Arsenal

How many weapons does a mecha need? As many as it can fit on its body and still move of course!

Combat Weapons
A mecha can equip two weapons of the same kind with the arsenal space of just one if they're of a level lower than the maximum level the pilot could choose from. If this is done, that pair of weapons gains the property. A mecha can also equip X weapons of the same kind by the arsenal space of just one if they're (X-1) levels lower than the maximum level the pilot could choose from. If this is done, that set of weapons gains the property. So for example a mecha with access to Arsenal V could equip four Arsenal I weapons as 4-linked for the space of one.

Special Weapons
The special effects trigger on a hit opponent regardless of whether or not they take damage. All save DCs are equal to 10+1/2 HD+Str or Dex mod (whichever's higher) + Special weapon default attack bonus when using the special weapon.

Chaff Grenade
Fort save or become blinded for 1 round.

Weapon Breaker
Reflex save or all attacks deal half damage for 1 round.

Smoke Launcher
A smoke block is created with a radius of 20 feet. The smoke obscures all sight, including darkvision, beyond 5 mu. A creature 5 mu away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). It lasts 4 rounds.

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the smoke in 2 rounds. A strong wind (21+ mph) disperses the smoke in 1 round. An attack disperses away the smoke in the damaged area.

Tracker
You always know the exact position of the affected target up to 100 mu away, until they spend one minute searching for and removing the Tracker. If they move further away, you can still detect the general direction they're in. If they're in another plane, you know which one. If you change your arsenal, you lose your connection to the Tracker.

Barrier Breaker
Turns useless for 1d12 rounds any energy Field/Barrier/Wall/Coat of Arsenal I and magic walls made of non-physical matter like a wall of force or prismatic wall as long as they were produced by a spell of level 2 or lower.

Spirit Leech
Will save or lose 1d12 spirit points, you recover the same amount of spirit. Half effect if save made.

Wire Hook
Upon a hit, this weapon connects you and the target, and then you can choose to either pull yourself any distance towards them (only if they're bigger than you), or try to pull the target towards you. You must pay 3 energy per 5 mu of movement and the Wire Hook automatically disconnects after the pulling attempt whether successful or not.

Pulling Inanimate Objects

 * Below Light Load: Any distance
 * Between Light Load and Medium Load: Up to 20 mu per PL
 * Between Medium Load and Heavy Load: Up to 5 mu per PL
 * Higher than Heavy Load: Cannot pull

Pulling Piloted Mechas and Creatures
Make an opposed Str check, gaining a +4 bonus for each size category they're bigger. For each point they fail they're pulled 5 mu towards you. Willing targets move as if you had rolled a natural 20 and they rolled a natural 1.

Claw Hook
As Wire Hook, but only consumes 2 energy per 5 mu of movement and grants a +4 bonus on the opposed rolls to pull other mechas and creatures.

Heavy Hook
As Wire Hook, but consumes no energy for movement and grants a +8 bonus on the opposed rolls to pull other mechas and creatures.

Armor Breaker
No save, mecha's DR is reduced by half for 1 round.

Jammer Particles
The target cannot communicate with others with any kind of language for 1 minute. A successful Reflex save reduces this duration to 1 round.

Disruptor
The target must succeed on a Will save or become unable to take immediate/free actions until the start of your next turn.

Flare Charge
The target sheds light as bright as full daylight in a 30-mu radius, and dim light for an additional 30 mu beyond that for 1 minute. A fullround action can be used to scrap off the flare materials.

Barrier Breaker+
Turns useless for 1d12 rounds any energy Field/Barrier/Wall/Coat of Arsenal II or lower, a 1 pick Absolute Barrier and magic walls made of non-physical matter like a wall of force or prismatic wall as long as they were produced by a spell of level 4 or lower.

Spirit Sap
Will save or lose 2d12 spirit points, you recover the same amount of spirit. Half effect if save made.

Breaker Chaff
Replicates the effects of both Weapon Breaker and Chaff Grenade.

Breaker Smoke
Replicates the effects of both Weapon Breaker and Smoke Grenade.

Chaff Smoke
Replicates the effects of Chaff Launcher and Smoke Launcher.

Wire Cable
Upon a hit, this weapon connects you and the target, allowing for private communication without interference or anybody else being able to listen if you don't want to. If either of you moves, the other can choose to let themselves be carried at the same speed. If they want to resist, they must succeed on an opposed Str check, gaining a +4 bonus for each size category they're bigger. Failure means they're forced to move 5 mu per point they failed. You can disconnect it as a free action and must pay the energy cost at the start of every turn to keep it connected. You cannot use it against a new target while it remains connected. The cable cannot extend beyond its maximum weapon range, and must be disconnected somehow if you want to move further away.

