Suitfall (PACYOA TRPG BH) VER 2.0

BulletHarpy Apr 7th, 2014 1,391 Never
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  1. While sitting down at your computer one night minding your own business, you hear a massive explosion outside your home. You rush outside to find something you can only describe as a drop-pod from some sci-fi game sitting in a small crater. As you slowly approach it, a blue beam bursts from the pod, scanning your body before you can react.
  3. SCANNING...
  10. As the beam recedes into the pod, a holographic display pops into view.
  15. Before you can fully comprehend the situation, you see several other lights falling from the sky. Pods, you assume. Regardless of where this strange thing came from, more are coming. A voice in the back of your head tells you that it might be a good idea to hurry up and get this over with.
  18. ==========================
  19. SUITFALL: A Power Armor TRPG
  20. ==========================
  21. Designer: BulletHarpy
  22. Thanks to /tg/, #suits, and all the other PACYOA folks.
  23. Special thanks to HardTarget for heading the charge and making the original, Armored Descent. Also Bliss, PMCAnon, Eyes, and Dr. Divergent for their contributions, and the many anons who manage or write for the wiki.
  26. Welcome to Suitfall!
  29. ==========================
  30. # HOW THE GAME WORKS     #
  31. ==========================
  33. Suitfall is a narrative system.
  35. What does that mean? First and foremost, this system addresses the question "who's to say?" It is designed to establish common ground on the value of player options.
  37. But that's what all systems do. A narrative system also sits back and lets things unfold if everyone wills it. When something seems like a good thing to add to the campaign, it lets people do exactly that. For players, it's Stunts. For GMs, it's Rule 0.
  39. Suitfall is in a way a branch off of something much bigger. Towards the end of 2013, there was a CYOA on /tg/ that let people create suits and imagine the implications of a simple but robust scenario. Since then, the CYOA has had several versions, a significant expansion (Symbiotes), and three unique tabletop RPGs.
  41. This is the third. The first is Armored Descent, a grittier version of the original PACYOA that serves as the basis for the wiki fluff. The second appeared some time later and had a brief moment of fame, but it hasn't appeared as of late.
  43. This one started as a response to the idea of a liberal rule set, one that would allow a fast, melee-oriented suit to punch an incoming missile away from its intended target. Since then, this TRPG has been under development with the auspices of HardTarget, the author of Armored Descent.
  45. But enough of history, let's get into the meat of the system. Or, if you're feeling confident, you can jump straight to the rules (Search: # BUILDING A SUIT).
  48. BASICS -----------------------
  49. Suitfall requires a d20 and something to record on (pen and paper, or something electronic). It requires a GM and at least one player.
  51. ROLLS
  52. When something comes down to chance, a roll is involved. Suitfall uses a d20, but unlike other systems it doesn't assign a flat bonus or penalty to the results. Instead, it uses something called "banding."
  54. Let's consider an example. Joe would like to fire on a target. His banding looks like the following:
  55. [5,20]
  57. This means that if he rolls below a 5, his end result will be a 5. If he rolls above a 20, his end result will be a 20.
  59. Unfortunately, Joe didn't get good sleep last night, so his firing is impaired. His GM says that the sleep deprivation is worth a -2 banding penalty. Thus, his banding is reduced to the following:
  60. [3,20]
  62. Furthermore, he's taken the DIG IN action. His aim is impaired as a result by a whopping -4 banding penalty. He deducts two from the minimum value, but that puts him at 1. With a -2 left over, he has to start taking points off from the maximum. His banding now looks like the following:
  63. [1,18]
  65. Fortunately, he heard an inspirational speech prior to the battle, so he's pumped up and ready to go despite the lack of sleep. His GM says that it's worth a +3 banding bonus, so he adds 2 points to his maximum. Since that puts him at 20, he can't go any higher, so he starts adding to his minimum. His final banding looks like the following:
  66. [2,20]
  68. Note: You can't go below [1,1] or above [20,20].
  70. TO-HIT
  71. Rolls are made against a to-hit, which is usually represented as a set of values like the following:
  72. Range [5, 10, 15, 20]
  74. The first value is close range. In combat, this includes any target in your current line (see LINE section).
  75. The second value is medium range. In combat, this includes any target one line away.
  76. The third value is long range. In combat, this includes any target two lines away.
  77. The fourth value is distant range. In combat, this includes any target three lines away.
  78. For ranges out of combat, it is up to the GM to determine what constitutes as the appropriate range.
  81. KEYWORDS ---------------------
  82. There will be many keywords mentioned throughout this rule set. Here are most of them. Feel free to tab through if you prefer reading rules in that manner.
  84. Armor
  85. Deducts Pressure from each incoming attack. Armor is a measure of how well a suit can ignore incoming attacks. Superheavy suits tend to have more Armor than mesh suits, especially since Armor upgrades require Hardpoints. Generally speaking, if a suit has a lot of Armor, it won't have as much firepower.
  87. Combat Mode
  88. Makes Resilience rise to its normal value (instead of 0), enables combat-only cooldowns, and is activated via an action. Combat Mode makes a suit responsive in superhuman ways; if you see a suit out of Combat Mode, it is much more vulnerable than normal. A suit that goes into Combat Mode also must go into Downtime at midnight GMT or else break itself.
  90. Damage
  91. Permanent Overflow. Damage denotes how badly a suit is mangled. While it is possible to destroy a suit, such a thing can only happen with the GM's permission. Damage is also reversible - it can be repaired via the Octopus component and the Engineer's special.
  93. Downtime (DT)
  94. A measure of how long your suit needs to go inactive IF your suit entered combat mode in the last 24 hours. Conceptually, you activate downtime by ejecting your heatrods and generally can't make use of your suit until the downtime duration has been reached. A suit that doesn't enter combat mode doesn't need to eject heatrods as the suits are designed to rely on normal heatsinks during normal operation.
  96. Hardpoint (HP)
  97. A resource for weapons and certain defensive upgrades. Hardpoints determine how much exchangeable equipment your suit can equip. This stat directly influences how much your suit can output in combat and generally how large it is. If you want to enter the battlefield with a multi-cannon salute or fill the skies with missiles, this is the stat for you.
  99. Load
  100. Total unmitigated Pressure. Load is a measure of how much offense the suit can't ignore with simple armor. At the beginning of each turn, Load is assessed and returned to 0.
  102. Mass (MAS)
  103. Determines how much the suit itself adds in mass (and therefore weight).
  105. Mobility (MOB)
  106. Feeds into Resilience, Stealth, and turn order. Mobility is a measure of how fast your suit reacts to inputs. This stat determines acceleration and abstractly top-speed, even if it mechanically has no effect on movement in combat. If you want to evade cannon fire and be the first to react to danger, this is the stat for you.
  108. Overflow
  109. Load left unmitigated after Resilience. Overflow is bad - it represents a failing of the suit's defenses. It forces conditions on the suit which can be (temporarily) ignored.
  111. Pressure
  112. Potential Damage. Pressure denotes how damaging and unavoidable an attack is.
  114. Resilience
  115. Resists Load. Resilience is a measure of how well a suit can handle a wave of attacks. It is largely composed of Mobility, which mesh suits are high in and superheavies low. Resilience upgrades don't require Hardpoints, so an offensive suit can also be very resilient - make sure to team up on these combat monsters!
