F
-—
2
While siting down at your computer one day doing whatever, you suddenly hear a massive explosion coming from your
backyard followed by a small earthquake. You rush outside to find what you can only describe as a drop-pod from some sci-fi
game sitting in a small crater in the middle of your property. As you slowly approach it, the pod lights up and scans you with
an aqua blue beam.
*SCANNING, ORGANIC LIFE-FORM DETECT* *LEVEL OF SENTIENCE, ACCEPTABLE* *BRAIN WAVES, ACCEPT-
ED* *BIOLOGY, ACCEPTED.* *SCAN COMPLETE, NEW PILOT. ACCEPTED*
The pod's scanner deactivates and a holographic computer screen appears on the surface of the object
+250 RESOURCES TO ASSIGN, PLEASE ENTER NEW USER SETTINGS NOW.*
Before you can fully process exactly what is happening, you hear several loud explosions coming from above you. You look
up and see more pods exactly like the one in fron: of you falling from the sky. A voice in the back of your head says that it
ight be a good idea to use this computer right about now.
‘Welcome to Armored Descent, a revised, grittier version of the Power Armor CYOA
made by an anonymous individual. This revision converts the CYOA into a seperate,
stand-alone TRPG and aims to accomplish a few tasks:
1.) Adjust the gameplay and fluff to match a more grity, believable adventure. No
leaps into space, ion cannon satelliting people. No (overly powerful) plasma shields
Nothing that would be too exireme, following a theme of “Neartech’, or believable
technology not farfetched from our current tech
2.) Provide balance adjustment to weapons and abilities, apply motion deterance for
heavier armor, provide an initiative-based round system for corcbat, and adjust story
and item/armor fluff for a harsher world.
3.) Input additional content and material that allows more variety in playstyle, seper-
ate the armor variants to a proper 5-set system (3rd halfway, 1-2 low, 4-5 high VS.
the 1-2 low, 3-4 high system), use semi-realistic values (not realistic enough to suck
the fun out of the game, it’s still a tabletop, but where applicable for easy
thinking/compaisons), and make everything nice lookingTABLE
About the Book.. 3
ET We SSL Meath ata isnan datisanins ation
Where We Stand.
Suit Variants. 5
Attributes... se wo
Construct Forms... a
Construct Variants... 9
Suit Additions...
User Interface...
Defensive Addons...
AdAONS.wstcsssteseenssete
Weapondry.
Offensive Weapons..
Special Actions...
Region Map...
Drone Combat.
Pilot Rules... 20
‘War Emergency Power. 21
a
OF CONTENTS
Scrap Market..
Scrap and You... 22
Progression Items......csssnsteteneennnn 2
Fused Weaponry... 25
=
« Taple of Contents 2a ae
ABOUT TRE BOOK
The Narrative Experience:
Before you jump straight into this booklet, you as the player (or GM)
should make sure you're familiar with “narrative” tabletops. Things more
akin to Ryuutama, or Story War, but with an additional high-en
battleground fighting system,
This means no skill checks to do things like debate with an NPC, or
barter and trade. There are no mandatory checks out of combat on how to
approach a scenario or game; You merely figure a method ofhow you.
‘wish to progress, and if needed your GM will make an appropriate Difti-
culty Check (DC) that you roll a €20 against, So a DCS would be tela
tively casy, a DC10 is moderately difficult, a DCIS is exxemely difficult,
and DC20 requires a miracle. Where to decide the level of difficulty and
required DC is up to the GM (and sometimes the group) 1o make.
This means talking an NPC to agree with you takes more than a dice
roll, it takes a clever, silver tounge. Bartering means youhave to con-
vinec the buyer/sller of the price change, rather than hoping you get a 15
‘or more on your 20,
To help ease the enrve on learning narrative roleplaying, the
system and example checks has been made for groups to use at their lei-
sure. IL is not mandatory, but if you're new to narrative play it might be
something worthwhile to check out
The Combat Experience:
Now while narrative play works well out of combat, in combat it can be
hard and lead to a lot of arguements on how things happen or occur. This
is where the crunch-related battleground system comes ia, Each suit has
values, such as AV (Armor Value), PR (Pressure Resistarce), current
Pressure buill up (Pi), and more to keep track of. I all takes place on the
usual grid, and the game commonly assumes you are using either the
roll20 site, or an applicable online grid application/surfaee (if you're
playing locally with other people). You can read up on more specifies in
the Comat section of the book.
The purpose of ths is to make a clear, easily accessible combat system
that people can jump into, with hopefully not too much crunch or diffi-
caulty. A ot of values are rounded (usually up) cither to whole numbers
C.2,3.4.cte) orto applicable seperations (5,10,15,ctc). Sometimes getting
the numbers exact can be tricky even at that, so it’s recoramended you
cither keep a basic calculator just for quick and casy mat ora cheatshect
‘on what basic changes happens to your character/suit dusing combat
(such as their current Pi, list oftheir stats, etc).
To simplify combat, itis also presumed all characters in combat can
visibly see one another unless Line of Sight is blocked (taere is a wall or
equally solid and obtrusive object in the way). There are no perception
rolls beyond this unless houseruled by the GM.
Rule Zero:
This book is also meant as.a toolkit. It does not have any asso-
ciated backstory or campaign aside a non-mandatory offical
‘paign that gives highlights to particular factions, individuals, and
events, This campaign can be tossed or modified as you wish. AS
itis, you always follow rule zero.
Rule Zero is simple, and a /iy favorite
toleplaying games are entertainment; your goal as a group
is to make your games as entertaining as possible.”
Sometimes, this means breaking the game or rules. Sometimes,
itmeans reworking Ue setting or story (o something new. The
simple answer is, even with an official campaign and rule set,
there is no feasible manner to account for every potential change
to background or houserule a group or GM might use. Everything,
and I mean absolutely everything, should be seen as guidelines
The Fae are a big point in this. Arguements have spanned for
ages on if they should be Tolkicn-clf aikes from space, or some
entirely new species, Should they be actively trying to help Earth,
{o which the pods fell, or sit back silently? Were they even the
‘ones whto dropped the pods in the first place? The answer is, we
can only provide a potential answer for you. Your group is free 10
take the interpretation from the campaign and cither change it at
your leisure, or throw it lat out the window and start from
scratch.