Confident
As Tracker, plus you can hear all communications coming from and to the target, including natural surrounding noise while they remain one mile away from you.

Eater Nanites
The target's Natural Armor and Armor bonus are halved for 1 round.

System Overloader
Will save or Slowed for 1 round.

Spider Net
Reflex save or lose Dex and Dodge bonus to AC for 1 round and unable to move, then become entangled until you get rid of the net by spending a move action and succeeding on the save.

Barrier Breaker A
Turns useless for 1d12 rounds any energy Field/Barrier/Wall/Coat of Arsenal III or lower, a 1 pick Absolute Barrier and magic walls made of non-physical matter like a wall of force or prismatic wall as long as they were produced by a spell of level 5 or lower.

Spirit Sap+
Will save or lose 3d12 spirit points, you recover the same amount of spirit. Half effect if save made.

Jammer Disruptor
Replicates the effects of Jammer Particles and Disruptor.

Flare Particles
Replicates the effects of a Flare Charge and Jammer Particles.

Disruptor Flare
Replicates the effects of Disruptor and Flare Charge.

Wire Claw
As Wire Cable, but instead of communication you can attempt a Trip, Grapple, Disarm or Bullrush upon the target without causing attacks of opportunity when you hit and at the start of your turn as a free action while the cable remains connected.

Energy Taker
Fortitude save or lose 6d12 energy, your mecha recovers the same amount of energy. Half effect if save made.

Mind Blast
Will save or become unable to use spirits for 1 round.

Barrier Breaker S
Turns useless for 1d12 rounds any energy Field/Barrier/Wall/Coat of Arsenal IV or lower and magic walls made of non-physical matter like a wall of force or prismatic wall as long as they were produced by a spell of level 6 or lower.

Spirit Sap++
Will save or lose 4d12 spirit points, you recover the same amount of spirit. Half effect if save made.

Wire Conductor
As Wire Cable, but instead of communication you can choose to inflict 1d6 cold/fire/electricity/acid damage (type chosen when weapon is equipped) per 2 PL on the target upon hit and at the start of your turn as a free action while the cable remains attached. A Fortitude save halves this damage.

Energy Taker+
Fortitude save or lose 6d20 energy, your mecha recovers the same amount of energy. Half effect if save made.

Purifier Grenade
The Target is subject to a targeted Greater Dispel Magic with CL=your pilot level+Str or Dex bonus, whichever's higher. If you miss or target a point in space, instead it produces an area Greater Dispel magic centered on the target.

Freedom Eye
As confident, plus you can see all that the target can see, including trough special senses, while they remain within one mile away from you.

Virus Nanites
Fort save or Confused for 1 round.

Spirit Taker
Will save or lose 5d12 spirit points, you recover the same amount of spirit. Half effect if save made.

Barrier Breaker Neo
Turns useless for 1d12 rounds any energy Field/Barrier/Wall/Coat of Arsenal V or lower, a 2 pick Absolute Barrier or lower and magic walls made of non-physical matter like a wall of force or prismatic wall as long as they were produced by a spell of level 7 or lower.

Wire Hack
As Wire Cable, but instead of communication you can force the target to make a Will save. Success produces no extra effect. Failure between 1 and 5 results in Slow for 1 round, failure between 5 and 15 means they're Dazed for 1 round and failure of 15 or more means they're Dominated for 1 round. At the start of each of your turns the cable remains attached you can inflict a new Will save.

Energy Drain
Fortitude save or lose 9d20 energy, your mecha recovers the same amount of energy. Half effect if save made.

Spirit Taker+
Will save or lose 6d12 spirit points, you recover the same amount of spirit. Half effect if save made.

Nullifier
The Target must succeed on a Reflex save or become unable to use spells, SLAs or activate Su abilities for 1 round.

Destabilizer
The Target must succeed on a Fort save or become unable to use maneuvers for 1 round.

Barrier Breaker Z
Turns useless for 1d12 rounds any energy Field/Barrier/Wall/Coat of Arsenal VI or lower, a 3 pick Absolute Barrier or lower  and magic walls made of non-physical matter like a wall of force or prismatic wall as long as they were produced by a spell of level 8 or lower.

Wire Negator
As Wire Cable, but the target takes a -6 penalty to AC and attack rolls plus a -3 penalty on saves, PL, ML and CL while the cable remains attached.

Energy Drain+
Fortitude save or lose 10d20 energy, your mecha recovers the same amount of energy. Half effect if save made.

Spirit Drain
Will save or lose 7d12 spirit points, you recover the same amount of spirit.

Hacking Nanites
The target must succeed on a Will save or instantly gains a standard action that must be used as you will, except you cannot force the target to attack itself, self-destruct or exit their machine.

