Showing posts with label armour. Show all posts
Showing posts with label armour. Show all posts

Wednesday, 29 July 2015

Pimp My Power Armour

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.