If'something feels wrong or off, you are free to change it and
rework it, The only warning that can be given is the bock can
only support campaign changes, If you houserule changes to the
core ruleset, such as how combat works or a particular weapon,
the book cannot acecunt for what level of balance or function that
will have. The book only gives a solid, balanced guideline to
work from; Any andall changes you make on your own are some~
thing you, asa playe:, GM, or as part of your group have to ac
count for yourselves.
Beyond that, g0 out and have fun. Use the book asa guideline,
nota strict absolute, and have a blast. If you find something
breaks that you added, step back and look back at the original
rules to get an idea of the balance. If something in the cumpaign is
creating paradoxes or confusion, jump back to the primary cam~
paign to get an idea of how factions and events ean affect each
‘other, The book is here to guide you, and help as it can as a toolkit
for you to use. $o use the tools given to you,
out The Booka a
LIFE IN THE NEW WORSLD
Lucky you, you just had a drop-pod slam smackdab in the
middle of your backyard. No injurtes, no one’ bothering you about
itas they're all googly-eyed at the pods still falling from the sky
This pod happened to see you first, it figured you werent com-
pletely braindead, and it gave you the chance to customize a power
‘suit 10 whatever specs your fragile litle heart desires. You won t be
the only one though, so you better start thinking quick
Where we are Now:
The world’s about 10 go t0 hell, if it hasn't alread, Pods from the
sky, without warning, fell across the Earth. Where they came from,
who the hell knows. Why NASA or the Hubble Telescope didn t
notice them before they reached us? Maybe they dia, maybe we
just weren't told. In any case, the important part is to think where
‘we are now
Before you is a pod, containing inside some material converter
and crafting machine that can only work so much before it gives
out. For user-interface sake, it labels the workload io make each
“change” to the baseline a cost in “Resources”. Simple and easy
10 understand, right? You want better materials, or a bigger suit
its going to wear out how much the pod can work, and eventually
it won’ work no more. So keep in mind how much points it told you
were available, you were listening, weren't you?
However, this is quite a tall order. Your own powered sult, that’
quite a lot to take in. You could be super strong and heavily ar-
‘mored, maybe you got more firepower than the army has in a tank,
or maybe you run or move so fast ever the cop cars can't chase
you
So where to start? Let’ start concepts. You a heavy type? Big
suit, strong armor, maybe a good deal of firepower? Or is your cup
of tea a light suit? Running faster than some cars get on the high-
way, or maybe a sneaky infiltrator? Maybe you're ajack of all
trades, you like a litle of everything, incase you need fo adapt.
Speaking of adaption, the whole world’s gonna need to adapt, so it
«ain't a bad place to start
From there, wittle down what your aiming for, there's a lot
of options on that litle holographic interface. User inter-
faces on how you and the suit will work together, HUD and
vision adjustments, communication suites and rader, it
quite chalk full of possibilities
Oh, and don ¥ forget your locomotion, how you move
around the world and terrain. Your form, if you want some-
thing different from the bipedal waiker. Even up to having a
ute little companion AI chipper in to your conversations.
Well, that part might just end up annoying
Once you got a generalized concept, moesy on over and
start building. Select options and choose what you want, it
‘not finalized until you go through and specify to the ma-
chine you're all recdy. Just remember: Once you've speci
fied your build, i'l! be hell and high water to change it, so
‘be damned well certain you like what you got
Armored Descent Credits
Producer, Lead Designer, and Storywritter:
Hard Target
Proofreader, Idea Bouncer, and General Brit:
Chamio
Original Power Suit CYOA
Dr: Divergant
Ideas, Balance Issues, Concepts.
Ag)
Special Thanks to: Nobody In Particular
(no, mot the artist. Go back to 1d)
« The Storygthy and indepth process. To help speed
things along, alot ofthe general description stufT has beer taken 2
from the crunch area and put here, so that players can speed through the
‘options and return here if there is anything that needs clarification. How-
ver, itis recommended you read this page before going forward if itis
‘your first time creating a character. Recall you have 250 resources to use.
Suit Variants
Every suit must choose a “varia”, or a general basis ofhow a suit will
‘build up. From mesh suits which are extremely quick but fragile, 10 su-
perheavies which are bulking and slow monstrocites, the suit variant will
determine the base stats that other modules and additions will work off
of, The primary stats one should take into account are their size, their mo-
bility, their Pressure Resistance and Armor Design,
Size dictates how easy it'll be to use a suit in a day-to-day basis. Mesh
and Lights are nearly identical in size to the average human, but Medium
suils fend to be extremely tall for homo sapiens. Heavy suits can barely
fit im a door if they crouch down and angle themselves, and a Superheavy
is the size of an entire story of a house.
Mobility is how quick they are capable of moving in combat (and in
general). While its listed in meters, the measurement is not linear; Mo
Dility docs not directly translate to how fasta unit moves, itis merely
used for measurements while using the grid or the relative distance chart,
Finally, Pressure Resistance and Armor Design keep a pilot alive, a
basic refreshable buffer that prevents damage. The higher their values, the
better they can keep damage from afflicting you.
Suit Constructs
Constructs ae the form of one’s suit, and determine the prim:
method of traveVlocomotion a suit will generally use. Each suit must
choose a Construct to be able to continue with character generation,
Bipodal is the most common and has no negative effects or cost; A
simple two-legged suit that works as one would expect. Taurics have four
legs rather than two, and generally are quicker and more agile. Quadru
peds use all ther Limbs in movement, typically seen as a more ‘animalis
tic’ form. Driders are mmulti-leazed creatures, from spiders to scorpions,
and either travel across surfaces with webbing or underneath the ground
by burrowing. Finally, Harpies are the masters of the sky, and are very
likely to spend the majority oftheir time in the a
Beyond that, there are Construct Variants, which are derivatives of the
constructs and change the construct in cither minor or major ways. It is
not a requirement to take a construct variant, but pilots may take multiple
types within which construct their suit fall under (Unassociated variants
are usable by any suit). However, they cannot be taken multiple times,
User Interfaces
User Interfaces are a method of being able to control a suit
‘They allow pilots to give input and have the suit act upon that
Each have their ovn benefits and cost, but pilots must choose
‘one; The exception is that the basic “controls” option canbe taken,
{n conjunction with other interfaces, and can be assigned to par=
ticular items if one wishes.
Armor Material
The last required choice set isa suits’ armor material. This
stacks with a suits’ Armor Design (determined by Suit Variant
choice) to raise your Armor Value (AV). The higher one’s AV, the
‘more of an armor buffer one has to negate damage.
