Anti-Missile System Mark 1
This system was inspired by the Juicer Killer Power Armor's weapon system but instead of using it to deal with Juicers and other high speed targets the designers realized with some work the system could be adjusted to create an anti-missile system for any of their designs, such as lighter vehicles with a good power source preferably nuclear.
Armature Cost:
Armature using the repair cost for the 30 MDC of the guns, I used this just to buy a scrap pair of the laser arms, 25 MDC so 30,000 credits each for 60,000 total. (I didn't include the cost of the electronics system, for another 96000 credits as we aren't using anything but a box, wires, gems, and the laser armatures.) I also suggest shooting any weapons dealer (or kicking GM) who tries to charge you the 2 million for an intact system...
Effects:
+5 to strike a missile (Not sure if the penalty should still exist due to Super Human Speed), can fire 2 paired shots per round of activation. The lasers themselves would do 6d6 MDC total, which should automatically destroy any mini-missile or small missiles that they hit, and most others aren't much harder.
Gem Cost: 15000 in gems + the Armature
Construction Time: 102 hours (101.6 but I rounded up.)
Total Cost: 75,000 credits and 102 hours worth of labor fees.
Spell Chain: Spinning Blades, Telekinesis, Superhuman Speed
Spoiler:
Super Spiker Mark 1
This system is a salvaged VX 320 Multiple Grenade Launcher that has been altered to fire homing wooden spears.
Effect: Fires a rapid barrage of 5 spears made of hardened wood spears that hit with MDC damage, additionally these attacks do not
allow dodging. This does 1d6x10 MDC if it strikes, and uses the Heavy WP.
Total Cost: 47,300
Construction Time: 150 hours
Activation Cost: 15
Spoiler:
Advanced Version: I am pretty sure you can't add something like "Ricochet Strike" for a Mark 2 version but I would like opinions on that.