  117. Size (SZ)
  118. Determines how much space the suit takes up relative to the pilot's height. All suits can accommodate pilots that are within ±25% of the original pilot's height (and within reason for weight), so while a suit may have controls, a toddler won't be able to pilot a grown man's suit.
  120. Strength (STR)
  121. A multiplier of the user's strength. Determines how much the suit enhances the user's ability to exert force on the environment. The suit's weight is already factored in.
  124. NARRATION --------------------
  127. Everything outside of combat takes place in narrative time, a time scale that is much broader and freely-defined. Narrative time is much slower than combat time, so anything that takes place in narrative time is just too slow in combat. The narrative unit of time is called a scene.
  129. SCENE
  130. A series of events that forms the base unit of time in narrative play.
  133. COMBAT -----------------------
  136. The combat area is an abstraction that includes the entirety of a given combat. Because it exists as a result of some conflict, a combat area contains two or more sectors, controlled by opposing sides.
  138. SECTOR
  139. A sector is a zone controlled by a grouping of allies. Allies that are subdivided into different sectors conceptually are far apart and require a great deal of movement to assist each other.
  140. Each sector has two lines, a front line and a back line.
  142. LINE
  143. The frontline is the more contested part of a sector, usually fraught with combat.
  144. The backline is the more protected part of a sector, conceptually harder to access and naturally more defensible. Units on this line halve all incoming pressure, but any pressure they exert is also halved. A unit that fires from one backline to another retains only a quarter of the attack's original pressure!
  145. Each line has a terrain that is decided at the beginning of combat. In the case of ambush or other hindering factors, the GM may assign the terrain of specific lines; otherwise, each sector gets to pick what terrain their lines are. The GM is always free to veto a pick.
  147. TERRAIN
  148. There are many types of terrain.
  149. Land terrain consists of: [ROAD], [PLAINS], [INCLINE], and [CITY].
  150. Water terrain consists of: [NAVAL] (river, sea surface), [SHALLOW], and [DEEP].
  151. Air terrain consists of: [AIR] and [SPACE].
  152. A suit that fails to have the appropriate movement mode cannot enter that line in combat. The GM is free and encouraged to make exceptions via stunts, especially out of combat.
  155. At the beginning of combat, each sector "writes in" 5 environment features. The GM decides how many may be [STURDY], [CONCEALING], or [DISTRACTING].
  156. The GM can assign up to 4 of the environment features in a given sector, depending on how well that sector can "choose their battlefield." This typically is low in the case of surprise or other hindering factors.
  157. Conversely, a well-planned sector may be granted more environment features.
  158. Land terrains always comes with a single [STURDY] feature - the ground.
  159. Features are often used with other actions and can be used in stunts.
  162. In this game, combat is defined by each player. Each suit is equipped with a switch that sends the suit into high alert, readying it for combat and enabling the pilot to dodge incoming attacks. This is called Combat Mode.
  163. It takes an action to activate Combat Mode. Once Combat Mode is activated, all "per combat" effects take place and the user's Resilience is no longer reduced to 0. Any components that have combat-specific cooldowns use those instead of their standard cooldowns.
  166. Combat Mode exerts fatigue on a suit. While a pilot can push his or her suit to its limits by keeping it in Combat Mode, it is ill-advised.
  167. A suit that has entered Combat Mode must go into Downtime at midnight GMT for the duration of the suit's Downtime stat or immediately take 20 Damage. No one knows why every suit picks that specific time.
  169. TURNS
  170. The suits with the highest mobility go first. In the case of ties with no tiebreakers, flip a coin.
  171. Turns are processed in the following order:
  172. 1. Resolve beginning of turn effects.
  173. 2. Remove one [IN USE] tag from each component on your suit.
  174. 3. Remove one [GLITCH] tag from each component on your suit.
  175. 4. Resolve Load (see DAMAGE section).
  176. 5. Set Load to 0.
  177. 6. Gain one action.
  178. 7. Spend or store action(s) (see ACTIONS section).
  179. 8. Resolve end of turn effects.
  181. ACTIONS
  182. Normally you gain an action each turn. However, you can opt to store the action such that you can spend multiple actions on a later turn.
  183. You can only have a maximum of 3 actions at any given point in time. Any additional actions are immediately lost. You also can't go into an action deficit.
  186. MOVEMENT ---------------------
  187. You can spend one action to:
  188. * Move to the other line of the sector you are located in.
  189. * Move to the front line of another sector.
  190. * Attempt to disengage.
  191. * Chase a disengagement.
  192. * Ambush an opponent.
  193. You can't move if you are [STUCK].
  196. You attempt to leave the combat.
  197. If your turn comes up again and no one chases, you successfully leave the combat. This is a beginning of turn effect.
  198. If you are being chased, you need a [DISTRACTING] feature or you fail. You can get one from suit features or environment features. As always you can just stunt.
  199. If you fail, you return to the front line of the sector you attempted to disengage from.
  201. CHASE
  202. You attempt to block a disengaging combatant.
  203. You must be on a front line to do this.
  204. If the enemy doesn't have a [DISTRACTING] feature, you succeed. If the enemy has one, you need to use a component that removes a [DISTRACTING] feature or stunt appropriately, or you will fail.
  205. No matter the result, you still return to the front line of the sector you attempted to chase from.
  206. You can only chase one combatant at a time.
  208. AMBUSH
  209. You attempt to take advantage of the enemy's weakest links and slip into their formation unnoticed.
  210. An ambush attempt requires a [5,20] roll versus a to-hit of [5, 10, 15, 20]. Add your Stealth score as a banding bonus and subtract the target's Sight score as a range penalty. If you are using a [CONCEALING] feature, you gain a +4 banding bonus.
  211. If you succeed, you immediately move to the target's line and can make one attack with an non-[IN USE] weapon, adding (your Stealth - their Sight) as bonus pressure (minimum 1).
  213. HIDE
  214. Requires a [CONCEALING] feature.
  215. Outside of combat, you may attempt to evade notice. Halve your movement.
  216. Anyone who has a Sight score greater than your Stealth score spots you. As to everyone else, you can't be perceived (unless if you're pointed out).
  219. THE ATTACK -------------------
  221. >> Pseudo-code
  222. attack(weapon):
  223.   weapon.addTag("[IN USE]")
  224.   if atk.result(roll()) >= atk.tohit:
  225.     def.load += atk.pressure - (def.armor + def.stealth)
  227. loop():
  228.   when def.turn is reached:
  229.     def.penalize(def.load - def.resilience)
  230.     def.load = 0
  232. penalize(overflow):
  233.   if overflow <= 0:
  234.     do nothing
  235.   elif overflow < 5:
  236.     def takes overflow damage if it moves
  237.   elif overflow < 10:
  238.     def takes overflow damage if it moves or intercepts
  239.     unhardened systems glitch
  240.   elif overflow < 15:
  241.     def takes overflow damage if it doesn't dig in
  242.     non-critical systems glitch
  243.   else:
  244.     def takes overflow damage
  245.     all systems glitch (no actions)
  248. With an action and a non-[IN USE] weapon, you can attempt an attack on a target.
  249. First, you start with a [5,20] attack roll before banding bonuses and penalties. Some components grant you bonuses and penalties, while conditions and stunts may confer these as well.
  250. Find how far away your target is by counting how many non-ambush moves it takes to reach them. Then find the appropriate to-hit value associated with the weapon that you're using. If the value is a "-", you can't make the attack (but you don't spend your action doing so).
