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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 looking TABLE 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 2 a 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 Book a 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 Story gthy 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 ton ATRGIBUTES 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 Varian Select 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) { Nae USER 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 equa you 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 VOOR MAP. 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

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