RULES
FOR CIVILIAN POWER ARMOR
After five years of extensive research APK Corporation is
proud to announce its line of civilian power armor – perfect for the cop on the
beat or a stroll around the block.
Power armor suits are roughly 4 feet wide and 7 to 8 feet
tall. Use ½” x ½” counters to represent
them. A new skill, Power Armor Operator,
is required to use these suits. Persons
without the skill can neither move a suit nor fire its weaponry. Each point of skill above 0 adds to the
operator’s reflex roll, which can improve handling class by only +1. For every 2 skill levels, the operator gains
a +1 hit bonus when punching with the suits arms. In all other respects, this skill is like the
Driver skill.
POWER ARMOR SUIT SPECIFICATIONS
FRAMES
|
PRICE
|
WEIGHT
|
MAX LOAD
|
SPACES
|
ARMOR COST/WT.
|
Small
|
$1,000
|
50
|
400
|
4
|
10/3
|
medium
|
$1,400
|
75
|
550
|
5
|
11/4
|
large
|
$2000
|
125
|
750
|
6
|
12/5
|
Suits come equipped with small miner lights, climate
control, gas mask, normal optics and two-way radio. Operators take up 2 spaces and may wear no
body armor, but can use a fireproof suit.
A power armor suit cannot carry passengers inside. Five pounds (2G.E.) of one- and no-hand items
may be carried internally, but may not be used while the suit is in operation.
Operators take two minutes to get into power armor and one
minute to get out. Suits can be stored
only in cargo spaces, taking up room equal to their space capacity +1.
Power suits can use all armor except metal and metal
variants. Each point of armor placed on
a suit is universal, like normal body armor.
Vehicular weapons do full damage to suit armor. Hand weapons, flechette and explosive burst
attacks cause only half damage (round down, 0 damage is possible). Suites are immune to regular spikes, but they
will set off explosive spikes and mines.
Damaged armor is repaired for double the original purchase price per
point.
All power armor has a handling class of -1 (negative
one). This can be increased to 0 only by
an operator reflex roll of 5 or higher.
Suits are limited to the same maneuvers as motorcycles, with two
exceptions:
1)
They may move backward at a maximum of
½ top speed. When doing so, all
maneuvers are at an extra D2 and all weapons fire performed by the operator
that turn suffers a -2 hit penalty.
2)
If a suit is stationary, it may change
facing up to 180 degrees that turn.
Power armor suffers no penalty for off-road movement and
treats slopes as though it has military suspension. Due to their large, ungainly nature, suits
cannot ascend or descend stairs in buildings.
They may enter buildings only through ½” openings and can only enter
rooms which are at least 6 feet wide and 8 feet high.
Stopping these bulky units is not easy. All suits may decelerate by 2.5 mph
safely. For each additional 2.5 mph
deceleration, apply a cumulative D1 hazard.
Example: 5 mph deceleration is a
D1 hazard, 10 mph is D3.
POWER PLANT SPECIFICATIONS
POWER PLANT SPECIFICATIONS
PLANT
|
PRICE
|
WEIGHT
|
SPACE
|
D.P.
|
POWER
|
Small
|
$1,200
|
50
|
1
|
1
|
130
|
Medium
|
$1,700
|
60
|
1
|
2
|
180
|
Large
|
$2,500
|
75
|
1
|
3
|
250
|
Suits require a power plant to move and fire weapons. If the powerplant is destroyed, the suit
locks up; falling in the direction it
was traveling and taking collision damage from the ground. The suit is totally unusable until repaired
and takes 2 minutes for the operator to get out of. Power armor cannot use powerplants designed
for other vehicles, nor can other vehicles use power armor powerplants.
Acceleration is 10 mph if power factors equal or exceed half
the weight, 5 mph if less than half weight.
Power armor can carry a maximum weight of 4 x power factors.
Top speed is figured as follows: (49 x Power) / (Power + Weight), round up to
the nearest 2.5 mph. This should yield a
result from 10 mph to 25 mph. This top
speed may not be “pushed.” Power armor
is allowed to move in 2.5 mph increments.
Power capacity equals 25 x damage points. Determine power consumption as follows: (PU x Current Speed) / Max Speed x 30).
POWER ARMOR IN COMBAT
Damage allocation is as follows:
·
Front Hit: Armor, Front-Mounted Weapons, Operator,
Powerplant, Rear-Mounted Weapons.
