Yet more options for David Pulver’s Modular Mecha (Pyramid volume 3 issue 51).
Reactionless Thrusters (TL 10^, 1 DP): Allow flight as for jump jets, but do not require fuel. Instead, each second of use consumed energy equivalent to one shot from a beam weapon.
Force Screen (TL 10^, 1 DP, can be taken twice): Gives ablative DR equal to the lower DR for the mecha’s base model (e.g. DR 600 for a standard light mecha). These early force screens are less efficient than the TL 11^ ones in Ultra-Tech: they consume energy equal to one beam weapon shot every second they are active and the mecha counts as moving if they are shut down and regenerating. Alternatively, they may be velocity screens which consume energy equal to one beam weapon shot only when activated by an incoming attack (this is sufficient to remain active for one second).
Transformation (TL 10^, 1 DP, can be taken twice): The mecha can change shape into a different style of vehicle, gaining the Alternate Form advantage. A mecha’s arms and legs may not be used while transformed.
Boat: Water Move 4/32.
Plane (requires Jump Jets): Air Move becomes 20/320.
Rotorcraft: gains Flight (Winged) with Air Move 3/96.
Spacecraft: (requires Jump Jets): Space Move unchanged, but +1 to Hnd and SR while in free-fall.
Submarine (requires Submersible): Water Move 3/24.
Tracked Ground Vehicle: Ground Move 3/36.
Wheeled Ground Vehicle: Ground Move 2/64*.