10-10d10 250 ft/4000 ft, s, or
Slam +8 melee 2d8+8 blud, 20, 15 ft reach
Type 4 Phaser Rifle TNG+ Era Defense System
This system uses the Type 4 phaser rifle as a base, giving it an anti-personnel weapon, but can also act as a point defense system. When used as a point defense system, its locked in at 4d10 points of damage against anything getting within 100 ft of Atlas, and has a 20% chance of destroying any missiles, rockets or launched grenades.
Type 4 Phaser Rifle (TNG+ Era PL 6, Personal Firearms Proficiency)
Damage: 1d10, 2d10, 3d10, 4d10, 5d10
Critical: 20x2
Damage Type: Energy/Fire
Range Increment: 100 ft
Rate of Fire: Semi, Auto (bolt mode)
Notes: Stun setting DC 17 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Light stun setting on a successful Fort save DC only Dazes target for 2 rounds, a failed save Stuns target for 1d4 round.
Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge.
Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used).
Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 28 or be disintegrated. A successful save deals 7d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.
Beam Width - The phaser can change the width of the beam, however doing so reduces range. Beam can be set to 5 foot wide line, reduces range to maximum of 5 range increments but uses an extra charge for each power setting, Reflex save DC attack roll, or 30 foot wide cone out to 60 feet long Reflex save DC 15.
Expanding Energy Pulse - This setting creates a large bolt that expands out to just over 3 feet shortly after it is fired, but has shorter range but is able to strike multiple targets along its path. The pulse will strike anything along its path, out to only 5 range increments, Reflex save DC attack roll, but if used in narrow spaces, such as standard ship corridors, Reflex saves suffer -2. Uses up 3 additional charges per setting, fire rate of single. Additionally, the air along the path the pulse takes is heated for 2d6 rounds afterwards, and anyone passing through the area must save against as if they where in a severely hot area, Fort Save DC 15 or suffer 1d4 hit points.
Bolt Mode - Instead of firing a beam, the Type 4 can be set to fire a concentrated bolt of energy, this allows for full automatic rate of fire, but suffers -1 to attack rolls.
Flight System
This flight system is based on impulse engines used in atmosphere and in space, although it crawls along in space. Grants the mech 150 ft fly speed (average maneuverability), it can reach orbit, slowly, and fly in space at 3500 ft.
Shield Generator
The mech is equipped with a shield generator, however it is only useable while flying or in space. Provides a shield with 500 hit points, regenerates at a rate of 10 HP per round it doesn't take damage.
Phaser Type 3 Mobile Suit Rifle
This weapon is a ship based Phaser Type 3 that has been packed into a rifle form, appearing similar to a TNG era Type 3 phaser rifle. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round. It has an internal ammunition source which is recharged when attached to the mobile suit's holster.
Damage: 10d10
Damage Type: Fire/Energy
Range Increment: 250 ft on land, 4000 ft space
Rate of Fire: Semi
Magazine: 40 internal
Purchase DC: 34
Restriction: Mil (+3)
Notes: When docked in the holster on the mech, recharges at a rate of 1 charge per round.
Duranium (PL6)
Duranium is an extremely strong metallic substance used in alloys for hull construction of starships and space stations. It became well used in the Federation in the 2200s although some ships were still using Ditanium to save on costs and for ships that wouldn't see combat or small craft.
Hardness: 25
Tactical Speed Penalty -500 ft (-1 squar)
Weight: One-tenth the weight of the starship (rounded down)
Base Purchase Modifier: 15 + one-half base purchase DC of the starship. Found only within Federation and other major Star Trek societies.
Shield
The mech carries a modified Bastion Tactical Shield that is treated to also act as a heat shield for planetary re-entry. This makes the shield heat resistant. All fire damage taken from atmospheric entry is halved. If the mech equipped with this shield is struck while the shield is being used from a non-sneak attack or from a flanking opponent, the mech has fire resistance 15. The shield also has a single direction forcefield that extends from the shield to provide some additional protection but only in the direction the shield is facing. The shield provides 150 hit points. If an attack would strike the mech and beats the Defense by 5 or less, the damage is dealt to the shield's forcefield instead. The shield also provides a +2 cover bonus to Reflex against area effects. The forcefield only replenishes hit points when not in use at a rate of 10 hit points per round.
Equipment Slots: 1, hand or arm
Activation: None
Range Increment: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 8 + one-quarter the mech's base purchase DC
Restriction: Mil (+3)
Shoulder Micro Photon Torpedo (Optional)
This shoulder mounted pod holds a two tube micro photon torpedo launcher, giving the mech some heavy fire power. The torpedoes are preloaded at 6d20 points of damage to a single target. Holds 12 micro photon torpedoes. The two launches allows for fire-linking, or semi-automatic fire.