Additional Options
Beyond the prior listed options, there are no required choices
beyond this point: All the options now available are up to the
player to decide to use or not, utilizing the point-buy system,
Even ifa choice is free (requires no resources), players are not re
quired nor forced to take it
Options range from utility options, biological changes, defen
sive measures, to locomotion, weapons and targetting systems,
Defensive measures generally help one survive, either egainst
the enviroment or combatants. Generally, players should gra
couple if possible,
Locomotion is mostly self explanatory, as it modifies how
quickly and in what manner one moves around the world. Re-
‘member that suit’s construct forms may prevent certain options
from being utilised.
HUD/Visual options generally do not play a direct role in help
ing one acquire targets or make a shot; The exception to this being
radar and sonar, or X-ray to percieve those using infiltrtor. In-
stead, they are usually used to negate potential penalties applied
bya GM that are enviromentally applicable. In the simplist
‘manner of explanation, night vision doesn't make you a better
shot, bu it certainly prevents you from being blind during the
nighitime,
‘Communications options allows one to do just that, communi-
cate. From basic ranged voice to direct intemiet access, these op
tions help players to be team oriented or to get in comtact
others.
Biology changes are changes that affect the character directly.
From a complete makeover, to shapeshifting, merging with you
it oF gaining the abilty to regrow limbs, biological changes
drastically affect a pilot of a suit and how they live.
Utility options give one less combat-oriented modules and more
purpose made items. F:om hacking to repairs, stowing capability
{to Al, uilty options tend to be far more varied and diverse than
other choices.
‘Weapons give players their method of dealing with volatite and
hostile situations. The mportant thing to remember is that weap-
‘ons are not set in stone for appearance. A cutting blade is not just
‘a sword, it could be a claw, or even something as exotic as a
scythe. Changing the appearance of a weapon is independant of
its ability to combat situations; Any alterations to appearance does
not affect the stats or function of the weapon. As@ final note for
ballistic weapons, caliber of a weapon does not directly translate
{o human weapons. Suit tech is generally more advanced than
‘what humanity has seen prior
Targetting systems ae the final sect of options, and help you to
assure hits. These add to your dice range (see Combat Section.
ther than a flat bonus, helping you to assure hits rather than pray
for good rolls,Resource Cost: None
Peet EET
Presst
Strength: 6001bs—
Armor Design: 1
Height: Pilots’ Height
ight: 1001bs/45.4 kilos
y: 45m,
Resouree Cost: 10
Recharge time: 1h daily
Pressure Resistance: 6
Strength: 20001bs
Armor Design: 3
Height: ~2.1m Resource Cast:-40
Weight: 4001bs/181.4 kilos Recharge time:4hvdail
Mobility: 30m
Air Supply: 2h
Strength: 40001bs
Armor Design: 5
Height: ~3m
Tides based on the folowing equieles:
Sirenth: Hose mich st cam it wnded, potently odd by
‘Air saa: 4h
tol
Sis Ctect/orw/Sulf Varlcadl eect! Vextaatilelereiinee ve lvesteeea a etwimsce dnreope
a suit can take, how much it boosts your strength, and how quick it can move
Pressure Resistance: 10
Resource Cost: 5
‘Sauer
ince: 4
~r Strengtie12001bs
‘ATMOF Design: 2
Height: ~1.8-1.9m.
Weight: 2001bs/90.7 ki
Mobility:
Resource Cost: 20
Recharge time: 2h daily
Pressure Resistance: 8
Strength: 30001bs
amples of ates
4 Mesh help he it if 800i, Superhey ca if a rnc
{Mesh same height oi plot. Siperkeoyy fm
{Mesh adds only 250s, a Stpereary wetghs 1 tonATRGIBUTES
All Suits have a stat of 50 “Physical”, or HP.
Recharge Time
Recharge time is how much time it takes for a
suit to fully recharge it’s battery. All suits are
equipped with batteries powerful enough to pro-
vide energy for 24h before needing recharging.
lll suits recharge via detachable solar array,
which must recieve direct sunlight or AC outlet.
Pressure Resistance
Pressure Resistance (PR) accounts for the forces
that the suit encounters in combat, Every bullet,
cannon shell, or missile applies a Pressure Value
(Pi) which must be resisted. The higher your PR,
the more likely you can take multiple sources of
attacks.
Strength
How much your suit’s limbs will aid you in tasks.
Lifting off ground capacity is 2x lifting capacity,
and dragging/pushing capacity is 4x base cap
Armor Design
Displays the thickness and general layout of your
armor. This affects how much of a beating the
armor can take before it begins to become dam-
aged. It is modified by the armor material
(Design + Material = Armor Value (AV}) chosen.
More armor means a tougher time harming the
power armor, and an easier time dealing with po-
{ential penetrators. (see Combat section)
Height
Determines how large the suit is. Mesh suits are con-
sidered skin-tight and negligable in height variation
from the user’s base. Superheavy suits by themselves
tower at around 3m tall. Thus, a Mesh suit can fit
through a door, a Supetheavy has to create its’ own
entrance (or crouch down to fit inside). Multiply all
multipliers together with the base to determine value.
Weight
Determines how heavy the suit is. Most Superheavy
suits are incapable of staying on any surface that is not
considered “ground” (concrete, pavement, dirt) due to
the surface ratio of their limbs. Multiply all multipl-
crs together with the base to determine value.
Mobility
How quickly the suit can accelerate, it’s max speed,
and turn rate are all determined by this attribute. A
suit’s mobility measurement is converted directly into
how far they can move in combat (A medium of 30m.
can move 30m, or 6 squares (5m per square), Super-
heavy of 15m can only move 1Sm in combat. See:
Combat section). Multiply all multipliers together
with the base to determine value.
Air Supply
All suits are equipped with their own tank of oxygen’
for the pilot and can maintain the pilot in any atmo-
sphere the suit can handle (a mesh suit cannot give
oxygen for a pilot in the deep sea as the pressure will
crush both the suit and user)
¢ Suit VarianSelect one Construct form to determine the shape, starting locomotion, and other
eet ies
Resource Cost: 10 F
Height modifier: 5125 |.
Weight modifier:
: | ae
‘cam stack onetime (Taurie+
Mobile, but ne further)
Length modifier: x2 Height
it modifier: 1.2
Gain Armored Variant™ |
Gain +2 PR’
Cannot haverExposed
(Can ack one time (Quad +
“Armored, but wo further))Resour Cat 10,
| Grants:ITH CTS
Construct Variants change features about certain forms, and are optional.
