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Power Armor.txt

File history uploaded by harrissdg@... 7 years, 4 months ago
Features
Power armor has three basic component: the Frame, the Plating, and the Systems.
Frames: Frames are the heart, nervous system, and skeleton of power armor. High capacity nuclear batteries, a network of ghost steel structural members, servo motors, sensors, and processing modules are all integrated into one functional strucutre to which the different components are added.
Frames are irreplacable pre-War technology. In theory, Denver and Junkyard have the necessary machinery, personnel, or both, to create new power armor frames, but neither has the supply lines required nor an interest in establishing such manufacture.
Frames provide a customizable HUD (Heads Up Display) monitoring power, armor status, sensor inputs, and user vitals.
Multi-spectrum sensors provide optic magnification (x50), thermal sensors, and low-light systems (ignore illumination penalties as a free action). Audio equipment can pick up whispers at 100 yards, or heart beats at 30 yards. Collectively this adds +2 to Notice rolls within 50".
Integral communications gear provides encrypted transmission capability rated to 20 miles (though that's a lot less reliable after the apocalypse).
High capacity batteries provide 72 hours of continuous power. Recharging generally takes 6 hours from powerful generators. Specialized Armored High Mobility Energy Transfer vehicles (AHMET, a modified tanker) were capable of charging ten suits simultaneously, in just three hours, but few survive and most of those have been repurposed as power plants for survivor settlements. Portable armored micro-fusion plants, about the size of a beer keg, called Cannisters are capable of simultaneously charging four suits and are power armor portable (weighing about 300 pounds with two sturdy handles on the sides). Cannisters were designed so that the reactor shuts down harmlessly if seriously damaged.
Plating: Plating is the skin and face of power armor. Ghost steel plates provide extreme protection against enemy action, and hermetic seals protect against biological, chemical, or radioactive threats. The sealed enviornment allows climate systems to provide heating, cooling, and clean air as long as power remains.
The combination of mechanical strength augmentation and ghost steel plating makes power armor "unarmed" attacks devastating (Str+d6, Heavy Weapon, Unarmed Defender).
Since the war, ghost steel plating is nearly impossible to replace, so some scavengers have rigged up equivalent steel plates (see Damaged Goods in Hell on Earth Reloaded). Despite being bulkier and heavier, steel plating is weaker. Armor values are the same, but the protection is regular Armor not Heavy Armor, and unarmed attacks are not Heavy Weapons.
Systems: Systems are the extras that give power armor the ability to completely change an engagement. Most systems are modular, but have strict power and volume requirements, limiting their placement and combination on a given frame.
Systems follow all the rules for Power Armor Modifications in the Science-Fiction Compaion. 
Damaged systems are available at 75% cost, but are unreliable. If the trait die rolls a 1 then the system malfunctions (see Damaged Goods in Hell on Earth Reloaded).

Scarcity:
Functional power armor is nearly impossible to find, and most folks can go an entire (pre-War) lifetime without seeing a suit. Since the Harvest, when robo-hunters and Steel Knights practically vanished, functional power armor is even rarer. Most communities do not have power armor, but use the listed rarities when it might be available.

United States
X-Suit (R)
The United States’ answer to the Confederate 1st Armored Infantry, the X-Suit was designed to be quick and simple to manufacture. The Confederate Wolverine outclassed the X-Suit in most categories, but in theory the greater numbers of the X-Suit would overcome these deficiencies.
Light Power Armor: Armor +8, Pace 8, Run d6, Cost $520k, Remaining Mods 0
Notes: Jump Pack, Sensor Suite, Signal Booster, Strength Enhancement
Weapons: Personal Only

Centurion (VR)
Designed for armored infantry commanders, the Centurion was basically command version of an X-Suit.
Light Power Armor: Armor +8, Pace 8, Run d6, Cost $565k, Remaining Mods 0
Notes: Command Pack, Jump Pack, Sensor Suite, Signal Booster
Weapons: Personal Only