  251. If your roll is successful, your attack goes in the right direction. Take the Pressure of your weapon and deduct it by the target's Armor. If there's any Pressure left, add it to their Load.
  252. If you fail, your attack goes wild. It happens.
  253. Finally, no matter the result, add a [IN USE] tag to your weapon. This denotes that it is currently being used to gun down an opponent.
  255. DAMAGE
  256. Every turn you must assess your Load. Conceptually, your Load is the total amount of Pressure you can't ignore, Pressure that must be opposed by your Resilience. If your Load is greater than your Resilience, you overflow.
  257. Overflow places restrictions on you:
  258. * Less than 5 - You can't move this turn.
  259. * 5 ~ 9 - You can't move or intercept. All of your Unhardened [U] systems [GLITCH].
  260. * 10 ~ 14 - You have to DIG IN this turn and can't DIG OUT. All of your Unhardened [U] and Hardened [H] systems [GLITCH].
  261. * 15 or more - You are [DOWNED] (all systems glitch).
  262. You can choose to ignore the consequences, but you convert the overflow into Damage. Damage is nasty - it's permanent overflow, which compounds on your current overflow. If you have 15 or more Damage, your suit is permanently [DOWNED] - in other words, it's broken!
  264. DEATH
  265. The death of a pilot is serious business. Suits are designed to preserve the life of the pilot at all costs. No matter how bad a round of attacks is for a suit, the pilot is guaranteed to survive that onslaught.
  266. Not so if the attacker is vindictive. A [DOWNED] suit can be attacked again, which damages the pilot directly. In almost all cases, a pilot can't withstand any damage and instantly dies.
  267. -- TBD -- Symbiotes can choose to deliver a killing blow without taking an action.
  270. OTHER ACTIONS ----------------
  272. STUNTS
  273. Sometimes you have a plan and the rules don't quite work out. Perhaps you have a fun interpretation of how things could work. Or maybe you just want to do something awesome.
  274. Welcome to stunts! If it sounds reasonable and doesn't take forever to explain, it happens, shocking everyone in the scene. Your GM chooses the most appropriate effect from the following list:
  275. * Your attack hits or misses.
  276. * Grant a +5 banding bonus or -5 range penalty to someone else's attack.
  277. * Make or break an interception.
  278. * Treat a target as one range band closer or farther.
  279. * Move to a target location.
  280. * Leave a combat.
  281. * Gain or deprive an environment feature.
  282. * Add or remove a [GLITCH] or [IN USE] tag.
  283. * Repair all Damage and remove a [DOWNED] tag on your suit.
  284. After session, you and the GM decide on its persistent effects and what it depends on (GM has final word). Name it. From now on, you can use the stunt so long as the dependencies are fulfilled, but you get the effects as listed.
  287. Only works if you've already had a turn.
  288. If you have a free shield or a weapon that didn't fire, you can use it to intercept an attacker by pinning them down with suppressing fire. Roll to attack. If you hit and you deal more Pressure than their Armor, remove the Pressure from one of that target's [IN USE] weapons.
  289. Your device is now [IN USE] (it can't be used until your next turn).
  291. DIG IN
  292. Only works with a [STURDY] feature.
  293. You are now [STUCK].
  294. You cannot move or intercept.
  295. You take a -4 range penalty to all attacks you make.
  296. Add a +4 bonus to your Armor.
  297. Takes an action to DIG OUT, which removes the bonuses and penalties from the DIG IN action.
  299. AIM
  300. You gain a +1 banding bonus to your next attack. This bonus stacks, even with itself, until you move.
  301. With a [STURDY] feature, you gain a +2 banding bonus instead. You forfeit any and all of your banding bonuses from AIM actions if the feature is no longer [STURDY] or existent, or if you move.
  303. HIDE
  304. Only works with a [CONCEALING] feature or system.
  305. Add your Stealth score to your Resilience. If the feature is no longer [CONCEALING] or existent, or if you move away from the feature, you immediately lose your Stealth score from your Resilience.
  308. STEALTH ----------------------
  309. Stealth in this system is best thought of taking advantage of the weak spots of the enemy team. Theory has it, while it's a poor idea to approach from the direction that's most watched, it's much easier to take advantage of a formation by targeting the ones least capable of seeing.
  311. Command spec suits are able to shift around Sight scores. This allows a team to shift around scores such that members with lots of Armor or Resilience can take the low scores. They can also enhance their total set of Sight scores by utilizing scout drones.
  313. Assassin spec suits are the response to this - they can figure out the Sight score of a single enemy with an action. This approach takes valuable time in combat, but ultimately any security protocol can be unravelled. Suits can also take stealth measures that help them ambush targets or flat out ignore most mooks when carrying out their missions.
  315. In general, the more you invest in Stealth, the harder it is to counter you and the longer it will take for you to down a target. Patience is key for the budding infiltrator.
  318. ==========================
  319. # BUILDING A SUIT        #
  320. ==========================
  322. You get 200 resources.
  324. Components can be Unhardened [U], Hardened [H], or Critical [C]. This determines roughly how reliable the component is when the suit is put under stress.
  327. CLASS ------------------------
  328. Each suit can be roughly classified according to its overall design. Though comparable, each suit class comes with its own design priorities, which broadly define what the suit is capable of.
  330. Choose one.
  332.         ARM     MOB     HP      DT      SZ/MASS/STR     OTHER
  333. MESH    2       6       5       0       102%/50kg/3x   
  334. LIGHT   3       5       6       1m      105%/80kg/6x   
  335. MED     4       4       8       2m      110%/125kg/10x 
  336. HEAVY   5       3       10      25m     125%/250kg/15x  [STURDY]
  337. TITAN   6       2       14      30m     150%/450kg/20x  [STURDY][CONCEALING], can't conceal without GM approval
  339. Armor (ARM)
  340. A measure of how well your suit can ignore fire. In game terms, Armor is deducted from each incoming attack, but works poorly against attacks that spike in damage. This stat determines how bulky or dense the suit is, as well as how much it is affected by incoming force. If you want to brush off gunfire and walk freely into a firefight, this is the stat for you.
  342. Mobility (MOB)
  343. A measure of how fast your suit reacts to inputs. In game terms, Mobility affects Resilience, Stealth, and your position in the turn order. This stat determines acceleration and abstractly top speed, even if it has no mechanical effect on movement in combat. If you want to evade cannon fire and be the first to react to danger, this is the stat for you.
  345. Hardpoint (HP)
  346. A measure of how much exchangeable equipment your suit can actively use at once. In game terms, all weapons and certain modules require hardpoints to be used, though they can be carried without using hardpoints. This stat determines how much your suit can output in combat and generally how large it is. If you want to enter the battlefield with a multi-cannon salute or fill the skies with missiles, this is the stat for you.
  348. Downtime (DT)
  349. A measure of how long your suit needs to go inactive IF your suit entered combat mode in the last 24 hours. In game terms, you activate downtime by ejecting your heatrods and cannot activate combat mode until the downtime duration has been reached. A suit that doesn't enter combat mode doesn't need to eject heatrods as the suits are designed to rely on normal heatsinks during normal operation.
  351. Size (SZ)
  352. Determines how much space the suit takes up relative to the pilot's height. All suits can accommodate pilots that are within ±25% of the original pilot's height (and within reason for weight), so while a suit may have controls, a toddler won't be able to pilot a grown man's suit.