You may select multiple variants that do not overlap in features (No double tails)
Angelic
Gain non-functional pair of wings
They look nice
Reptilian
Gain a functional tail that at player discretion can house/hold a
hhardpoint (Must spend resources/Hardpoint points normally)
TAURIC
Centaur
You have the lower body of a horse, and the upper body of a hu-
‘manoid, The arms are capable of lifting the suits” stength thresh-
old and/or attaching hardpoints,
Tauros
Al four limbs can be used for movement, but you can also stand
‘upon your hind legs and walk like a bipedal humanoid,
Predator
‘Your four walking limbs are treated as sharing the same hard
point for purposes of mounting melee (Cutting Blaile/KSM) weap-
‘ons. This gains no additional attacks or mechanical benefits, and is
purely visual.
DRIDER
Scorpion
Lose Adhesion and Web Spray; Cannot gain either
Gain Burrow for free, as well as the following changes to
burrow:
~ Can stack with Kinetic Servos (not gained for free)
= Getting Kinetic Servos allows burrow its full mobility
while burrowing; Removes 1/2 mobility limit
= Beginning to burrow is a swift action, not move action
Gain 2 additional legs (visual/does not affect stats)
Gain a functional ail that at player discretion can house/bhold a
hardpoint (Must spend resources/Hardpoint points normally)
Arachnid
Gain 4 additional legs (visual/does not affect stats),
RARPY
Wyvern
Gain a functional tal that at player discretion can house‘hold a
hhardpoint (Must spend resources/Flardpoint points normally)
Exposed
Resource Cost:-5 (Gain 5 points)
Lose 1 (1) to Armor Design
Risk direct pilot damage (?)
You look cool and badass while showing yourself off
Mobile
Resource Cost: 10
Improve mobility by 1 Suit level (Heavy gain Medium, Medium
‘gain Light, etc)
Clarification for Mesh: Mobility increases from 45m to 60m
Clarification for Taurie + Mobile as Mesh Increases from 45 tc
60, then further to 75m
Armored
Resource Cost: 5
Gain +1 to Armor Design.
Can be taken with Exposed
Lightweight
Resource Cost: 5
Reduce weight by modifier x0.5
Weapon Platform
Resource Cost: 15
Your suit's design is created for stability and integrity of firing
and attacking with weapons, granting a +5 to your dice roll (420 +
5)
{ NaeUSER INTERFACE
Oe CCR es
You may select only one (unless stated otherwise)
CONFROLS
Resouree Cost: 0
Gain a basic and intuitive set of controls for your
suit
~ Can be customized to accomodate additional limbs
and attachments, or to work solely for specific
limbs/attachments
= You feel no pain or pleasure from the suit
, buts [ 1, tans it grant the Benefits ofthe former,
‘swell as aditiona benef
No, super heaves dost gt nore guns than mesh,
“es, understand why ay would
“They sil dont gt mae guns
=
i COT equayou are a Mesh and you are not using your mobility, you wilde. Moving adds &
relative bons related DC checks agaist you for hiting that rouné (GM discre-
tion for amount). Page 15, Right sds, Tp right where the paragraph et off from
the example box
“esis lative
“es, you an am circles around an enemy and then atack for icreased DC to
ot be hit
‘Why the fuck does noone use ares?
-IF you want als, go outside Likelihood sth weather out he would be
‘more kind than the sponse you'll get from IRC for dragging realism into a game.
‘Railgua’s are slated for a checkup and crunch balance
Total Conversion Mods/Loaders
‘These mods radically change the loading system used by the
‘weapon, which can adversely affeet the weapon’s acceptance
ofnew mods.
Impulse Loader: Utilizes the force of the weapon firing to in-
stantaneously reload a new round. +1 to HPL requirement, Can be
attached to multiple ammo compartments, can use any type of
ammunition, and allows the use of other weapon modi
not a Total Conversion Mod.
Rates regarding Total Conversion Modifications:
= Can only accept basic APHE ammunition unless stated oth
- Are either attached to the Ammo Uni, or an Animo Storage
Compartment, and only one (cannot attach to multiple Ammo
storages, or to both an Ammo Unit and Ammo Storage) unless
otherwise specified.
= Can only use one unless otherwise specified.
-A total conversion mod disallows the use of other weapon
‘modifications beyond the Ammunition Modifications section
unless stated otherwise
ip/Magazine Loader: Loads and refills either clip 9°
‘magazine of ammunition into the gun for use. Costs 25 resources
and+ 5 1o HPL requirement. Clips/Magazines have a few rules of
The clip/magazine holds three rounds for Class I-3 weapons,
‘and two shells for Class 4-5 weapons.
= Each shell in a clip or magazine can be fired at all once
using the Mave Burn Clause action, without detracting the DV/Pi
(Does full damage).
- Reloading a Clip or Magazine takes a Standard Action.
- The weapon cannot be forced via W.E-P. to gain adiitional
attacks or damage,
= Does not disallow the use of the “Firelink” modification
Autoloader: Attaches to am ammo storage to feed the contents
automatically into the firing chamber of the gun. Costs 50 Re~
sources and +10 HPL requirement, Autoloaders have the same
ules as Clip/Magazine Loaders, except the following:
= Does not need to reload, is always loading/feeding from the
‘ammo compartment.
= Cannot use “Firelink” modification,
A a at aa
Additional Information/Rulings
Beyond what has been listed, here's some basic rules re-
garding some of the changes:
Ammunition Storage and Linked/Unlinked Ammo: An un=
linked ammo unit can have it’s own storage of annmunition seper-
ated from the gun, This allows it fo produce multiples of specielty
rounds (Non-AP/APHE) and retain them for reloading later. Con-
versely, a linked ammo unit can do the same with a storage com
partment to save up specialty rounds for the gun.
Ammunition Storage and Refilling: Refilling an ammo com-
partment that isnot direetly inked tothe Ammo Unit (the unit
‘which proluces annie) can be done im a couple of methods.
‘A) You may elect to refill the unit while in your suit, by hand,
‘swapping in shells using whatever manipulators, arms, oF limbs
that ate applicable. This is astandard action, and refills the ammo
compartment by 2 shells (if dere are that many/if ammo is
AP/APHE).
B,) You may jump out of your suit (if applicable) as a swift
action and begin to refill the suit’s ammo. Refilling still remains a
standard action, but you can refill up to S shells if applicable.