LRRP (R)
This suit was designed for long range, deep penetration missions by scout and cavalry units. The LRRP suit (pronounced “lurp”) was designed for speed, stealth, and information gathering.
The suit was also built for endurance. The LRRP was outfitted with the highest capacity batteries available, and a variety of recharging options were provided to the scouts. A solar collector blanket stored in a thigh pouch and connected to the suit could be stretched out on the ground next to a trooper while motionless. This blanket would, on a sunny day, provide the trickle of energy necessary for the suit to remain powered at its lowest level, keeping its life support functions and basic communications suite alive and functioning. This allowed the trooper to remain on watch and transmit reports from a hidden position.
A forced-air ghost rock oven was also included in the backpack to allow these troops to recharge in the field. Burning one pound of ghost rock provided enough power to the turbine to recharge 2 hours in roughly 10 minutes. This oven remains one of the most common ways for scavvies with these suits to recharge in the postwar period—provided they can find some ghost rock.
Light Power Armor: Armor +8, Pace 8, Run d6, Cost $570k, Remaining Mods 0
Notes: Power Pack, Sensor Suite, Stealth System
Weapons: Personal Only

Confederate States
Wolverine (VR)
The suit most people thought of when the words power armor were spoken, the Wolverine embodied everything battlesuits were supposed to be. Big, tough, and deadly, the vids from the brutal Red River Campaign and the mop-up operations that followed brought the Wolverine into every living room in America on a nightly basis.
Medium Power Armor: Armor +14, Pace 8, Run d10, Cost $1,107k, Remaining Mods 0
Notes: 2xArmor, Pace, 2xStrength Enhancement, Targeting System, Trauma System, Weapon Mount
Weapons: Weapon Mount with M-200 MPSW

Cavalier (VR)
This battlesuit served mainly as a command and control unit, although some suits were pressed into a scouting role. The Cavalier is fairly rare these days due to the Southern officers’ propensity to lead from the front and the high rate of casualties they sustained.
Medium Power Armor: Armor +14, Pace 8, Run d10, Cost $1,150k, Remaining Mods 0
Notes: 2xArmor, Command Pack, Pace, Sensor Suite, Signal Booster, Targeting System, Trauma System
Weapons: Personal Only

LatAm Alliance
Diablo (VR)
Used by the elite of the elite of the LatAm forces, these battlesuits were often garishly decorated as befitted their wearer’s status. These armored infantry units would usually be thrown into battle at the decisive point where the waves of regular infantry had caused a crack in the enemy’s defensive lines.
Light Power Armor: Armor +8, Pace 8, Run d6, Cost $530k, Remaining Mods 2
Notes: Pace, Sensor Suite, Targeting System
Weapons: Personal

Hellstrome Industries
Salamander (R)
The first suit of power armor developed by Hellstromme Industries, the Salamander was initially marketed as equipment for civilian emergency services. Salamander suit could be used by police forces as a point man for forced entries, for firefighters in building rescues, and as a heavy lifter for natural disasters.
Light Power Armor: Armor +8, Pace 8, Run d6, Cost $520k, Remaining Mods 0
Notes: Jump Pack, Sensor Suite, 2xStrength Enhancement
Weapons: Personal Only

Titan (VR)
One of the first non-German heavy power armor suits, the Titan was designed for the rigors of combat on Banshee. The suit’s name was quickly changed to “Grapestomper” by the soldiers who used it.
Heavy Power Armor: Armor +18, Pace 4, Run d6, Cost $2,145k, Remaining Mods 3
Notes: 3xArmor, 3xStrength Enhancement, Targeting System, 2xWeapon Mount
Weapons: 
Weapon Mount with Hammer Rocket Launcher (shoulder)
Weapon Mount with HI Tormet (arm)

Purgatory (VR)
Designed for use in the Faraway War, as a jack of all trades, the Purgatory incorporated lessons learned from both the Salamander and Titan suits. The Purgatory could also be found at some Earthside high security installations. 
Heavy Power Armor: Armor +16, Pace 6, Run d10, Cost $2,115k, Remaining Mods 6
Notes: 2xArmor, Pace, Strength Enhancement, Targeting System, Trauma System
Weapons: Personal

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