  354. Mass (MAS)
  355. Determines how much the suit itself adds in mass (and therefore weight).
  357. Strength (STR)
  358. Determines how much the suit enhances the user's ability to exert force on the environment. Fine-tuned coordination is generally tricky without advanced control mechanisms.
  361. SPECIALTY  -------------------
  362. A suit's Nova Core is often times moulded to deliver a specific output. By adapting this flexibility to use cases, suits take on specializations that permanently define what the suit is most capable of performing.
  364. Choose one.
  366. COMMAND
  367. Grants "External Sensor Array [C]" and "Advanced Communications [C]" for free.
  368. Pinpoints friendly suits using any available, on-board signal. Once per combat, can freely assign the sight scores of any and all allies as an action.
  369. Special - Sync: Shares one ally's special with all allied suits in the scene.
  372. Grants "Self Repair [C]" and "Tentacle [C]" for free.
  373. Treat suit as one class lighter for Downtime purposes. Once per combat, can add a single [STURDY], [CONCEALING], or [DISTRACTING] feature to the suit's current line.
  374. Special - Patchwork Nanites: Can repair 1 Damage as an action to any adjacent target.
  377. Grants "Floaters [C]" for free (if you already have them, the mobility bonus stacks).
  378. Add 1 to mobility for turn order purposes. Wins all mobility ties against non-Mobility opponents.
  379. Special - Redline: Once per combat prior to Load assessment, can supercharge thrusters and treat Resilience as infinite. Effect ends after the end of your next turn.
  382. Grants "Optical Camo [C]" for free.
  383. Treat suit as one class lighter for Size purposes. Can reveal the sight score of a single opponent as an action.
  384. Special - Chameleon: Your suit can transform into any humanoid appearance of the same height.
  386. ASSAULT
  387. Grants one Class IV weapon [C] for free.
  388. Add 4 to Hardpoints. You can move and attack with a single action, but you take a -4 range penalty until the start of your next turn.
  389. Special - Weapons Free: Once per combat, immediately remove all [IN USE] tags.
  391. SUPPORT
  392. Grants "Plasma Shield [C]" for free.
  393. Add 2 to Hardpoints. Treat suit as one class heavier for Mass and Strength purposes. You are [STURDY]. Ignores the banding penalty for Dig In.
  394. Special - Unstoppable: Once per combat, immediately remove all [GLITCH] tags.
  396. GENERIC
  397. Grants 20 extra resources. No other effects.
  400. SCHEME -----------------------
  401. Schemes determine the suit chassis, which may fully integrate alternative Locomotion modules. Such designs usually come at a cost. Any volume or mass modifiers are simply multiplied.
  403. Choose one.
  405. Humanoid (0)
  406. Default scheme.
  407. SZ 100%; MASS 100%
  409. Tauric (0)
  410. Gain additional two legs, which causes your suit to gallop.
  411. SZ 120%; MASS 125%
  413. Feral (0)
  414. Your suit moves on all fours.
  415. SZ 175%; MASS 200%
  417. Harpy (25)
  418. Adds winged thrusters to the suit.
  419. SZ 100%; MASS 70%
  420. Grants "Flight [C]" for free. Cannot take "Gills". Can't enter [UNDERWATER] terrain.
  422. Drider (10)
  423. Gain two additional legs and the ability to cling to surfaces.
  424. SZ 130%; MASS 135%
  425. Grants "Adhesion [C]" for free. Cannot take "Gills" or "Flight".
  427. Mermaid (5)
  428. Fuses the legs together into a finned tail that severely hinders land movement but greatly improves submerged mobility.
  429. SZ 100%; MASS 100%
  430. Grants "Deep Sea Module [C]" for free. Gain additional +1 Mobility when fully submerged. Cannot take "Flight", "Floaters", or "Adhesion". Can't enter [ROAD], [PLAINS], [INCLINE], or [CITY] terrain.
  432. Lamia (5)
  433. Fuses the legs together into a winding tail that can quickly move across land and scale surfaces.
  434. SZ 120%; MASS 125%
  435. Grants "Adhesion [C]" for free. Cannot take "Gills" or "Floaters".
  437. Sahuagin (10)
  438. An amphibious form that adds fins without compromising the suit's land mobility.
  439. SZ 100%; MASS 100%
  440. Grants "Gills [C]" for free.
  443. VARIANTS ---------------------
  444. Variants alter the basic scheme and usually provide specialization at some cost. Any volume or mass modifiers are simply multiplied.
  446. Variants stack, but features do not overlap (no double tails).
  448. BIPED
  449. Angelic (0)
  450. Gain a pair of non-functional wings. They look nice.
  451. SZ 110%; MASS 90%.
  453. Reptilian (0)
  454. Gain a functional tail with a Hardpoint, but reduce Armor slightly.
  455. SZ 110%; MASS 110%. -1 Armor, +1 HP.
  457. TAURIC
  458. Horned (?)
  459. Arm your forehead with a melee weapon at the cost of some Armor.
  460. SZ 110%; MASS 110%. -1 Armor, +2 HP, must purchase at least one melee weapon of Class II or more.
  462. FERAL
  463. Saddled (0)
  464. Gain a weapons platform on the back, but reduce Armor and Mobility slightly.
  465. SZ 110%; MASS 110%. -1 Armor, -1 Mobility, +2 HP.
  467. Predator (0)
  468. Arm your limbs with a melee weapon at the cost of some Armor.
  469. SZ 110%; MASS 110%. -1 Armor, +2 HP, must purchase at least one melee weapon of Class II or more.
  471. DRIDER
  472. Scorpion (0)
  473. Gain a functional tail with a Hardpoint and two additional legs, but reduce Armor slightly.
  474. SZ 110%; MASS 120%. -1 Armor, +1 HP.
  476. Arachnid (5)
  477. Gain "Grapple Shot" and four additional legs, but reduce Armor slightly.
  478. SZ 110%; MASS 140%. -1 Armor.
  480. HARPY
  481. Wyvern (0)
  482. Gain a functional tail with a Hardpoint, but reduce Armor slightly.
  483. SZ 110%; MASS 110%. -1 Armor, +1 HP.
  486. Exposed (-5)
  487. Reduce armor slightly, but look cool and badass while showing yourself off. Your GM determines if you risk direct pilot damage.
  488. SZ 100%; MASS 80%. -1 Armor.
  490. Mobile (5)
  491. Tunes your scheme to be more agile by utilizing more aerodynamic features and lighter materials.
  492. SZ 100%; MASS 90%. +1 Mobility.
  494. Armored (5)
  495. Adds additional plating to reinforce the suit. Can be taken with Exposed.
  496. SZ 100%; MASS 125%. +1 Armor.
  498. Lightweight (5)
  499. Uses special, lightweight composites to lessen the weight of the suit.
  500. SZ 100%; MASS 70%.
  502. Dampened (5)
  503. Redesigns the armor to obstruct signals and reduce the sound it produces.
  504. SZ 100%; MASS 90%. +2 Stealth.
  507. INTERFACE --------------------
  508. Due to unique design goals, suits tend to have unique user interfaces. While some require the finesse of higher order interfaces, others are designed to operate under any conditions.
  509. Note: Tactile sensation, while adjustable, can only be toggled in realtime. Thus, pain can only be mitigated and reduced in a predictive manner.