C,) Another individual may use their standard to help you
reload, at aa maximum of wo people assisting. This is a standard
action on their account, and refills $ shells if applicable
‘Compatability Difficulties: Although the modifications are
‘modular, some mods that suits may get cannot be used by particu-
lar weapons. The followingis a list of incompatabilites wi
‘xcapon mods and particular weapons:
‘As this is the “ranged” modification section, missiles and melee
‘cannot take any of these mods: They have their own mods and
sections listed.
‘Ammunition is only interchangable on weapondry that would
have ammunition available (Ballistics, Railguns, Howitzers and
Artillery)
‘The Plasma Laser Cannot (PLC) and Nuclear Hellfire Cannon
‘cannot take any modifications.
‘The Metal Shard Fragmertation Barrage cannot use ammo
types: Itean however gain all other available modifications (This
includes the Clip Loader and Autoloader TC mods;
Al fused weapons which have a HPL requirement above 5 are
treated as Class 5’s for Total Conversion mods in terms of deter
‘mining firing rules (amount of shells held/asable).
Beyond all these limitations, it should be theoretically possitle
for unlisted combinations fo work unless veto'd by the Group or
GM.MODIFICATIONS -~
DOME aaa . Re
Core Weapon Modifications
‘These base weapon mods change some of the core aspects of
the weapons functionality, damage potential (and Pi poten-
al), and more
Armored Weapon: Costs 5 Resources. The weaon cannot be
impacted by extemal attacks o reduce its accuracy (Called
Shot.etc). Only W.E.P. failures and enviromental difficulties
rediuce the accuracy of the weapon
‘Twitch Reaction System: Costs 10 resources. Any unit within
your attack range that attempts to move away from your position
can be attacked as a single free interrupt action eac2 round with
the weapon (No more than 1 free attack per round) for half
DV/Pi. Additional rulings ae:
Cannot have more than one weapon with this modification
-Dumiy o Sentient AI can be attached ro the system to gain
4 second use ofthe interrupt, but only once. This counts as up-
linking the Al to a “drone” (takes up a drone slot with the AI).
~ The second use of the interrupt cannot affect a nit which
has already been impacted by the first use (cannot hit a target
twice with the fee interrupts).
Improved Venting System: Costs 5 resources. Allows a
‘weapon to be used forthe Move Burn Clause twice ean fire the
same weapon again with Move Bur Clause). The sceond attack
still does the same 1/2DV and no pressure application.
Firelink: Allows two weapons to be linked fogether to attack as
part ofthe same Standard Action. This does not merge the attacks;
The attacks are still resolved seperately. Resource cost is applied
{0 both weapons, and is 10/15/20/25/30 for Class 1'2/3/4/5 weap-
cons, per (Class 1 and Class 4 would be +10 and +25, respec
tively)
Propellant/Rocket Boosted Acceleration: +3DV/+4Pi for
KSMs and similiar weapons, “6DV/+2Pi for Cutting Blades and
similiar weapons (Exception: Kinetic Shard Swarm: gains
+6DV/+2Pi). Costs 10 resources, and +4 to HPL requirement.
Total Conversion Mods/Loaders
‘These mods radically change the functionality and versatil-
ity of the weapon, which can adversely affect the weapon's ac-
ceptance of new mods.
Rules regarding Melee Total Conversion Modifications:
= Can only use one unless otherwise specified.
- only Twitch Reaction System and Improved Venting System
‘are innately supported by TC mods unless specified otherwise.
Inferno Resurgence Impulse: Usable only by Bladed Weapons
(Cutting Blades (rank 1~5), Plasma Sword, Heated Blade Lasher).
DY and Pi remain unchanged, costs 40 Resources and +10 to HPL
requirement. Reactive chemicals which require an electrostatic
discharge to ignite can be applied with cach attack, up toa maxi-
mum of 3 on a single unit, and a total o§ different applications.
Whether to apply the chemical is chosen atthe beginning of each
attack roll (before attempting 2 hit). Each application should take
note of the enemy’ unil’s AV and PR at the moment it was applied
Sensing out an elecirestaie discharge to activate the chemical (up
to 300m radius from unit's position) isa swift action, and does the
following:
Each application affects the enemy unit as ifan attack with
the weapon
= The applied attack does half the value of DV and Pi
(rounded up) athe original attack did during application
(ignores enemy unit’ current PRAV, and aets upon the mit’
“original PR/AV at time of application. Conversely, this does not
negatively affect their current PR/AV)
- The affected unit i then afflicted with the molten chemi-
‘al for 2 rounds, dealing 2DV/3Pi per opplication atthe begin-
ning of their turn each round (this prevents Pi resed).
~ fan afflicted unit ix dead or dies before the application is
ignited, the charge can either be left as it is and ignited os
normal, or set offinmediately. A charge that is ignited lie this
affects a 15m radius forthe weapon's DV/Pi, and any units hit by
it are afflicted with the chemical as per above for 1 rounds in-
stead of to.
Shatterpoint: Usable only by Kinetic Weapons (KSM (rank
1-5), Kinetic Shard Swarm, KPU), DY and Pi remain urchanged,
‘costs 40 resources. May also use the “Propellant/Rocket Boosted
Acceleration” mod with this TC modification. The weapon re-
Jeases an impulse shockwave during its attack, causing serious
‘damage to a target’s armor. Each hit does the following (resolved.
before primary damage):
~ Each attack does shatter” damage to both AV and PR,
based against 1/2 Pi grounded up)
~ This shattering effect must be repaired; Requires a repair
standard to remove 5 shatter damage on either AV and PR.
~ Example: An attack of 12DV, 10 Pi has a shatier of 5 Pi
The opponent's max PR is shattered hy 5 (80, ifmax PR ws 12, be-
‘comes 7), until PR is reduced to 0; Once at max 0, max AV i
shattered instead untit it reaches 0. A unit AV and Pi can never
reach above their marimum, even on Pressure reset.DOME aaa 4
Armor Modifications
‘Not only has humanity tinkered with weapons, the armer materials and
suit structure has also been put under the microscopes and gutted t0 ex-
amine as closely as possible.
While the foreign and unknown materials aren't quite reproducable,
‘mixing them with pre-existing armor has lead to interesting results. Con-
versely, altering the internal structure and density ofthe power armor has
lead to increasingly durable suits.
‘Armor mods do not tend to require additional resources from the suit
(ate free for resource mounting) unless specified otherwise. They can,
however, cost quite a prety penny on the scrap market, Remember that
scrap market costs are Sx of resource cost, and while the armor mods tend,
to not require suit resources to mount, they do still have a listed price.