Stun Shot
Fort save or Stunned for 1 round (Dazed if immune to Stun)

Butterfly Breaker
Turns useless for 1d12 rounds any energy Field/Barrier/Wall/Coat of Arsenal, any Absolute Barrier and any magic walls made of non-physical matter like a wall of force or prismatic wall.

Multi Wire
Choose two different types of lower level Wire weapons when you equip this. This works as them both.

Accessories
Repair Kit, Propellant Pack, Repair Kits and their higher tier versions cannot be used if the one that the arsenal piece is equipped on is inside the one being targeted by (so for example mechas being carried by a battleship cannot use such Arsenal options while inside).

Spacesense and the radar senses that allows you to detect metal do not demand line of effect to work

Booster
10 mu to all the mecha movement modes.

Nacht System
The mecha gains the property, and it ignores any size penalty to Hide checks.

Chokabam Armor
1 Armor bonus, +1 DR.

Heavy Chokabam Armor
+2 Armor bonus, +2 DR, only adds half Dex and Dodge bonus to AC, flying speeds drop two maneuverability grades, all other movement speeds reduced to 2/3.

Fortress Chokabam Armor
+3 Armor bonus, +3 DR, cannot add Dex nor Dodge bonus to AC, flying speeds drop three maneuverability grades, all other movement speeds reduced to 1/2.

Shoulder Shield
+1 Shield bonus to AC, +5 max HP. This is bolted down to a mecha arm and thus it can still use all of its weapons normally, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round.

Wall Shoulder Shield
+2 Shield bonus to AC, +10 max HP. This is bolted down to a mecha arm and thus it can still use up to two weapons and maneuvers/spells/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round.

Guardian Shoulder Shield
+3 Shield bonus to AC, +15 max HP. This is bolted down to a mecha arm and thus it can still use up to one weapon and maneuver/spell/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round.

Solar Panel
Grants I.

Dual Sensor
+1 Insight to all attack rolls, you can take a move or swift action to aim carefully, doubling this bonus for 1 round.

Cape
+1 to all saves.

Custom Coloring
+5 to the max spirit points of the pilot.

Servo Motors
+1 dodge bonus to AC.

Flag
Grants a +1 bonus to Will saves to the user and all who can see it. Multiple flags in view don't stack.

Water Jet
Grants the ability.

Tough Frame
Grants III, Energy Resistance 5 to all but one of Acid, Fire, Cold, Electricity or Sonic and +1 Initiative.

Cartridge Pack
Using a Cartridge Pack is a move action that provokes an attack of opportunity and completely refills the ammo of one weapon of a mecha within 30 mu. A Cartridge Pack is good for only 12 uses. You can then get a fresh Cartridge Pack the next time you visit a place where you could change your arsenal. You can take multiple Cartridge Packs.

Propellant Pack
Using a Propellant Pack is a move action that provokes an attack of opportunity and recharges half the max energy of a mecha within 30 mu. A Propellant Pack is good for only 12 uses. You can then get a fresh Propellant Pack the next time you visit a place where you could change your arsenal. You can take multiple Propellant Pack.

Repair Kit
Using a Repair Kit is a move action that provokes an attack of opportunity and recharges half the max HP of a mecha within 30 mu. A Repair Kit is good for only 12 uses. You can then get a fresh Repair Kit the next time you visit a place where you could change your arsenal. You can take multiple Repair Kits.

Refined Radar
Your mecha weapons deal 1 extra precision damage, in addition pick one of the following options. You may take Refined Sensors more than once, each choosing a new option, but the bonus damage doesn't stack.

Íman Radar
You automatically know the position of everybody piloting a mecha or wearing metal equipment within 60 mu.

Infravermelho Radar
You gain Darkvision 240 mu.

Raios X Radar
You can see through fogs, as well as obstacles not made of metal as long as they're less than 5 feet thick and within 120 mu.

Precisão Radar
You gain Blindsight 30 mu.

Radiação Radar
You gain Blindsense 120 mu.

Luz Acelerada Radar
You gain Spacesense 120 mu (detects creatures not standing on a solid inanimate object at least four size categories bigger than themselves).

Yksvoknym Particles Generator
Radars and special senses like Blindsight/sense/similar fail to detect you unless you're inside 1/6 their max range. In addition your mecha gains 5 temporary HP, but this HP is always lost first and can only be recovered when you could change Arsenal options.

Extra Escape Pods
Your mecha includes escape pods for any extra passengers besides the main pilot. In the case of a battleship, this allows for the captain and crew to eject safely as well.

Close Canceller
Your melee attacks ignore energy barriers/walls/coats/fields and similar effects.

Anti-Grav
Feather Fall+Pass without Trace effects.

Nano Seals
Protection from two of Good/Evil/Chaos/Law, chosen when this accessory is picked.

Radar Extender
Allies within 10 mu benefit from any special senses granted by your mecha.