Equipment Slots: 1, shoulder
Activation: attack
Range Increment: -, 1000 ft atmosphere
Target: single target
Duration: Instant
Saving Throw: None
Purchase DC: 34
Restriction: Mil (+3)
Micro Photon torpedoes smaller, and weaker versions of the standard photon torpedoes, typically used on smaller craft, such as attack craft or shuttles and runabouts modified to launch
torpedoes. Unlike normal photon torpedoes, these weapons carry their own anti-matter supply, and have a little less flexibility in their destructive yields.
At its lowest setting, the torpedo can do 2d20 damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 6d20 to a single target, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Mil (+3)
Photon Torpedo Launcher
This weapon is similar to shoulder rocket launchers or bazookas, this weapon fires standard photon torpedoes, each set 10d20, affecting a 100 ft radius area, Reflex DC 19 for half damage. In an atmosphere increase area to 150 ft. It carries 3 photon torpedoes.
Equipment Slots: 2 hand held
Activation: Attack
Range Increment: -, 2000 ft atmosphere
Area: 100 ft radius burst
Target: Single target within 20,000 ft
Duration: Instantaneous
Saving Throw: Reflex DC 19 for half damage in blast radius, not counting target struck.
Purchase DC: 32 for launcher
Restriction: Mil (+3)
Photon Torpedo
Photon torpedoes are anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 2000 ft square, and can increase damage by 1 die up to a maximum of 12d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 31
Restriction: Mil (+3)
Impulse Thruster Pack
This backpack unit is fitted with impulse engines, give the mech improved speed. Increases atmospheric speed by +100 ft, increases space speed by +1000 ft. If the mech's main flight systems are inoperable, the mech only has an atmospheric speed of 100 ft (poor), space speed of 2000 ft.
Equipment Slots: 2 back
Activation: Free action
Range: Personal
Target: you
Duration: Persistent
Saving Throw: none
Purchase DC: 13 + one-quarter of mech's base purchase.
Atlas Carrier
This ship is a modified Type 8 shuttle that is modified to dock with the Atlas and transport it between planets and other systems without the use of larger starships. Behind the cockpit is a docking clamp and airlock that connects to the chest of the Atlas to allow the pilot to board the carrier. The warp engines are beefed up, and it comes armed with a single Type 4 phaser. It can also carry additional weapons and ammunition for the Atlas which are carried in an underside cargo section. Usually carries enough fuel to travel across a Sol sized solar system four times, or travel about 45 light years at a partly warp 4.5. It is also fitted with emergency transporter that are only used if the shuttle is about to be destroyed, with a range of 240,000 miles (orbiting shuttle to planet), although full transporters could be installed.
Make the following changes to Type 8 Shuttle to Atlas Carrier:
Passenger Capacity: 1 (Atlas pilot typically)
Cargo Capacity: 500 lbs plus up to 2 Atlas handheld weapons plus 2 reloads for Micro photo torpedo launcher and Photon Torpedo launcher
Atlas Dock & Airlock
Base PDC: 50
Engines: Warp Drive (max warp 4.5, 45 light year range)
Atlas, Starfleet Mobile Suit
The Atlas was developed as an experiment by Starfleet for their Engineering Corp, and while it did prove fairly useful, the times it proved to be more of an advantage over other vehicles didn't warrant the cost. After a few encounters with forces fielding mobile suits, Starfleet pushed the xxx through combat trails and it proved fairly effective as a multi-environmental combat unit. Unfortunately it does require special maintenance and training, making its presence in Starfleet's combat forces small, but effective.
Starfleet engineers based the Atlas on the RGM-79 GM mobile suit, of which they were able to obtain many examples for study. While not quite as heavily armoured as the RGM-79, it has the added bonus of shielding technology. While a full shield isn't possible while operating on the ground, it carries a physical shield which can project a single directional shield from its surface. While flying or operating in space, a standard shield projector takes over, but the hand shield easily functions as a backup if the shields fail. The Atlas also makes use of more efficient Federation power technology, which allows it to carry more energy weapons and power them more efficiently. It carries a hand held phaser, scaled for its size, which quickly recharges once in its holding port on its back. It's slightly faster and more maneuverable than the RGM-79, but isn't as physically strong, although it does have improved superstructure using common materials found within Federation space.
The Atlas comes equipped with a hand held phaser rifle type weapon, the head mounts several lighter phasers used as either anti-personnel weapons or as point defense system. As previously mentioned, the primary defense is a shield generator, protecting the Atlas from virtually all types of attacks. The legs mount impulse engines based on shuttles to give it flight capabilities and can fly in space, although not quickly, with an optional backpack unit with additional impulse thrusters for greater speed. Additional weapons can be equipped in the form of a shoulder mounted mini-photon torpedo launchers, or a single shoulder launcher, similar to an old style bazooka, can be carried that fires regular photon torpedoes.