This isa flat, non-resource intensive progression option meant to offset
and balance out Suit vs. Suit combat withthe inclusion of he prior
‘Weapon Modifications, which tend to ead to teams of 2 to 3 units wiping
out a single enemy suit in one round. Italso helps to give 2roups a feeling.
of improvement wit their power armor/characters over the course of a
campaign or set of campaigns,
‘While groups may elect to dismiss or remove parts of supplimentary
content, itis highly recommended that ifa group wishes to use the
‘weapon modifications that they include the armor modifications in their
game to avoid serious cases of Total Player Kill (TPK) or One Hit Knock
Outs (CHKO’s) from becoming commonplace not only fer the eneiy but
the group's characters. The balance of the weapon mods for progression
‘was designed to be offSt by the inclusion of armor progression as well,
so using only one or the other can lead to imbalances.
ARMOR MODS
Armor Material Modifications
‘These material composites compound on the unit’s pre-
existing armor material, adding to it with flat bonuses. May
only select one composite to mix.
‘Steel Mixture: Costs 25 scrap to obtain. Mixture of steel and.
alien materials. Adds a flat +1 bonus to armor material. Weight
modifier of x1 (unchanged)
Industrial Mixture: Costs 50 scrap to obsain. Mixture of
ddiamond-plated steel and alien materials, Adds flat +2 bonus to
‘armor material. Weight modifier of x1.05
Rolled Homogenous Mixture: Costs 75 scrap to obtain, Mix
ture of RHA and the alien materials. Adds a flat +3 bonus to
armor material. Weight modifier of x11
‘Hardened Armor Composite: Costs 100 scrap to obtain, and 5
resources 1o mount. Mixture of military composite with the alien
‘materials. Adds a flat +4 bonus to armor material. Weight modi
fier of x1.2
ORCA (Obtrusion-Reactive, Composite Armor): Costs 125
scrap to obtain, and 10 resources to mount. A specialty composite
‘mixed with Chorbham, AMAP and alien materials to create a
high-density, heat resistant material that stightly hardens further
‘when impacted, Adds flat +5 bonus to armor material, Weight
modifier of x1.35
‘These modifications alter the core structure of the power
armor in a way to better withstand damage and improve
structural integrity. May only select one.
Primary Skeleton Hardener: Costs 25 serap to obtain. Applies
abasic material hardener to the skeletal structure ofthe suit, In-
creases suit Physica’ track by 5 point.
Basic Frame Overhaul: Costs 50 scrap to obtain, Reworks the
stock frame to be more resiliant and impact resistant, Increases
suit Physical track by 10 points.
Hardened Frame and Component Mounts; Costs 75 scrap to
obtain, Increases the material and strength of the frame which
hholds and protects vital components ofthe suit. Increases suit
Physical track by 15 points.
Heavy Skeleton and Frame Overhaul: Costs 100 scrap to
obtain, and 5 resources to mount, Overhaul the suit with addi-
tional layers of protection and shock resistance, Increases suit
Physical track by 20 points.
Suit Integrity Total Conversion Overhaul: Costs 125 scrap 10
‘obtain, and 10 resources to mount. This complete overhaul modi-
fication reworks the suit from the ground up, making it incredibly
resiliant fo internal damages and shock forces. Increases suit
Physical track by 25 points.
Additional Modifications
Supplimentary modifications which do not fall under either
of the prior two categories.
Shock Dampener: Costs 75 scrap to obtain, and 10 resources,
to mount, Increase suit’s Pressure Resistance (PR) by an addi-
tional +4.
Shield Material Coat: Costs 50 serap to obiain, and $ resoure~
5 fo mount. Coats ¢ single (cannot coat multiple in one spray)
physical shield with the same armor the power armor uses, con-
\ertng its additional AV to 1/2 the total of the Armor Material
(Material + mod). Can be taken as many times as the unit has
physical shields.
- Example: Armor Material of Industrial with mod of ORCA
(B+ for 8), sprayed on a sul for 1/2 means Armor bomis from
‘physical shield beccames 4
4 Vee:DEMUTH aa
Minor Modifications
Minor modifications are lesser cousins to the modules available to
power armor. The innate benefits they provide tend to be small, but so are
their cost: All minor modifications can be picked up during character ere-
ation, unlike other modifications. Conversely, they do not cost scrap
unless picked up later on, using the same conversion factor as picking up
normal modules from the serap market
Not all minor mods are helpful, some traits can cause seme problems or
bbe generally distracting o the pilot and those around them. The categories
forall minor mods are as follows: Positive traits, negative traits, and
addons.
Positive Trait Modifications
Suit trait modifications alter or present new changes to as-
pects of a suit directly; Positive mods are beneficial and gener-
ally cost resources to gain,
Reliable: Requires 5 resources. A reliable suit rolis two d's for
cach time they are afMicted by an effect that reduces their effec-
tiveness (applicable instances are: Called Shots, WEP futures,
melee attacks ete) If they roll a total value above 10, tke effect is
negated (WEP negation only removes the penalty, it does not
remove the condition caused from WEP usage).
Easily Repaired: Requires 3 resources. Any manual repair
(Note: Not Self Repair ID action repairs an additional 1 point of
pliysical damage
Amphibious: Requires 2 resources. Allows a suit the ability to
foat and skim on the surface ofa lange body of water (Note:
Lake, large river, efe) using their base mobility. Cannot dive with-
‘ut assistance from other modules (Gills, Deep Sea)
‘Low Profile: Requires 2 resources. Suits wih this trait are zen-
crally smaller in height, making it easier to get into interior areas
and work in general situations. A suit with this trait is treated one
category lower (Superieavy to heavy, heavy to medium, etc) for
Iheight None: Mesh suits camot tak hs rai
Negative Trait Modifications
iit modifications alter or present new changes to
aspects of a suit directly; Negative mods are detrimental and
generally give resources when taken.
Break-down Prone: Grants 5 resources. A suit that is prone to
break downs rolls two d6’s for each time they are afflicted by an
effect that reduces their effectiveness. If they roll a total value
below 2, the effect is incrimemted further following its scaling
(WEP increases penalty but does not increase actual coxdition;
Called shots on the unit incriment an additional time, etc).
‘Cramped: Grants 3 resources. Not all suits perfectly fit their
user’s body or take comfort into consideration. A cramped suit
deals a point of temporary health (pilot HP) damage for every
half-hour operated duc to the confined conditions. Eact tempo-
rary damage can be ‘healed’ by exiting the suit and allowing your
body to stretch, 1 minute per point. Cannot be taken with fusion.