Interference Extender
Allies within 10 mu benefit from any of your mecha's effects that makes special senses fail to detect you unless you're inside a fraction of the sense's maximum range.

Field Extender
Allies within 10 mu benefit from one of your mecha's barrier/field/coat/similar, but any energy cost is paid by you. If they already had a barrier/field/coat/similar or a rev system, they must turn it off to benefit from this.

Ammo Rack
Increase the max ammo of all your weapons by 50%.

Booster Pack
Grants +10 mu to all movement speeds and I.

Carbon Armor
+2 Armor, +2 DR, +1 Fort saves.

Heavy Carbon Armor
+4 Armor bonus, +4 DR, +2 Fort saves, only adds half Dex and Dodge bonus to AC, flying speeds drop two maneuverability grades, all other movement speeds reduced to 2/3.

Fortress Carbon Armor
+6 Armor bonus, +6 DR, cannot add Dex nor Dodge bonus to AC, flying speeds drop three maneuverability grades, all other movement speeds reduced to 1/2.

Carbon Shield
+2 Shield bonus to AC, +1 Reflex saves, +10 max HP. This is bolted down to a mecha arm and thus it can still use all of its weapons normally, but you lose the bonus if flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and Reflex saves for 1 round.

Wall Carbon Shield
+4 Shield bonus to AC, +2 Reflex saves, +20 max HP. This is bolted down to a mecha arm and thus it can still use up to two weapons and maneuvers/spells/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round.

Guardian Carbon Shield
+6 Shield bonus to AC, +3 Reflex saves, +30 max HP. This is bolted down to a mecha arm and thus it can still use up to one weapon and maneuver/spell/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round

Magnetic Coating
+1 Dodge bonus to AC, +1 Reflex saves, +5 mu to all movement speeds.

Emblem
+10 to the max spirit points of the pilot.

Generator
+10 max energy.

AB Field
Grants the ability.

Targeting Computer
+2 insight to attack rolls, you can take a move action to aim carefully, doubling this bonus for 1 round.

Integrated AI
+2 dodge bonus to AC.

Crystal Frame
Grants IV, Energy Resistance 10 to all but one of Acid, Fire, Cold, Electricity or Sonic and +2 Initiative.

Study Type Cartridges
Using a Study Type Cartridge is a free action that provokes an attack of opportunity and recharges half of the ammo of one weapon of a mecha within 30 mu. A Study Type Cartridge is good for only 6 uses. You can then get fresh Study Type Cartridges the next time you visit a place where you could change your arsenal. You can take multiple Study Type Cartridges.

Study Type Propellants
Using a Study Type Propellant is a free action that provokes an attack of opportunity and recharges half of the max energy of a mecha within 30 mu. A Study Type Propellant Pack is good for only 6 uses. You can then get fresh Study Type Propellant the next time you visit a place where you could change your arsenal. You can take multiple Study Type Propellants.

Study Type Repair Kits
Using a Study Type Repair Kits is a free action that provokes an attack of opportunity and recharges half of the max HP of a mecha within 30 mu. A Study Type Repair Kits is good for only 6 uses. You can then get fresh Study Type Repair Kits the next time you visit a place where you could change your arsenal. You can take multiple Study Type Repair Kits.

Advanced Radar
Your mecha weapons deal 2 extra precision damage, in addition pick one of the following options. You may take Advanced Sensors more than once, each choosing a new option, but the bonus damage doesn't stack.

Espectral Radar
You gain Darkvision 120 mu plus you know the location the position of everybody piloting a mecha or wearing metal equipment within 30 mu.

Vibração Radar
You gain Blindsense 120 mu plus Blindsight 30 mu.

Longo Alcance Radar
You gain Spacesense 120 mu plus you can see through fog as well as obstacles not made of metal as long as they're less than 5 feet thick and within 120 mu.

Lightwave Barrier
Weapons without missile or beam in their names deal only half damage to you before DR is applied, but you lose 30 energy every time such a weapon hits you. If you have less than 30 energy this ability doesn't trigger. You can turn off or on this ability on your own turn as a free action. This doesn't stack with other energy walls/barriers/fields.

Mirage Colloid
Invisibility and Obscure Object. If the invisibility is broken, returns after 1 round has passed without the mecha attacking.

Tactical Hologram
Disguise Self or Blur, chosen when activated.

Emotional Range Prototype
Heroism.

Long Cape
Gain a +4 bonus on Will saves, maneuvers cost 20% less energy to use.

Mega Booster
+20 mu to all mecha movement types.

Hybrid Armor
+3 Armor bonus, +3 DR, +2 Fort Saves.

Heavy Hybrid Armor
+6 Armor bonus, +6 DR, only adds half Dex and Dodge bonus to AC, flying speeds drop two maneuverability grades, all other movement speeds reduced to 2/3.