  511. Choose one.
  513. Controls [C] (0)
  514. Provides a mechanical set of powered controls, customized to fit the capabilities of the suit. Anyone can use the suit if they provide the right key. Visual and audio input is delivered through display.
  516. Nerve Suit [H] (5)
  517. Grants an obvious, skintight suit that delivers tactile sensation. Comes with a cord that connects to the cockpit. Anyone can use the suit if they provide the right key. Visual and audio input is delivered through display.
  519. Spinal Jack [C] (5)
  520. Attaches an artificial spinal casing to your spine, which delivers all sensory input directly into your brain. Only you can use the suit. Extra limbs feel natural and intuitive to control. Very obvious when observed bare and generally hard to conceal.
  522. Brain Implant_1 [H] (10)
  523. Implants a non-rejecting chip onto your brain that interfaces with it directly, delivering all of the benefits of "Spinal Jack". Additionally, the user can use any communications telepathically while not wearing the suit.
  525. Brain Implant_2 [H] (15)
  526. Grants the benefits of "Brain Implant_1". Additionally, the user can remotely pilot the suit and can overlay visual input with any and all HUD elements while not wearing the suit.
  529. CRITICAL PROTOCOL ------------
  530. Embedded into the suit's core systems is a primitive AI called the Critical Protocol. It activates when the user is forcibly disconnected from the suit while in Combat Mode, commonly as a result of the interface glitching out.
  532. Choose one.
  534. Survival [C] (0)
  535. Dig In if possible, else do nothing. Broadcasts a distress signal to friendlies and neutrals.
  537. Combat [C] (5)
  538. Intercept incoming fire if possible, else Dig In, else do nothing. Broadcasts a distress signal to friendlies.
  540. Overdrive [C] (10)
  541. As Combat. The user may initiate Overdrive Mode at any time, which immediately removes [IN USE] and [GLITCH] from all modules and ignores the [DOWNED] tag. This mode lasts for 3 actions, after which the suit immediately turns off Combat Mode, takes 15 Damage, and is [DOWNED]. Broadcasts a distress signal to friendlies.
  543. Martyr [C] (20)
  544. As Overdrive, but the suit overloads its power core after the 3 actions are up, creating a powerful fission explosion (Pressure 100) with a radius of several km. Broadcasts a farewell to friendlies.
  547. AI ---------------------------
  548. Assistive AI can never take the place of a pilot, but it is always designed to supplement a pilot's abilities or complement his/her capabilities. They are always fully programmable and come with an inviolable factory reset option.
  550. Choose one.
  552. None [C] (0)
  553. You go alone.
  554. 0 drone limit
  556. Dummy [C] (5)
  557. A dummy AI is designed to perform standard tasks associated with device management and passive awareness. Appears as a sprite or handheld hologram.
  558. 1 drone limit, +1 Vision
  560. Complex [C] (10)
  561. Complex AIs provide a richer tasklist and are used in military functions. Appears as a sprite or handheld hologram.
  562. 2 drone limit, +2 Vision
  564. Genetic [C] (15)
  565. Genetic AIs are sentient AIs. Capable of developing advanced heuristics, it is designed to evolve and interact with users in a more natural manner (and thus are heavily influenced by them). Can appear as a sprite or holographic, human-sized body that can project into the world and lightly interact with it, but cannot carry more than 1kg. Additionally, once per combat the AI can warn you of a [DISTRACTING] feature, allowing you to ignore it.
  566. 2 drone limit, +2 Vision
  569. HUD --------------------------
  570. A pilot without a HUD is a sitting duck. While all suits carry the basic sensor array, many upgrade their sensors to suit their particular needs.
  572. Basic Sensor Array [C] (0)
  573. Comes with basic binocular lens with 3D perceptive capabilities, ambient microphones, and feedback sensors that inform the pilot of the response of a given component when polled. Also comes with basic universal positioning, though the resolution makes it hard to tell where you are outside of your timezone and hemisphere.
  574. +2 Vision
  576. Precision Geodesy System [U] (5)
  577. Adds a refined, high-resolution navigation system to the suit. While it will prioritize utilizing pre-existing systems (such as GPS), it is capable of launching three high-altitude drones that provide high resolution, range-limited photography of the terrain. With enough scanning, it is capable of mapping an entire planet (or more).
  579. Enhanced Optics Array [U] (5)
  580. Replaces the binocular lens with telescoping lens, which are able to focus up to 100x zoom. Dynamic filters allow the suit to perceive at night in color (albeit with some saturation).
  581. +2 Vision
  583. Dynamic Scanning Array [U] (5)
  584. Adds a thermal sight and a set of directional microphones with an audio filter that selects out nearby heartbeats. Great for close-ranged, high resolution awareness, but suffers from noise and distance.
  585. +2 Vision
  587. Environmental Scanning Array [U] (5)
  588. Adds a radar/sonar module that is noticeable at first glance. Great for long-ranged detection and environmental awareness, but suffers from resolution issues and is poor at delivering realtime data.
  589. +2 Vision
  591. Deep Scanning Array [U] (5)
  592. Adds an x-ray module and ground-penetrating radar system. While poor at distance and resolution, they are capable of piercing materials and are especially prized by prospectors and sentries alike. Pierces the Infiltrator's "Chameleon" effect and "Collapsible" forms, but only within 30' (the same line in combat).
  593. +2 Vision
  595. Internal Sensor Array [H] (5)
  596. Adds active scanning sensors to the suit which feed readings such as hull integrity, oxygen levels, environmental hazards, and other information pertinent to the suit's state.
  598. External Sensor Array [H] (10)
  599. Includes "Internal Sensor Array". Enhances the HUD by performing complex sensor analytics using pre-existing sensors, which estimate enemy states, nearby security systems, mines, and other threats.
  601. Systems Hardening [H] (5)
  602. Hardens one pre-existing array, giving it the [H] tag. Generally makes the sensors bulkier or more embedded.
  605. COMMUNICATIONS ---------------
  606. While all suits are able to communicate on a basic level, some require higher levels of connectivity.
  608. Basic Communications [C] (0)
  609. Comes with a voice broadcast which is able to loudly project one's voice out to 100m. Able to send and receive A/V transmissions out to 1km via unsecured full spectrum broadcast.
  611. Encryption Protocol [C] (5)
  612. Secures all broadcasts via advanced, alien algorithms.
  614. Advanced Communications [H] (10)
  615. Includes "Encryption Protocol [C]". Enhances the comm set with high power systems that can communicate through any planet.
  617. Wireless Connectivity Module [H] (15)
  618. Provides internet connectivity using secured protocols. Generally selects for the fastest signal, but will switch to alternative signals (3G, satellite) if high bandwidth signals are unavailable (WiFi, 4G). With "Tentacle", it grants wired connectivity. With "Eternal Sensor Array", it grants Augmented Reality which overlays on scan.
  620. Universal Translator [C] (5)
  621. Translates any language and can read lips by analyzing facial movement. Incapable of translating symbiote communication, if it even exists.
  624. BIO --------------------------
  625. Though nanites are commonly rejected as an option due to societal implications, the onboard pod AI grants you access to such options given the circumstances. It does not elaborate on this.
  627. Canvas Nanites (5)
  628. A cluster of nanobots inject you and allow you to change your gender, height, weight, skin, hair and eye colors. Takes one day per alteration to complete.