Starfleet has modified a warp capable shuttle that can carry the Atlas to other systems, which after deploying the Atlas can fight and provide support. Starfleet is considering making the next generation mobile suit warp capable, but making a warp core small enough with small enough warp nacelles a bit difficult, but they are hopeful with other new mobile suit technologies. The Atlas can use other mech handheld weapons designed for its size, and with a little work, it can charge the power systems to such weapons.
Atlas
Size: Gargantuan (59 Ft) (-4)
Bonus Hit Points: 200
Superstructure: Duranium
Hardness: 25
Armour: Titanium Alloy
Bonus to Defense: +2 (+5 armour -4 size +1 Dex) /+8 (+5 armour +6 shield -4 size +1 Dex)
Armour Penalty: -4
Reach: 15 ft
Strength Bonus: +16
Dexterity Bonus: +2
Speed: 60 ft, 150 ft fly (average), 3500 ft space
Purchase DC: 50
Slots
Helmet Oracle Targeting System (+2)
Visor Class V Sensors
Cranium Type 4 Phaser Rifle Defense System
Back Shield Generator
Left Arm shield
Left Hand 1
Right Arm space skin
Right Hand 1
Shoulders 1
Shoulders 1
Back 1
Torso and Belt Cockpit
Left Leg Flight System
Right Leg Flight System
Boots Zero-G Stabilizer
Comm System
Standard Package Features: Type 4 Phase Rifle defense system, weapon recharge system
Bonuses: -2 attack, darkvision 180 ft, +6 Navigate & Spot
Weapons: Type 4 Phaser rifle 1d10-5d10 100 ft S/A, or
Type 3 ship Phaser Rifle +0 ranged, 2d10-10d10 250 ft/4000 ft, s, or
Slam +8 melee 2d8+8 blud, 20, 15 ft reach
Type 4 Phaser Rifle TNG+ Era Defense System
This system uses the Type 4 phaser rifle as a base, giving it an anti-personnel weapon, but can also act as a point defense system. When used as a point defense system, its locked in at 4d10 points of damage against anything getting within 100 ft of Atlas, and has a 20% chance of destroying any missiles, rockets or launched grenades.
Type 4 Phaser Rifle (TNG+ Era PL 6, Personal Firearms Proficiency)
Damage: 1d10, 2d10, 3d10, 4d10, 5d10
Critical: 20x2
Damage Type: Energy/Fire
Range Increment: 100 ft
Rate of Fire: Semi, Auto (bolt mode)
Notes: Stun setting DC 17 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Light stun setting on a successful Fort save DC only Dazes target for 2 rounds, a failed save Stuns target for 1d4 round.
Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge.
Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used).
Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 28 or be disintegrated. A successful save deals 7d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.
Beam Width - The phaser can change the width of the beam, however doing so reduces range. Beam can be set to 5 foot wide line, reduces range to maximum of 5 range increments but uses an extra charge for each power setting, Reflex save DC attack roll, or 30 foot wide cone out to 60 feet long Reflex save DC 15.
Expanding Energy Pulse - This setting creates a large bolt that expands out to just over 3 feet shortly after it is fired, but has shorter range but is able to strike multiple targets along its path. The pulse will strike anything along its path, out to only 5 range increments, Reflex save DC attack roll, but if used in narrow spaces, such as standard ship corridors, Reflex saves suffer -2. Uses up 3 additional charges per setting, fire rate of single. Additionally, the air along the path the pulse takes is heated for 2d6 rounds afterwards, and anyone passing through the area must save against as if they where in a severely hot area, Fort Save DC 15 or suffer 1d4 hit points.
Bolt Mode - Instead of firing a beam, the Type 4 can be set to fire a concentrated bolt of energy, this allows for full automatic rate of fire, but suffers -1 to attack rolls.
Flight System
This flight system is based on impulse engines used in atmosphere and in space, although it crawls along in space. Grants the mech 150 ft fly speed (average maneuverability), it can reach orbit, slowly, and fly in space at 3500 ft.
Shield Generator
The mech is equipped with a shield generator, however it is only useable while flying or in space. Provides a shield with 500 hit points, regenerates at a rate of 10 HP per round it doesn't take damage.
Phaser Type 3 Mobile Suit Rifle
This weapon is a ship based Phaser Type 3 that has been packed into a rifle form, appearing similar to a TNG era Type 3 phaser rifle. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round. It has an internal ammunition source which is recharged when attached to the mobile suit's holster.
Damage: 10d10
Damage Type: Fire/Energy
Range Increment: 250 ft on land, 4000 ft space
Rate of Fire: Semi
Magazine: 40 internal
Purchase DC: 34
Restriction: Mil (+3)
Notes: When docked in the holster on the mech, recharges at a rate of 1 charge per round.