Fortress Hybrid Armor
+9 Armor bonus, +9 DR, cannot add Dex nor Dodge bonus to AC, flying speeds drop three maneuverability grades, all other movement speeds reduced to 1/2.

Hybrid Shield
+3 Shield bonus to AC, +2 Reflex saves, +15 max HP. This is bolted down to a mecha's arm and thus it can still use all of its weapons normally, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and Reflex saves for 1 round.

Wall Hybrid Shield
+6 Shield bonus to AC, +4 Reflex saves, +30 max HP. This is bolted down to a mecha arm and thus it can still use up to two weapons and maneuvers/spells/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round.

Guardian Hybrid Shield
+9 Shield bonus to AC, +6 Reflex saves, +45 max HP. This is bolted down to a mecha arm and thus it can still use up to one weapon and maneuver/spell/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round.

Medal
+20 to the max spirit points of the pilot.

Tesla Drive
Gain a fly speed equal to the land speed, good maneuverability.

Trajectory Calculator
+10 mu to the range of all ranged weapons.

Multi-Sensor
+3 Insight to all attack rolls, you can take a move or swift action to aim carefully, doubling this bonus for 1 round.

Vector Booster
+3 dodge bonus to AC.

Fission System
Grants II.

Multi Frame
Grants V, Energy Resistance 15 to all but one of Acid, Cold, Electricity, Sonic, or Acid and +3 Initiative.

Dynamic Cartridges
Using a Dynamic Cartridge is a free action that does not provoke an attack of opportunity and refills the of ammo of one weapon of a mecha within 30 mu. A Dynamic Cartridges is good for only 3 uses. You can then get fresh Dynamic Cartridges the next time you visit a place where you could change your arsenal. You can take multiple Dynamic Cartridges.

Dynamic Propellants
Using a Dynamic Propellant is a free action that does not provoke an attack of opportunity and recharges half the max energy of a mecha within 30. A Dynamic Propellants is good for only 3 uses. You can then get fresh Dynamic Propellants the next time you visit a place where you could change your arsenal. You can take multiple Dynamic Propellants.

Dynamic Repair Kits
Using a Dynamic Repair Kit is a free action that does not provoke an attack of opportunity and recharges half the max HP of a mecha within 30 mu. A Dynamic Repair Kit is good for only 3 uses. You can then get fresh Dynamic Repair Kits the next time you visit a place where you could change your arsenal. You can take multiple Dynamic Repair Kits.

High Radar
Your mecha weapons deal 3 extra precision damage, in addition pick one of the following options. You may take High Radar more than once, each choosing a new option, but the bonus damage doesn't stack.

Íman Radar Mais
You automatically know the position of everybody piloting a mecha or wearing metal equipment within 120 mu.

Infravermelho Radar Melhor
You gain Darkvision 240 mu.

Raios X Radar Avançado
You can see through fog, as well as obstacles not made of metal as long as they're less than 5 feet thick and within 240 mu.

Precisão Radar Porreiro
You gain Blindsight 60 mu.

Radiação Radar Novo
You gain Blindsense 240 mu.

Luz Acelerada Radar Brilhante
You gain Spacesense 240 mu (detects creatures not standing on a solid inanimate object at least four size categories bigger than themselves).

Electronic Disruptor
Radars and special senses like Blindsight/sense/similar fail to detect you unless you're inside 1/12 their max range (if this would result in a range less than 5 mu, the radars can't detect you at all). In addition your mecha gains 30 temporary HP, but this HP is always lost first and can only be recovered when you could change Arsenal options.

False Axis Repulsive Field Generator System
Weapons deal only half damage to you before DR is applied, but you lose 45 energy every time such a weapon hits you. If you have less than 45 energy this ability doesn't trigger. You can turn off or on this ability on your own turn as a free action. This doesn't stack with other energy walls/barriers/fields.

Crimson Engine
Haste and Nondetection.

Quantum Generator
Blink and Invisibility, Greater.

TROMBE!
Add 30 mu to all the mecha's movement speeds.

Ceramic Armor
+4 Armor, +4 DR, +3 Fort saves.

Heavy Ceramic Armor
+8 Armor bonus, +8 DR, +6 Fort saves, only adds half Dex and Dodge bonus to AC, flying speeds drop two maneuverability grades, all other movement speeds reduced to 2/3.

Fortress Ceramic Armor
+12 Armor bonus, +12 DR, +9 Fort saves, cannot add Dex nor Dodge bonus to AC, flying speeds drop three maneuverability grades, all other movement speeds reduced to 1/2.

Ceramic Shield
+4 Shield bonus, +3 Reflex saves, +20 max HP. This is bolted down to a mecha arm and thus the mecha can still use all of its weapons normally, but the bonuses are lost if you're flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and Reflex saves for 1 round.