  630. Progenitor Nanites (10)
  631. As with "Canvas Nanites", but also change your DNA, chromosomes, genetics and anatomy from human to elven. Lifespan is increased to 200 years and all physical and mental disabilities are cured. Appearance can only be changed once on acquisition.
  633. Hydra Nanites [C] (10)
  634. A small platelet factory is embedded into your body, creating nanites which accelerate healing and allow the regrowth of limbs.
  636. Stasis [C] (20)
  637. Your suit is filled with bio-sustaining liquid, putting your body into stasis. Slows aging and removes need for water and food but not air. Armor recharge does not interfere with stasis. You can leave at any time, but requires 1 month of rehab. Extended use over time causes muscle deterioration. Hydra Nanites lack the bio-electricity from the nervous system during stasis, as the body is put into a coma-like state, rendering compatibility impossible (Hydra Nanites do not work while user is in stasis).
  640. STEALTH ----------------------
  641. These features exist to enhance a suit's ability to go unnoticed.
  643. Countersurveillance Measures [U] (5)
  644. Allows the suit to deploy chaff and smoke canisters, which allows the user to reroll a jamming roll once, but voids the use of [CONCEALING] features. Can be used once per combat, though multiple purchases will grant one additional use per purchase.
  646. Moth [U] (10)
  647. Computer script that automatically interferes with a target's optics for a short amount of time, making it difficult for a target to respond to an ambush. Grants a +4 Stealth bonus during an ambush action.
  649. Ladybug [U] (10)
  650. Computer virus that interferes with a target's locomotive systems, preventing them from moving. The target can't take a move action until the end of your next turn. This also grants a +2 Stealth bonus to any suit making an ambush action against the target while the effect is up. Can be used once per combat, though multiple purchases will grant one additional use per purchase.
  652. Optical Camouflage [U] (20)
  653. Changes the visual properties of the suit such that, when active, treats enemy Sight score as 0 if they don't have special vision. Grants [CONCEALING] once in combat as an action, which lasts until the suit moves quickly (out of a line). Out of combat, it can be used so long as the suit has no Damage.
  655. Simulacrum [U] (20)
  656. Allows the suit to project a holographic clone, which is hard to distinguish from the original at a glance. The clone is a [DISTRACTING] feature and may intercept one attack with an illusory copy of one of your weapons, ignoring the target's Armor if your Stealth score is greater than the target's Vision score. If it is attacked, it immediately disappears and the bonuses end. It requires an action to project. The clone lasts until the end of your next turn.
  658. Combat Stress Upgrade [C] (5)
  659. Hardens one pre-existing stealth feature, giving it the [H] tag. Digital features tend to run at high priority levels, while mechanical features are better protected by the suit's design.
  662. UTILITIES --------------------
  663. Encompasses all sorts of miscellaneous effects.
  665. Life Support System [C] (0)
  666. Your suit provides air, regulates pressure and temperature (within 0.1~10 atm and natural Earth temperatures), and is hermetically sealed (unless "Exposed"). Your suit also includes an internal scrubber, a waste disposal unit and a fluid recapture unit. The resulting water is reportedly "drinkable".
  668. Tentacle [U] (5)
  669. Gain a small tentacle that can interface with any computer directly.
  671. Pigeon [U] (10)
  672. Computer trojan that reports data to the user about the infected system. Can't be detected except by "Octopus", in which case it ceases operation.
  674. Octopus [U] (10)
  675. Computer program that analyzes suits and delivers a detailed status report. Allows user to perform maintenance, which repairs all Damage and removes [DOWNED] tags from a suit as a scene. With "External Sensor Array", can maintain other armor suits as well. With "Deep Scanning Array", allows user to analyze objects other than suits, but doesn't confer the ability to maintain them (except with GM approval).
  677. Spider [U] (15)
  678. Computer virus that will inject and sabotage any computer it is installed on. Cannot affect power armor.
  680. Discrete Collapsible [C] (5)
  681. The armor can be collapsed to a fraction of its original size and mass with a brief one minute process. When collapsed, it is inactive. Expanding it takes the same amount of time. This form is usually some personal item, like a watch, necklace, or pack.
  682. When collapsed, SZ 10%, MASS 10%.
  684. Dynamic Collapsible [C] (15)
  685. As "Collapsible", but the armor can be rapidly collapsed and expanded as an action. Furthermore, it is capable of running any onboard AI and services if combined with "Brain Implant_1" or "Brain Implant_2". When combined with "Complex" or "Genetic" AI, can reflexively expand and force the user to enter the suit when it senses lethal danger (GM decides). Because of the complexity of this form, it is considerably larger and usually looks like a helmet, vest, or case.
  686. When collapsed, SZ 25%, MASS 25%
  688. Towing Cable [U] (5)
  689. Grants a retractable cable that allows users to drag objects without using their limbs. Can also be thrown or fired within 10m, but can't be utilized in combat.
  691. Grapple Shot [U] (10)
  692. Same as "Towing Cable", but has a 30m length and can be used in combat as a [5,20] attack versus DC [10, -, -, -] (Targeting modifiers applicable). If the enemy's Load is currently above their Resilience, the shot hits and reduces their Resilience by their Mobility (can't drop below 0), which remains until the target's Load is below their Resilience on the start of their turn.
  695. LOCOMOTION -------------------
  696. While all suits can enter [ROAD], [PLAINS], [INCLINE], and [CITY] terrain (except for the Mermaid scheme), some suits opt for a higher degree of mobility.
  698. Kinetic Servos [U] (10)
  699. You can move and attack with a single action, but you take a -4 range penalty and halve your Armor until the start of your next turn.
  701. Wheels [U] (5)
  702. Allows expedited movement across paved ground.
  703. Grants a +1 bonus to Mobility in [ROAD] and [CITY].
  705. Adhesion [U] (10)
  706. Allows movement across any solid surface regardless of gravity so long as the surface can hold the extra weight. Excellent at stabilizing weapons and providing superior firing angles.
  707. Grants a +2 banding bonus and +1 bonus to Mobility in [INCLINE] and [CITY].
  709. Floaters [U] (15)
  710. Hover-based propulsion technology that allows for gliding and frictionless skating via near-surface levitation.
  711. Can enter [NAVAL] terrain. Grants a +1 bonus to Mobility.
  713. Flight [U] (25)
  714. Grants "Floaters" at the same hardening level. Enhances the floaters by adding a core set of high propulsion thrusters that allow the suit to take off, land, and fly at speeds up to Mach 1.
  715. Can enter [AIR] terrain.
  717. Gills [U] (10)
  718. Grants "Environmental Scanning Array" at the same hardening level. Built-in water/oxygen converter removes the air limitation on a suit in bodies of water, allowing the user to breathe underwater indefinitely.
  719. Can enter [NAVAL] and [SHALLOW] terrain.
  721. Deep Sea Module [C] (20)
  722. Grants "Gills [C]". Suit is modified to handle the most extreme depths of the seas, enabling it to explore the depths of the Mariana Trench (and beyond).
  723. Can enter [DEEP] terrain.
  725. Cosmonaut Module [C] (10)
  726. Requires "Flight". Suit is modified to handle the hostile properties of space, enabling space travel.
  727. Can enter [SPACE] terrain.
  729. Locomotion Hardening [C] (5)
  730. Hardens one pre-existing locomotion feature, giving it the [H] tag.
  733. DEFENSE ----------------------
  734. Some suits expect violence. These upgrades mitigate their damaging aspects.
  736. Armor Plating [U] (5) or [H] (10) or [C] (15)
  737. Adds additional reinforcement by applying plating to connection points on the suit. This feature can be taken multiple times. Its bonuses stack.