Duranium (PL6)
Duranium is an extremely strong metallic substance used in alloys for hull construction of starships and space stations. It became well used in the Federation in the 2200s although some ships were still using Ditanium to save on costs and for ships that wouldn't see combat or small craft.
Hardness: 25
Tactical Speed Penalty -500 ft (-1 squar)
Weight: One-tenth the weight of the starship (rounded down)
Base Purchase Modifier: 15 + one-half base purchase DC of the starship. Found only within Federation and other major Star Trek societies.
Shield
The mech carries a modified Bastion Tactical Shield that is treated to also act as a heat shield for planetary re-entry. This makes the shield heat resistant. All fire damage taken from atmospheric entry is halved. If the mech equipped with this shield is struck while the shield is being used from a non-sneak attack or from a flanking opponent, the mech has fire resistance 15. The shield also has a single direction forcefield that extends from the shield to provide some additional protection but only in the direction the shield is facing. The shield provides 150 hit points. If an attack would strike the mech and beats the Defense by 5 or less, the damage is dealt to the shield's forcefield instead. The shield also provides a +2 cover bonus to Reflex against area effects. The forcefield only replenishes hit points when not in use at a rate of 10 hit points per round.
Equipment Slots: 1, hand or arm
Activation: None
Range Increment: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 8 + one-quarter the mech's base purchase DC
Restriction: Mil (+3)
Shoulder Micro Photon Torpedo (Optional)
This shoulder mounted pod holds a two tube micro photon torpedo launcher, giving the mech some heavy fire power. The torpedoes are preloaded at 6d20 points of damage to a single target. Holds 12 micro photon torpedoes. The two launches allows for fire-linking, or semi-automatic fire.
Equipment Slots: 1, shoulder
Activation: attack
Range Increment: -, 1000 ft atmosphere
Target: single target
Duration: Instant
Saving Throw: None
Purchase DC: 34
Restriction: Mil (+3)
Micro Photon torpedoes smaller, and weaker versions of the standard photon torpedoes, typically used on smaller craft, such as attack craft or shuttles and runabouts modified to launch
torpedoes. Unlike normal photon torpedoes, these weapons carry their own anti-matter supply, and have a little less flexibility in their destructive yields.
At its lowest setting, the torpedo can do 2d20 damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 6d20 to a single target, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Mil (+3)
Photon Torpedo Launcher
This weapon is similar to shoulder rocket launchers or bazookas, this weapon fires standard photon torpedoes, each set 10d20, affecting a 100 ft radius area, Reflex DC 19 for half damage. In an atmosphere increase area to 150 ft. It carries 3 photon torpedoes.
Equipment Slots: 2 hand held
Activation: Attack
Range Increment: -, 2000 ft atmosphere
Area: 100 ft radius burst
Target: Single target within 20,000 ft
Duration: Instantaneous
Saving Throw: Reflex DC 19 for half damage in blast radius, not counting target struck.
Purchase DC: 32 for launcher
Restriction: Mil (+3)
Photon Torpedo
Photon torpedoes are anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 2000 ft square, and can increase damage by 1 die up to a maximum of 12d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 31
Restriction: Mil (+3)
Impulse Thruster Pack
This backpack unit is fitted with impulse engines, give the mech improved speed. Increases atmospheric speed by +100 ft, increases space speed by +1000 ft. If the mech's main flight systems are inoperable, the mech only has an atmospheric speed of 100 ft (poor), space speed of 2000 ft.
Equipment Slots: 2 back
Activation: Free action
Range: Personal
Target: you
Duration: Persistent
Saving Throw: none
Purchase DC: 13 + one-quarter of mech's base purchase.
Atlas Carrier
This ship is a modified Type 8 shuttle that is modified to dock with the Atlas and transport it between planets and other systems without the use of larger starships. Behind the cockpit is a docking clamp and airlock that connects to the chest of the Atlas to allow the pilot to board the carrier. The warp engines are beefed up, and it comes armed with a single Type 4 phaser. It can also carry additional weapons and ammunition for the Atlas which are carried in an underside cargo section. Usually carries enough fuel to travel across a Sol sized solar system four times, or travel about 45 light years at a partly warp 4.5. It is also fitted with emergency transporter that are only used if the shuttle is about to be destroyed, with a range of 240,000 miles (orbiting shuttle to planet), although full transporters could be installed.
Make the following changes to Type 8 Shuttle to Atlas Carrier:
Passenger Capacity: 1 (Atlas pilot typically)
Cargo Capacity: 500 lbs plus up to 2 Atlas handheld weapons plus 2 reloads for Micro photo torpedo launcher and Photon Torpedo launcher
Atlas Dock & Airlock
Base PDC: 50
Engines: Warp Drive (max warp 4.5, 45 light year range)