Wall Ceramic Shield
+8 Shield bonus, +6 Reflex saves, +40 max HP. This is bolted down to a mecha arm and thus it can still use up to two weapons and maneuvers/spells/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round.

Guardian Ceramic Shield
+12 Shield bonus, +9 Reflex saves, +60 max HP. This is bolted down to a mecha arm and thus it can still use up to one weapon and maneuver/spell/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round.

Golden Gears
+35 to the max spirit points of the pilot.

Bio sensor
+4 Dodge Bonus to AC.

Targeting Simulator
+4 Insight to attack rolls, you can take a move action to aim carefully, doubling this bonus for 1 round.

Enancher
All mecha weapons critical threat range increase by 1.

Large Generator
+20 max energy.

Muinadnug Frame
Grants VI, Energy Resistance 20 to all but one of Acid, Electricity, Cold, Sonic, or Fire and +4 Initiative.

Turbo Cartridge
Using a Turbo Cartridge is a free action that does not provoke an attack of opportunity and recharges all of the ammo of all the weapons of a mecha within 30 mu. A Turbo Cartridge is good for only 1 use. You can then get a fresh Turbo Cartridge the next time you visit a place where you could change your arsenal. You can take multiple Turbo Cartridges.

Turbo Propellant
Using a Turbo Propellant is a free action that does not provoke an attack of opportunity and recharges all of the energy of a mecha within 30 mu. A Turbo Propellant is good for only 1 use. You can then get a fresh Turbo Propellant the next time you visit a place where you could change your arsenal. You can take multiple Turbo Propellants.

Turbo Repair Kit
Using a Turbo Repair Kit is a free action that does not provoke an attack of opportunity and recharges all of a the HP of a mecha within 30 mu. A Turbo Repair Kit is good for only 1 use. You can then get a fresh Turbo Repair Kit the next time you visit a place where you could change your arsenal. You can take multiple Turbo Repair Kits.

Emergency Ration
Using an Emergency Ration is a free action that does not provoke an attack of opportunity and recharges all of the spirit points of a pilot within 30 mu. A Emergency Ration is good for only 1 use. You can then get a fresh Emergency Ration the next time you visit a place where you could change your arsenal. You can take multiple Emergency Rations.

Informer Radar
Your mecha weapons deal 4 extra precision damage, in addition pick one of the following options. You may take this more than once, each choosing a new option, but the bonus damage doesn't stack.

Marado Radar
You gain Darkvision 240 mu, Blindsense 240 mu, plus you know the location the position of everybody piloting a mecha or wearing metal equipment within 120 mu.

Instável Radar
You gain Spacesense 240 mu, Blindsight 60 mu plus you can see through fog as well as obstacles not made of metal as long as they're less than 5 feet thick and within 240 mu.

Phase Shift Barrier
All non-Beam and non- attacks deal only 50% damage to you after DR is applied, but you lose 5 energy every time you would be damaged. If you have less than 5 energy this ability doesn't trigger. You can turn off or on this abilty on your own turn as a free action. This doesn't stack with other energy walls/barriers/fields.

GN Drive
Arsenal weapons with "GN" in their names cost only half energy to use. GN weapons that use ammo instead of energy can fire once per round without spending ammo. In addition Radars and special senses like Blindsight/sense/similar fail to detect you unless you're inside 1/18 their max range

Reality Field
Anti-Magic Field.

Hyper Scanner
True Seeing.

Emotional Range Simulator
Heroism, Greater.

Artificial Savagery System
Transformation.

Orichalcum Armor
+5 Armor bonus, +5 DR, +4 Fort Saves.

Heavy Orichalcum Armor
+10 Armor bonus, +10 DR, +8 Fort saves, only adds half Dex and Dodge bonus to AC, flying speeds drop two maneuverability grades, all other movement speeds reduced to 2/3.

Fortress Orichalcum Armor
+15 Armor bonus, +15 DR, +12 Fort saves, cannot add Dex nor Dodge bonus to AC, flying speeds drop three maneuverability grades, all other movement speeds reduced to 1/2.

Orichalcum Shield
+5 Shield bonus, +4 Reflex saves, +25 max HP. This is bolted down to a mecha's arm and thus the mecha can still use all of its weapons normally, but the bonuses are lost if you're flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and Reflex saves for 1 round.

Wall Orichalcum Shield
+10 Shield bonus to AC, +8 Reflex saves, +50 max HP. This is bolted down to a mecha arm and thus it can still use up to two weapons and maneuvers/spells/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and reflex saves for 1 round.

Guardian Orichalcum Shield
+15 Shield bonus to AC, +12 Reflex saves, +75 max HP. This is bolted down to a mecha arm and thus it can still use up to one weapon and maneuver/spell/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and reflex saves for 1 round.