  738. Grants +1 Armor, requires 1 HP
  740. Enhanced Reaction [U] (5) or [H] (10) or [C] (15)
  741. Adds additional vector thrusters or improves limb responsiveness, increasing the suit's ability to dodge attacks. This feature can be taken multiple times. Its bonuses stack.
  742. Grants +2 Resilience, doesn't require HPs.
  744. Flares [U] (5)
  745. Fires off a set of blinding flares that make it hard to target the user at the cost of concealment.
  746. Requires an action to activate. Imposes a -3 range penalty to attacks directed at the user. The user can't benefit from [CONCEALING] features, but this counts as a [DISTRACTING] feature. These effects last until the start of the user's next turn. The suit comes with 3 sets of flares per combat. Taking this feature multiple times stacks the number of flares available per combat.
  748. Physical Shield [C] (20)
  749. Grants a deployable, durable shield that not only enhances the user's defense but can also be used to intercept attacks. This shield, like other shields, can be used to intercept any attack regardless of enemy Armor, but doing so adds the [IN USE] tag, preventing its use and denying the armor bonus until the user's next turn.
  750. Grants +1 Armor, requires 1 HP
  752. Aegis Shield [C] (30)
  753. Grants an unstoppable, reactive barrier that not only enhances the user's defense but also has an active mode that emits a burst of energy designed to neutralize incoming attacks. This shield, like other shields, can be used to intercept an attack regardless of enemy Armor, but doing so adds the [IN USE] tag, preventing its use until the user's next turn. Unlike the "Physical Shield", the armor bonus is not lost.
  754. Grants +1 Armor, requires 1 HP
  757. WEAPONRY ---------------------
  758. Some suits just need to be violent.
  760. >> Key
  761. Range: Determines the RNG value to hit. The first value is for enemies on the same line. Subsequent values denote how many move actions are typically required to reach that location (ergo the fourth value is for an attack from one backline to another backline).
  762. Pressure: A measure of lethality and unavoidability, this determines how much Pressure the weapon deals.
  763. Reload: How many turns it takes before the weapon is usable again. To track this, add a number of [IN USE] tags equal to the reload value and remove [IN USE] tags at the beginning of your turn as normal. If this value has a (shots) section, the weapon reloads one shot and can store up to the listed number of shots.
  764. Charge: Some weapons need to charge up before firing. Add a [CHARGE] tag each time you spend an action to charge. When there are as many [CHARGE] tags as the charge value, the weapon can fire. Once the weapon fires, remove all [CHARGE] tags.
  766. >> Weapon Classification Overview
  767. Class 0 - Defeated by some civilian defensive measures
  768. Class I - Defeated by some standard police/military measures
  769. Class II - Defeated by some light vehicle armor
  770. Class III - Defeated by some tank armor
  771. Class IV - Defeated by some advanced armor systems
  772. Class V - Defeated by some elven ship armor (advanced tech)
  774. >> Weapon Type Overview
  775. Melee Edge - They are one class lower for their pressure and are extremely reliable.
  776. Kinetic Strike Module (KSM) - More inaccurate than Melee Edges, but they halve target armor before adding to Load.
  777. Ballistics - These weapons work under trying conditions.
  778. Plasmas - These weapons deal more pressure but require charging. They also tend to be more fragile.
  779. Explosives - These hit an entire line but hit at the beginning of your next turn. During this time, they can be shot down. They have multiple shots before they have to reload, which usually takes a long time.
  780. Drones - These have consistent functions but can be shot down if their Load is too great.
  782. CLASS 0 WEAPONS - Sidearms. These weapons require 1 HP to mount but have a cost of 0.
  784. Melee Edge 0 [C]
  785. Range [5, -, -, -]
  786. Pressure 5
  787. Reload 0, Charge 0
  788. Utility knife, saw, or razor wire.
  790. Kinetic Strike Module 0 [H]
  791. Range [10, -, -, -]
  792. Pressure 5
  793. Reload 0, Charge 0
  794. Limb upgrade that on strike contact releases a shockwave designed to project force through heavily armored targets. Ignores half of the target's Armor before adding to Load.
  796. Sidearm Ballistics [H]
  797. Range [5, 15, 20, -]
  798. Pressure 3
  799. Reload 0, Charge 0
  800. Pistols, Machine Pistols.
  802. Non-Lethal Weapon [U]
  803. Range [5, 15, -, -]
  804. Pressure 0
  805. Reload 3, Charge 0
  806. Concrete foam, taser, or tranquilizer. Causes no damage but disables (critical glitch) organic targets with Armor 1 or less for a single turn.
  808. CLASS I WEAPONS - Personal weaponry. These weapons require 1 HP to mount and have a cost of 5.
  810. Melee Edge 1 [C]
  811. Range [5, -, -, -]
  812. Pressure 7
  813. Reload 0, Charge 0
  814. Reinforced blade, polearm, or saw.
  816. Kinetic Strike Module 1 [H]
  817. Range [10, -, -, -]
  818. Pressure 7
  819. Reload 0, Charge 0
  820. Limb upgrade that on strike contact releases a shockwave designed to project force through heavily armored targets. Ignores half of the target's Armor before adding to Load.
  822. Personal Ballistics [H]
  823. Range [10, 10, 15, -] or [5, 10, 20, -] or [15, 15, 10, 10] (choose one)
  824. Pressure 5
  825. Reload 0, Charge 0
  826. Assault Rifles, Shotguns, PDWs, and LMGs.
  828. Scout Drone [U]
  829. Range [-, -, -, -]
  830. Pressure 0
  831. Reload 0, Charge 0
  832. Grants a lightweight, quiet surveillance drone that creates a copy of your Sight score. If it sustains more than 5 Load, it is destroyed and cannot be redeployed until Combat Mode is re-engaged.
  834. CLASS II WEAPONS - Anti-Material weaponry. These weapons require 2 HP to mount and have a cost of 10.
  836. Melee Edge 2 [C]
  837. Range [5, -, -, -]
  838. Pressure 9
  839. Reload 0, Charge 0
  840. Vibration blade, polearm, or saw.
  842. Kinetic Strike Module 2 [H]
  843. Range [10, -, -, -]
  844. Pressure 9
  845. Reload 0, Charge 0
  846. Limb upgrade that on strike contact releases a shockwave designed to project force through heavily armored targets. Ignores half of the target's Armor before adding to Load.
  848. Squad Ballistics [H]
  849. Range [10, 10, 10, 15] or [5, 10, 20, -] or [15, 10, 10, 10] (choose one)
  850. Pressure 7
  851. Reload 0, Charge 0
  852. MMGs, Automatic Shotguns, and Powered Rifles.
  854. Non-Lethal Suppressor [U]
  855. Range [5, 15, -, -]
  856. Pressure 0
  857. Reload 3, Charge 0
  858. Tear gas mortar, water cannon, or other area control weapon. Causes no damage but disables (critical glitch) organic targets with Armor 1 or less for a single turn. Affects an entire line.