·
Rear Hit: Reverse of front hit.
·
Other Directions: Armor, Operator.
Small suits are at -3 to be hit; medium and large suits are
at -2. These modifiers apply regardless
of which facing is targeted.
Going prone in power armor takes two seconds. Getting up takes five. Firing weapons while taking either maneuver
is impossible. When prone, only
arm-mounted weapons may fire.
Suits which hit oil suffer the normal hazards for maneuvers,
but also use the pedestrian falling rules.
Add 2 to the falling die roll.
WEAPONS
Power armor may use only vehicular weapons requiring 2
spaces or less. Weapon weight equals
half the unloaded weight plus ammo. Cost
is normal.
Weapons can be mounted in six areas, but only one weapon can
occupy an area and cannot be linked to any other weapons:
·
Front and Back: Have same fire arc as a motorcycle and are
protected by the suit’s armor.
·
Left and Right arm: These are automatically on a universal mount
and have a 180 degree field of fire to the front (see diagram A). Nothing may be held by the hand of the arm on
a turn when its weapon is firing. These
weapons are not protected by armor and any weapon fire coming in from the front
or side arcs has a 1 in 6 chance of hitting them instead of the suit. Arm mounted weapons may also be targeted at
-5.
DIAGRAM A
·
Left and Right Shoulder: These have a 180 degree arc to fire to the
side (see diagram B for left shoulder arc).
It costs $200 to make these mounts universal. They are hit and targeted in the same way as
arm mounted weapons and are also unarmored.
DIAGRAM B
Suit mounted weapons gain certain advantages over regular pedestrians in combat. They maybe fired each turn without having to stop or suffering a to hit penalty. If a weapon is fired on a turn that the suit does not move or change facing, it receives a +1 bonus for being braced. Note that these weapons may not be braced in the normal way.
An operator in power armor can punch, causing 1d6
damage. Base to hit for a punch is 6,
and all modifiers except point blank apply.
Punches do half damage to vehicular armor. In addition, hand weapons may be carried and
used normally, as long as maximum weight is not exceeded.
ACCESSORIES
Unless otherwise stated, assume the equipment below is
identical to its pedestrian counterpart.
If an accessory is not listed, it is not available at this time.
AP Grenades – Same cost and weight. Only one may be mounted on the front and one
on the back.
Binocular Optics – Cost $100 no weight. See CAR WARS TANKS for use.
Fire Extinguisher – Cost $200 weight 20 lbs. Takes up ½ space of front or rear weapons
mount. Put out fires on a 1 or 2 on 1d6.
Infrared Optics – Cost $800, no weight.
Integrated Helmet – Cost $5000 no weight. Same as CAR WARS TANKS. Weapons mounted on the suit automatically
receive the H.U.D. bonus without having to pay the extra $200. Hand weapons carried by the operator must pay
the $200 cost to gain the bonus.
Infra-red Shielding – Cost and weight as per TANKS.
Light-intensifying Optics – Cost $300, no weight.
NBC Protection – Cost $2500, weight 5 lbs.
No-paint Viewplate – Cost $200, no weight.
Radar—Cost $2500 weight 10 lbs. Takes ½ space from front or back weapons
mount. Works as a man-portable version.
Searchlight – Cost $150, weight 5 lbs. Takes up ½ space and may be put in any
weapons mount. Treat as the hand-held
version. It uses 1 power unit per second
when at blinding intensity.
Tinted View Plate -- Cost $30, no weight.
Voice Amplification System – Cost $500, weight 2 lbs. This is an upgrade of the suit’s standard
external speakers and works like a vehicular sound system.
NOTE: Switching from one optic system to another takes one
second and counts as a firing action.
POWER ARMOR CRASH TABLE
2 or less: Skid ¼ inch in direction of travel. *
3,
4, 5: Skid ½ inch in direction of travel. *
6,
7, 8: Fall flat and slide.
Decelerate 5 mph per phase. Apply
collision damage to front or
back – 50% chance of landing on either. **
9,
10, 11: As 6—8, plus operator is stunned for 2d6 phases after armor
stops sliding. **
12 or more: As
9-11, but suit is jammed. Treat suit as
if the powerplant was destroyed. Unjamming
the suit is a hard job for a mechanic. **
* Weapon
fire is at -2 for this turn.
** No
actions of any kind allowed until suit stops sliding.
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