Platinium Plating
+55 to the max spirit points of the pilot.

Custom HUD
+5 insight to all attack rolls, you can take a move or swift action to aim carefully, doubling this bonus for 1 round.

Extra Cyber Core
+5 Dodge bonus to AC.

Mark of the Hero
+3 Dodge bonus to AC, +3 Armor, +3 DR, + 3 insight to all attack rolls, +4 to Will saves, spirits cost 20% less to activate.

Mirror-Image Projector
Grants the ability.

Tronium engine
Grants III.

Mythril Frame
Grants VII, Energy Resistance 25 to all but one of Acid, Fire, Electricity, Sonic, or Cold and +5 Initiative.

S Repair Kit
Using a S Repair Kit is a free action that does not provoke an attack of opportunity and recharges all of the HP and energy of a mecha within 30 mu. A S Repair Kit is good for only 1 use. You can then get a fresh S Repair Kit the next time you visit a place where you could change your arsenal.

Emergency Module
Using Emergency Module is a free action that does not provoke an attack of opportunity and recharges all of the ammo of all the weapons of a mecha within 30 mu and all of the pilot's spirit points. An Emergency Module is good for only 1 use. You can then get a fresh Emergency Module the next time you visit a place where you could change your arsenal.

Photon Radar
Your mecha weapons deal 5 extra precision damage, in addition pick one of the following options.

Íman Radar 9001
You automatically know the position of everybody piloting a mecha or wearing metal equipment within 240 mu.

Infravermelho Radar Louco
You gain Darkvision 480 mu.

Raios X Radar HBGC
You can see through fog, as well as obstacles not made of metal as long as they're less than 5 feet thick and within 480 mu.

Precisão Radar 3.51
You gain Blindsight 120 mu.

Radiação Radar MK 5
You gain Blindsense 480 mu.

Luz Acelerada Radar 9000
You gain Spacesense 480 mu (detects creatures not standing on a solid inanimate object at least four size categories bigger than themselves).

Field Dampener
Radars and special senses like Blindsight/sense/similar fail to detect you unless you're inside 1/24 their max range (if this would be less than 5 mu, they can't detect you at all). In addition your mecha gains 50 temporary HP, but this HP is always lost first and can only be recovered when you could change Arsenal options.

GN-Field
Weapons with ammo, weapons with the property and spells/Su abilities/maneuvers deal only 50% damage to you before DR is applied, but you lose 15 energy every time you would be damaged. If you have less than 15 energy this ability doesn't trigger. You can turn off or on this ability on your own turn as a free action. This doesn't stack with other energy walls/barriers/fields.

Neo Mirror
Globe of Invulnerability, Spell Turning (renews at the start of your turn).

Photon Familiar
Protection from Spells (chosen when this accessory is picked) and Mage's Sword, uses Str for attacks, has the and  properties plus your choice of, , , , or , picked when this accessory is gained. Can be taken multiple times, granting multiple weapons and being able to pick more spells to be immune to.

Reality Shifter
Ethereal Jaunt.

Hyper Generator
+50 max energy.

Lacanium Armor
+6 Armor, +6 DR, +5 Fort.

Heavy Lacanium Armor
+12 Armor bonus, +12 DR, +10 Fort saves, only adds half Dex and Dodge bonus to AC, flying speeds drop two maneuverability grades, all other movement speeds reduced to 2/3.

Fortress Lacanium Armor
+18 Armor bonus, +18 DR, +15 Fort saves, cannot add Dex nor Dodge bonus to AC, flying speeds drop three maneuverability grades, all other movement speeds reduced to 1/2.

Lacanium Shield
+6 Shield bonus, +5 Reflex saves, +30 max HP. This is bolted down to the mecha's arm and thus the mecha can still use all of its weapons normally, but the bonuses are lost if you're flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and reflex saves for 1 round.

Wall Lacanium Shield
+12 Shield bonus to AC, +10 Reflex saves, +60 max HP. This is bolted down to a mecha arm and thus it can still use up to two weapons and maneuvers/spells/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and reflex saves for 1 round.

Guardian Lacanium Shield
+18 Shield bonus to AC, +15 Reflex saves, +90 max HP. This is bolted down to a mecha arm and thus it can still use up to one weapon and maneuver/spell/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and reflex saves for 1 round.

Tesla Drive S
Gain a fly speed equal to your land speed, perfect maneuverability, or increase current flight speed to perfect.

G-Territory
Grants the ability.

S-Adaptator
Grants the ability, ignores difficult terrain, +2 to all saves.

Royal Insignia
+70 to the max spirit points of the pilot.

Thruster
+6 Dodge Bonus to AC.