‘Complex Controls: Grants 4 resources. As the suits were de-
veloped by a completely different species, the controls were not
intended for human use. A suit with complex controls adds 1 to
every DC check.
Addon Modifications
Supplimentary modifications which give physical additions
or attachments rather than influence the design of the suit
Manipulator: Requires 2 resources. Small human-sized arm
with opposable thumbs capable of mimicing the grip of any
person, Lifis up to a S0lbs object without problems; mu
jems pose difficult fort to balance. Can perform any number of
actions the pilot wotld normally do, and can be directly con-
trolled by the pilot if necessary.
Ejection System: Requites 4 resources. The suit is designed
‘emergency sitations a pilot can eject out ofthe suit (or, if
the suit is Mesh or Light, detach off the user immediately). Acti-
vating the system is a free action. Pilots end up over 45m away
from the suit and can act immediately after ejection.
‘Cargo Space: Requires 1 resource per additional space. Stor-
‘age systems which have the space of an average drawer are at=
tached on to the suits. Any weight put in is added to the overall
weight of the suit.
Voice Activated System: Requires 5 resources. Capable of in-
‘erpreting basic vocal commands, a suit can perform a singular
swift action asa free action atthe vocal command of the user
‘once per round. Can be adjusted to understand any langua
‘command, provided the user is the one inputting the
‘command/language.
[AR Headset System: Requires 3 resources. An attactable
headpiece gives realime feedback on all information the suit can
‘obtain to the user in an augmented reality window just before
their face. This cannot be used for scanning or any altemative
function, it merely presents data the suit can already gain nor-
mally, Headset can ke wom outside of the suit
Emergency Vent System: Requites 5 resources. Tertiary pipe-
lines and ventilation systems are installed for emergency use to
‘ent build up of gases and allow nanites or important energy
flows to get to critical areas on the suit. Asa swift action, a suit
may immediately reduce a single WEP condition by 1 (ifa condi-
tion is only minor, the condition is removed). This can only be
‘done once per round.
Ablative Shielding - Requires 25 Resources. Cannot mount
with either Self-Repair Il and/or Electron Shield. Additional
‘mounted armor pieces are created to be put on top of your pre-
‘existing armor, designed to be used and discarded later. These
pieces are equal to your suit’s native PR/AV, and stack upon your
‘existing values (So, a single layer of Ablative Shielding fora suit
‘Of 6AV, SPR is the same, and stacks with the suit to be I2AV,
16PR). Mounting.a new armor shielding takes a standard, and you
may not mount more than two layers at once. Resetting yout Pi
takes twice as long (Iwo rounds), and when you do you only reset
your suit’s normal AV/PR.
by VOORMAP. SYSTEM
DMEM
‘MAP’ Movement
Having a simplified, abstracted movement system is greut for basic
concepis and ideas of moving around the map. However, ii can really tire
ut a GM to come up with how to handle players who want to do extrava-
gent actions rather than just walk/run straight up to an enemy,
To counter this, the MAP system was created. This gives players new
and intuitive manners fo address and handle actions that might otherwise
bbe completely unsupported by the book.
What Changes
Duc to the Fact mobility is a rather large system in general, a lot of
grid-related movement and evasion deals are overhauled. The evasive bo-
ruses granted from high movement during a round are rensoved, and re~
placed with MAP's.
AMAPis a Mobility Action Point, which is used to perform maneuvers
and actions. You gain a MAP for every 15m of mobility yeu have, stack-
ing on top of whatever type of basic movement you would have. Mobility
options such as Kinetic Servos, Thrusters, etc can add to this value, so a
Mesh w/ mobile and thrusters would have 90m of basic movement, and 6
MAP’. You only gain a MAP per 15m, so having less than 15m docs not
give you a MAP (does not round either up nor down). As a final note, free
movement options, such as Web Spray plus Adhesion, do not add to this
value, as they do not directly modify your mobility stat. MAP’s are ex-
pended to perform maneuvers, and regenerate to your max total value at
the beginning of each initiative round.
Maneuvers are specialty actions with their own inherent limitations and
rules, granting new forms of motion and map exploitation, Unlike other
systems, a player can and is indeed encouraged to stack and combine di
ferent maneuvers via MAP use to perform incredible feats, As an ex-
ample, one could use just Leap and Brace as a Mesh to leap into build
ing through a window and brace through the walls and out the other end.
Or, perhaps instead use Move Through to get to the other side of an oppo-
nent, attack and slide them towards your allies, and Dash forward to
regain the ground and stay next (othe target. The possibiliies are only up
to your point expendature, mobility and imagination.
All MAP changes are in relation to the grid and ground combat, aerial
combat remains unchanged,
‘As.a final reminder, as stated formerly dis replaces the evasion bo-
ruses from moving quickly around the baitlefield, Instead, there are now
also maneuvers (Evasive Action, Slide, Cover, etc) that you can use -and-
slack if possible, Keep that in mind while moving around the battlefield,
as expending all your MAP’s early fo get to an enemy may result in none
left to keep yoursetf alive,
Primary Maneuvers
‘These maneuvers are the most basic and abstract d
tives of motion focused actions, as well as the most common.
Forward Dash: Requires 1 MAP 1o use. Dash in a single line
of 15m.
Climb: Requires 2 MAPS to use. Check your weight vs, the
hharciness of an object (see Hardness section for more details). If
‘your weight is enough that the structure can handle it, you ean
Climb up to 13d your total mobility.
‘Move Through: Requires 1 MAP to.use. Ignore a select unit or
target while making your movement (such as an enemy combatant
orally occupying a square). Explain the method of movement,
through the square to your GM.
Jump: Requites 1 MAP to use. Raise your height for a set of
‘squares (2 total) by 1/4th your total mobility on the grid, rounded
up to the nearest Sth, This can be used to enter higher parts of a
building, reach overanother unit unabated, or clear obstacles,
However, motion that uses wheels cannot perform this maneuver.
Brace (for Impact): Requires | MAP to use. Check STR vs.
the hardness of an inanimate object or obstacle. If the total ex-
‘ceeds the required for the hardness of the object, you smack
through the object unabated, If not, take damage according to the
‘object you broke through vs. your AV (sce Hardness section for
‘more details).
Swing: Requires ? MAPS (o use. Check your weight vs. the
hardness ofthe objest (see Hardness section for more cetails). I
‘your weight can be supported, you may swing across the object
‘nd perform a jump action for free from the square.
