Why?
Power armour and related things are inherently cool. They’re also some serious kit, and
thereby require some hefty cash or some theft, either works. This system works
with both the Assault Suit and the Power Armour, although the prices listed in
the book are for second-hand models. Double the price for a new suit, quadruple
for something built to your own spec.
Wear and Tear
Determine number of previous owners (1d8) if second-hand. For
each owner, 30% chance of some user-added modification – use general quirk
table, ignoring negative quirks. Add the listed price to the asking price.
Quirks
Each suit will have 1d6 quirks.
Class 0 – Negative Quirk
Class 1 – Mixed Quirk
Class 2 – Positive Quirk
Price reflects the price as an after-market modification, or
to correct the issue for negative traits. 1/3 of these prices is parts, the
rest is labour.
| 
   
1d20 
 | 
  
   
Quirk/Modification 
 | 
  
   
Class 
 | 
  
   
Price (Cr) 
 | 
 
| 
   
1 
 | 
  
   
Heavy Plating – Reinforced
  plates and increased defence capacity overall improves defences but results
  in a bulkier, clumsier suit. -1 AC, -2 readied items. 
 | 
  
   
1 
 | 
  
   
900 
 | 
 
| 
   
2 
 | 
  
   
Shoddy Electronics – The
  production facility skimped on costs by using inferior electronics for the
  joints and connections. -1 to physical action requiring precision. 
 | 
  
   
0 
 | 
  
   
600 
 | 
 
| 
   
3 
 | 
  
   
Propriety Ports – The suit can only interface with systems designed for it. Think iPhone
  charger cables. 
 | 
  
   
0 
 | 
  
   
400 
 | 
 
| 
   
4 
 | 
  
   
Power-Hungry – The suit utilizes
  its power supply inefficiently, halving operational time to 12 hours.  
 | 
  
   
0 
 | 
  
   
- 
 | 
 
| 
   
5 
 | 
  
   
Exposed Atmospherics – The suit
  has exposed atmospheric sub-systems, a serious vulnerability. Crits against
  the wearer destroy these systems, cutting off oxygen. 
 | 
  
   
0 
 | 
  
   
1000 
 | 
 
| 
   
6 
 | 
  
   
Embedded AG/Jump-jets – This
  suit has either an embedded anti-gravity device or a more conventional set of
  jump-jets, allowing the user to brake when falling or reach higher vantage points. 
 | 
  
   
2 
 | 
  
   
1500/3000 
 | 
 
| 
   
7 
 | 
  
   
Critical-Zone Assessment Software– The CZAS can detect and highlight vulnerable areas on most targets,
  allowing for deadlier fire. User crits on a 19-20. 
 | 
  
   
2 
 | 
  
   
5000 
 | 
 
| 
   
8 
 | 
  
   
Threat Assessment System – The
  suit can rapidly identify threats and provide relevant information if the
  threat is contained within the bestiary.*  
 | 
  
   
2 
 | 
  
   
3000 
 | 
 
| 
   
9 
 | 
  
   
Automated User Resuscitation Device – The AURD can detect critical life-signs within the suit and
  administer a Lazarus Patch when required.**   
 | 
  
   
2 
 | 
  
   
4500 
 | 
 
| 
   
10 
 | 
  
   
Chemical Combat Stimulation Suite – A CCSS delivers drugs to the user’s system on-demand. The CCSS
  supports oral and IV drugs, and can hold 3 different compounds at 3 doses
  each. 
 | 
  
   
2 
 | 
  
   
3000 
 | 
 
| 
   
11 
 | 
  
   
Night-Vision and Thermal Optics – The
  suit’s visor and OS provides night-vision and thermal imaging. 
 | 
  
   
2 
 | 
  
   
1750 
 | 
 
| 
   
12 
 | 
  
   
Radiography Module – The suit
  contains X-Ray emitters and imagers, allowing x-ray vision to 30 feet. 
 | 
  
   
2 
 | 
  
   
6000 
 | 
 
| 
   
13 
 | 
  
   
Effective Weapon Mounting(s) – The
  suit has 1-2 shoulder mounts for additional weapons which can be aimed and
  fired independently of a held weapon. These weapons fire at -2 to hit, and
  reloading required dis- and re-mounting. 
 | 
  
   
2 
 | 
  
   
4750 
 | 
 
| 
   
14 
 | 
  
   
Embedded Weapon Systems – The
  suit contains at least one embedded weapon, which is operated through suit
  commands. Reloading is impossible without a field-maintenance kit. 
 | 
  
   
2 
 | 
  
   
4000 + weapon cost. 
 | 
 
| 
   
15 
 | 
  
   
Retractable Boarding-Action Mono-Claws – Retractable mono-blades are stored in the suit’s wrists. Using them
  requires at least one hand free, dealing 1d6 +1 damage. Damage as mono-blade
  with both hands free. 
 | 
  
   
2 
 | 
  
   
3450 
 | 
 
| 
   
16 
 | 
  
   
Poor Plating – Another
  cost-saving feature, the armour of the suit is of low quality. +1 AC 
 | 
  
   
0 
 | 
  
   
2000 
 | 
 
| 
   
17 
 | 
  
   
ECM Suite – Equipped with an
  electronic-counter-measure suite, the suit is very difficult to target,
  effectively operating as a stealth unit where electronic systems are
  concerned. 
 | 
  
   
2 
 | 
  
   
10000 
 | 
 
| 
   
18 
 | 
  
   
Active Environment Suppression System – The suit was developed for particularly harsh and invasive
  environments, leading to multiple-redundancy atmospheric seals and
  chemical-distributors which release chemicals to inhibit harmful reactions
  between the suit surface and chemicals present around it. 
 | 
  
   
2 
 | 
  
   
8000 
 | 
 
| 
   
19 
 | 
  
   
Uncomfortable – Something about
  the suit makes wearing it for a long time deeply uncomfortable. Whether it
  has creases in the wrong places or an upsetting smell, the user takes a -1 to
  all rolls for every 4 hours spent inside. 
 | 
  
   
0 
 | 
  
   
750 
 | 
 
| 
   
20 
 | 
  
   
Poor Heat-Management – The thermal
  bleeding on the suit is insufficient for the build-up, leading to dangerous conditions
  for the operator.  Heat exhaustion
  causes hot temperatures to deal 1 damage per hour, whilst vacuum deals 1
  damage per 5 minutes of use. 
 | 
  
   
0 
 | 
  
   
4525 
 | 
 
*Subject to a
subscription fee of 400Cr per week. Requires regular updating.
** Requires
specialized patches priced at 100Cr each. The AURD has a Tech/Med skill of 1.
Experimental Modules
‘Chameleon’ Active Camouflage Coating – HAP special forces are rumoured to be equipped with these stealth
modules which allow for near-invisibility to the unassisted eye. However, any
damage to the suit renders the module useless. Prices in excess of 40000Cr, and
is guaranteed to be stolen.
Razorcloud Close Defence System – A series of embedded micro-robots are distributed throughout the suit.
They are slaved to the suits central OS, and are released on command. They then
tear apart any unarmoured targets within 10 foot of the suit, effectively acting
as an infantry based Wheatcutter Belt. Issues preventing the distribution of
the system include the lack of IFF and the prohibitive cost of reloading the
system after use. The system runs for upwards of 15000Cr, with each reload
being 7500Cr, where supplies can be found.
Oh wow, Have been playing a campaign and just sent this to our GM. We have been trying to figure something like this out...THANKS!
ReplyDeleteWE have been experimenting with psionics...getting crazy!