Adamantine Frame
Grants VIII, Energy Resistance 30 to all but one of Acid, Cold, Electricity, Sonic or Fire and +6 Initiative.

Laser Sights
+6 Insight to attack rolls, you can take a move action to aim carefully, doubling this bonus for 1 round.

Super Repair Kit
Using Super Repair Kit is a free action that does not provoke an attack of opportunity and recharges all of the ammo of all weapons, all the energy, and all the HP of a mecha within 30 mu. A Super Repair Kit is good for only 1 use. You can then get a fresh Super Repair Kit the next time you visit a place where you could change your arsenal.

Mestre All-Range Radar
Your mecha weapons deal an extra 6 precision damage and you you gain Darkvision 240 mu, Blindsense 240 mu, plus you know the location the position of everybody piloting a mecha or wearing metal equipment within 120 mu, Spacesense 240 mu, Blindsight 60 mu plus you can see through fogs as well as obstacles not made of metal as long as they're less than 5 feet thick and within 240 mu.

Mental Firewall
Mindblank.

Runic Circuit
Protection from Spells

Nanomachine Plate
Iron Body.

Holy Power Device
Grants IV.

T-Link sensor
+7 insight to all attack rolls, you can take a move or swift action to aim carefully, tripling this bonus for 1 round.

Minmei Doll
+100 to the max spirit points of the pilot, you recover 5 spirit points at the start of your turn.

Advanced AI
+7 Dodge Bonus to AC, +70 mu to all movement speeds, +35 mu to all ranged weapons range, +5 insight to all attack rolls. Maneuvers cost 40% less energy to use.

Steel Soul
+5 Armor, +5 DR, +5 insight bonus to all attack rolls, +7 to Will saves, spirits cost 40% less spirit points to use.

Z.O Armor
+7 Armor bonus, +7 DR, +6 Fort Saves, you're immune to the property.

Heavy Z.O. Armor
+14 Armor bonus, +14 DR, +12 Fort saves, only adds half Dex and Dodge bonus to AC, flying speeds drop two maneuverability grades, all other movement speeds reduced to 2/3, you're immune to the and  properties.

Fortress Z.O. Armor
+21 Armor bonus, +21 DR, +15 Fort saves, cannot add Dex nor Dodge bonus to AC, flying speeds drop three maneuverability grades, all other movement speeds reduced to 1/2, you're immune to the, and  properties.

Automatic Aegis
+7 Shield bonus, +7 Reflex saves, +40 max HP, you're immune to the property. This is bolted down to a mecha arm and thus it can still use all of its weapons normally, but the bonuses are lost if you're flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and reflex saves for 1 round.

Advanced Aegis
+14 Shield bonus to AC, +14 Reflex saves, +80 max HP, you're immune to the and  properties. This is bolted down to a mecha arm and thus it can still use up to two weapons and maneuvers/spells/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and reflex saves for 1 round.

Artificial Aegis
+21 Shield bonus, +21 Reflex saves, +120 max HP, and you're immune to the, , and properties. This is bolted down to a mecha arm and thus it can still use all of its weapons normally, but the bonuses are lost if you're flanked or flat-footed. As a move action you can raise your shield to double its bonuses to AC and reflex saves for 1 round.

Super Frame
Grants IX, Energy Immunity to all but one of Acid, Cold, Electricity, Sonic, or Fire, and +7 Initiative. You become immune to tripping and the property.

Sistema Voyeur
You gain a +7 precision damage to your mecha weapons damage rolls, Darkvision 480 mu, Blindsense 480 mu, plus you know the location the position of everybody piloting a mecha or wearing metal equipment within 240 mu, Spacesense 480 mu, Blindsight 120 mu plus you can see through fogs as well as obstacles not made of metal as long as they're less than 5 feet thick and within 480 mu. Radars and special senses like Blindsight/sense/similar fail to detect you unless you're inside 1/48 their max range (if this would be less than 5 mu, they can't detect you at all).

Saudade
Using Saudade is a free action that does not provoke an attack of opportunity and recharges all of the weapon ammo of all the weapons, all the energy, and all the HP of a mecha within 30 mu plus all the pilot's spirit points. Saudade is good for only 1 use. You can then get a fresh Saudade the next time you visit a place where you could change your arsenal.

SYSTEM ∀-99 I-Field
All attacks deal only 50% damage to you before DR is applied, and if you succeed on fully blocking the damage (or if the attack didn't deal any damage in the first place), you suffer no other non-damage effects, but you lose 25 energy every time you would be hit. If you have less than 25 energy this ability doesn't trigger. You can turn off or on this ability on your own turn as a free action. This doesn't stack with other energy walls/barriers/fields.

Laplace's Laptop
Foresight and Spell Immunity, Greater (spells chosen when this accessory is picked).