  860. Combat Drone [U]
  861. Range [-, -, -, -]
  862. Pressure 5
  863. Reload 0, Charge 0
  864. Grants a sturdy, fast combat drone that automatically deals 5 Pressure to any target. If it sustains more than 15 Load, it is destroyed and cannot be redeployed until Combat Mode is re-engaged.
  866. CLASS III WEAPONS - Armor-Piercing weaponry. These weapons require 3 HP to mount and have a cost of 15.
  868. Melee Edge 3 [C]
  869. Range [5, -, -, -]
  870. Pressure 11
  871. Reload 0, Charge 0
  872. Superheated blade, polearm, or saw.
  874. Kinetic Strike Module 3 [H]
  875. Range [10, -, -, -]
  876. Pressure 11
  877. Reload 0, Charge 0
  878. Limb upgrade that on strike contact releases a shockwave designed to project force through heavily armored targets. Ignores half of the target's Armor before adding to Load.
  880. Medium Ballistics [H]
  881. Range [15, 10, 10, 10]
  882. Pressure 9
  883. Reload 0, Charge 0
  884. HMGs, .50-cal rifles, and small 20-40mm cannons.
  886. EMP Airburst [U]
  887. Range [-, 10, 15, -]
  888. Pressure 0/2
  889. Reload 3, Charge 0
  890. Fires an airburst mortar that creates a localized EMP capable of scrambling optics and targeting subsystems of a target until the player's next turn, disabling all Targeting systems. Can also strike an opponent manually with the shell, but this cancels the disabling effect of the shot.
  892. Standard Missiles [U]
  893. Range [-, 1, 1, 1]
  894. Pressure 9
  895. Reload 5 (4 shots), Charge 0
  896. Guided missile pod that fires self-guided or assisted missiles. When a missile fires, it becomes an object and moves to the sky (its own line). It can be shot at but not intercepted; it has Armor 0 and if it takes more than 5 Load it explodes. Missiles, like all explosives, hit everything on the target's line with the listed pressure.
  898. Proximity Mine Launcher [U]
  899. Range [1, -, -, -]
  900. Pressure 9
  901. Reload 5 (4 shots), Charge 0
  902. Releases a sticky explosive that detonates on demand (whenever the user wants it to). Mines, like all explosives, hit everything on the target's line with the listed pressure.
  904. CLASS IV WEAPONS - Anti-Vehicle weaponry. These weapons require 4 HP to mount and have a cost of 20.
  906. Melee Edge 4 [C]
  907. Range [5, -, -, -]
  908. Pressure 13
  909. Reload 0, Charge 0
  910. Plasma blade, polearm, or saw.
  912. Kinetic Strike Module 4 [H]
  913. Range [10, -, -, -]
  914. Pressure 13
  915. Reload 0, Charge 0
  916. Limb upgrade that on strike contact releases a shockwave designed to project force through heavily armored targets. Ignores half of the target's Armor before adding to Load.
  918. Heavy Ballistics [H]
  919. Range [15, 10, 10, 10]
  920. Pressure 11
  921. Reload 0, Charge 0
  922. 30-40mm auto-cannons, 80-120mm short-barrelled cannons, and other large weapon systems.
  924. Plasma Flamethrower [U]
  925. Range [20, 1, -, -]
  926. Pressure 13
  927. Reload 0, Charge 1
  928. Sprays plasma in a cone that doesn't travel far but sets everything on fire. Takes a little time to warm up the plasma generator.
  930. CLASS V WEAPONS - Advanced, Anti-Ship weaponry. These weapons require 5 HP to mount and have a cost of 25.
  932. Particle Laser Cannon [U]
  933. Range [15, 5, 5, 5]
  934. Pressure 17-25
  935. Reload 0, Charge 1-5
  936. A devastating weapon that converts particles into raw energy and ejects them in a concentrated laser. Though the process takes a while to start up, many tout the results to be more than worth the wait. For every additional charge action (up to 5 total [CHARGE]s), the shot deals an extra 2 Pressure.
  938. Firestorm Missiles [U]
  939. Range [-, 1, 1, 1]
  940. Pressure 13
  941. Reload 5 (4 shots), Charge 0
  942. A set of four extremely powerful missiles that set fire to everything in its blast radius, creating cool Hollywood-style explosions and generally making it hard to breathe for anyone in the area. When a missile fires, it becomes an object and moves to the sky (its own line). It can be shot at but not intercepted; it has Armor 0 and if it takes more than 15 Load it explodes. Missiles, like all explosives, hit everything on the target's line with the listed pressure.
  944. Railgun Ballistics [U]
  945. Range [15, 10, 10, 10]
  946. Pressure 20
  947. Reload 1, Charge 1
  948. Experimental railgun systems and other "ship destroyer" ballistic weapons. Because of their bulk and design, they have a long firing process which requires charging the barrel and loading the chamber with special ammunition.
  951. TARGETING --------------------
  952. These components indirectly improve a suit's lethality.
  954. Assisted Aim [U] (5)
  955. Gives relative speed and distance of the target, conferring a +3 banding bonus.
  957. Guidance System [U] (10)
  958. Only works with missiles. Provides consistent and updated info on a target's current position through advanced algorithms, conferring a +5 banding bonus.
  960. Target Lock [U] (15)
  961. Tracks and updates a target's position while adjusting the power armor's stance to assure optimal chance of hit, conferring a +5 banding bonus.
  963. Full-Range Accurate Motion [U] (15)
  964. Requires "Nerve Suit" or greater control. Utilizing pinpoint input from the user, the suit adjusts its limbs and weapons precisely to the desired target, conferring a +5 banding bonus and enabling refined movement.
  966. Dedicated Mental Tasking [H] (20)
  967. Requires "Brain Implant_1" or "Brain Implant_2". The user's mental inputs and facilities are tied to the weaponry of the suit, allowing precision normally impossible for conventional control. Confers a +10 banding bonus. Cannot be taken with Full-Range Motion, Target Lock, or Assisted Aim.
  970. FINISHING UP -----------------
  971. Leave room to add tags for your components - this will be important in play. As for your stats, you can finalize them as follows:
  972. * Armor: base + bonuses
  973. * Resilience: (2 * Mobility) + bonuses
  974. * Sight: 0 + bonuses
  975. * Stealth: Mobility + bonuses
  977. As for other details:
  978. * Size: base * modifiers
  979. * Mass: base * modifiers
  980. * Strength: base * modifiers
  983. NOTES ------------------------
  986. "Guerilla" update.
  988. Added Stealth options, which largely pertain to Ambush (will add more features for Hide later).
  989. Overhaul to Disengage/Chase mechanics and added the [DISTRACTING] feature and suit options.
  990. Changed terrains to now be: [ROAD], [PLAINS], [INCLINE], [CITY], [NAVAL], [SHALLOW], [DEEP], [AIR], and [SPACE].
  991. Overhaul to Locomotion features.
  992. Support spec now ignores the banding penalty for the Dig In action.
  993. Deferred Mesh changes to the Social update.
  994. Improved wording in several places, including a rewrite of the ROLLS section. Also changed several keywords:
  995. * Range, range bonus, range penalty -> Banding, banding bonus, banding penalty
  996. * Montage -> Scene
  997. * Side -> Sector
  998. * [BUSY] -> [IN USE]
  1000. THINGS TO DO
  1003. * [U, H, C] tags
  1004. * Costs, esp. for non-harpy suits
  1005. * Size/Mass
  1006. * Mobility shenanigans after locomotion overhaul
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