Combat Maneuvers
‘These maneuvers are for dealing with volatile and dang
‘ous situations.
‘Smash Through: Requires | MAP to use. Compare on
the attacker's STR (5 * STR) vs. the defend:
reduced STR is equal to or greater than the defendant's weight,
the tackle succeeds. On success, deal 2DV/2Pi to the trget and
you ignore their space while making movement
Grapple: Requites | MAPS to use. Compare both unit’s STR.
the attacker surpasses their opponent in value, the grapple suc~
ceeds: Otherwise, the grapple fails. Upon proper grapple, an op-
ponent must expend (on their turn) a MAP point to roll a 1d6. On.
‘avalue of S or higher, the opponent breaks free. They may at-
‘tempt multiple times to break free per round. A grappled unit
ccanot make any other form of movement otherwise; Their use of
standard and swift actions however is uninhibited.
‘Take Cover: Requires | MAP to use, as well as applicable
cover (any obstacle such as a car, trailer, cargo container, etc or
solid cover). All DC’s to hit you gain a +2 until the enc of your
next turn, Cannot take multiple Take Cover actions per round,
Controlled Fire: Requires 1 MAP to use. Ignore a single pen-
alty for firing while on the move.
OAs]MAP. SYSTEM
DMEM
Evasion Maneuvers
‘These maneuvers are to increase the DC to be hit, and/or
disengaging from an encounter
Evasive Action: Requires 1 MAP to use. Raise DC to be hit by
2. This does not grant any additional movement.
Slide: Requires 2 MAPS fo use, Lowers your {otal height to
4th it’s normal value, increases DC to be hit by 3, and moves
10m, Movement that utilises wheels. hopper legs, adhesion or
‘web spray cannot perform this action
Retreat: Requires | MAP and a Standard Action to use, Gain
‘50m of additional movement, but movement must be used t0 get
away from enemy units (those not in line of sight do not ainder
retreat) only.
Team-Related Maneuvers
These mancuvers are used in conjunction with other allies.
They can either be prepared beforehand, or the MAPpoint is
burned from the assisting unit’s MAP values for their next
turn,
‘Toss Ally: Requires | MAP io use. Check 1/4th the STR of the
assisting unit vs. the weight of the unit being assisted. Ifthe STR
of the assisting unit is equal to or greater than the wiezht of the
unit being assisted, the assisting unit can hurtle the other unit
10m; With an additional MAP expendature, the distance can be
increased by 15m every 250 extra Ibs. the assisting unit has for
STR above the weight of the assisted unit.
Help Up: Requires 1 MAP to use. Same success rules as Toss
Ally, except STR is reduced only by 1/2, not 1/4th. On success,
the assisting unit lifts up the unit being assisted to either their own
height (pulling someone up from a ledge), or above them (lifting
above their own head).
Defend Ally: Requires 2 MAP to use, adjacency to ally (ally
‘must occupy a square adjacent to you), and a physical shield. On
‘any intercept (Standard or Normal) action you perform, you take
the DV value rather than your ally; The intercept action still ne-
‘gates Pi as normal, Requires you to maintain adjacency (Lf your
ally moves away or you, the defend action stops) to work, Action
‘ends at the start of your next turn. Note: Ths doesnot lt an otack
‘other than an attack that has been mtercepte.
Combined Maneuvers
‘These combinations account for special rules for particular:
‘mixes of maneuvers.
Running Leap: Combine Dash and Jump. As part ofthe same
action, your jump action range is increased to 20m (4 squares)
Bull Charge: Combine Move Through and Brace. Allows you
{o break through solid cover (buildings, thick walls, etc) presum-
ing you can do both Move Through and Brace without issue.
Colossus Charge: Combine Smash Through and Brace. Ifyou
‘ean perform both on both a targetted enemy, and the intended ob-
stacles, you shove the target ina direct line using whatever mobil-
ity options you wish, dealing 2DV/2Pi per every obstacle you
foree your opponent through. This can only be performed once
every three rounds.
Not all materials are equal, and generally speaking a Supesheavy likely
won't beable to scale a building with ease, nor a Mesh smash through a
‘bunker without serious injury. This is where the hardness aspect comes
in, to deal with these imevularites.
Harciness is calculated by a simple set of materials, with STR and,
Weight generally up agairst it. Light materials, such as woos, plaster, and
the like have only 1 hardness. Simple materials, such as brick, conerete,
‘or others have a hardness value of 2. Industrial materials Such as iron ot
sfecl have a value of 3, Hardened bunker conerete or especially dense
alloys tend to have a value of 4 or even higher, depending on the material
‘composite and GM ruling.
Strength (STR) is generally used to calculate azainst attempts to break
such a material Each 600Ibs of strength convert to 1 value for compari-
son, and STR must be a Ieast equal to hardness to succeed. So a Mesh of
‘600Ibs can easily break wood, plaster, but might have a harder time with
solid brick and concrete depending on their weight. Conversely, Mediums
have no trouble with steel or iron, but purpose built bunkers and other ob
stacles might not be withia their realm of destruction,
Weight is for attempting to avoid breaking objects and obstacles. Each
400Ibs of weight convert to 1 value for comparison, and weight must be
Jower than hardness to be able to climb. Hence, Mesh and Lights have no
issue clammering over wood or plaster. but Mediums might, and Heavies
‘could probably break even industrial material trying to climb it. As a
note, when it comes to clinbing movement, Adhesion or Wed Spray te~
duces the weight value by 1 (So a Weight value of 3 becomes 2), as it dis-
pperses the weight better than tighily gripping an edge or small surface
Sometimes, pilots need to push their suits to do something dangerous or
uncanny. You may elect (while using Brace maneuver) to attempt to break
an objectobstacle with a hardness above your STR. If the hardness is|
‘only I above your STR, roll 1d6 and on a value of either 1 or 2 you fail 10
break through; In either seenario, suffer 2 Pi damage. All Pi damage suf-
fered from any brace action converts to DV if your AV is equal to zero. If
the hardness is 2 above your STR, roll 246 and if ether havea value of |
‘or 2 you fail to break through: In either scenario, suffer 4 Pi damage. If
the hardness is 3 above your STR, you eannot break through at all. The
roll accounts forall obstacles you may move through a part of any brace
action that round, but you take the Pi damage for each (So rolling a suc-
‘cess on one brace action assures success across all brace actions that
round for the unit)
Calculations Table:
STR vs. Hardness
X>=Y
Success
oc
Failure
Weight vs. Hardness
PES hi
Failure
X