Gamma Knights Powered Armor - 5th
Derek Winston
Materials
Gamma World 5th edition Rulebook (GW5)
Stardrive Arms and Equipment Guide (SAE)
Gamma Knights- Knights of Gamma Terra (4th ed Gamma World, helpful but not necessary) (GK)
An alternative to the standard Gamma World game, the Gamma Knights campaign assumes that the PCs have access to powered armor. This variant gives the thrill of high-level play by putting the vast firepower of a Gamma Knight under the PC's control. This variant campaign works best with small groups (1-3 PCs). Pure-strain human PCs are recommended, as most high-end armors require that the user be human (the human-only rule can be waived, if you wish).
SUITING UP: BASIC ARMOR TEMPLATES
After the normal character-generation process, each PC gets a suit of powered armor. The GM can have the players roll or choose from the tables below. All suits of armor, unless otherwise noted, come with the standard package.
Communications - Communications Suite
Sensors: Image Enhancement System, Radiation Sensors
Fire Control: Targeting System
Weapons: Attached Blades
Defenses: Trauma Pack, Light Filter, 50% chance for Self Destruct Mechanism
Miscellaneous: Audiorecorder, Flare Gun, Ordinary Computer Gauntlet
Armored suits can also have extra options. Options come in one of nine categories: Locomotive, Strength, Communications, Sensors, Fire Control, Weapon Hardpoints, Defense, Force Fields, and Miscellaneous. In the suit templates listed below, option categories are named followed by a die. Characters taking these suits are allowed to roll that die in that option category to receive a random option.
1. Attack Armor, Powered (GW5, pg 102)
AP: +2 Type: O LI/HI/EN: D6+1/d6+2d6
Standard Options Package
Locomotive: 1d2
Fire Control: 1d4
Defensive: 1d2
2. Powered Plate Armor (GK)
AP: +2 Type: O LI/HI/EN: 2d4/d4+1/d4
Standard Options Package
Locomotive: 1d2
Fire Control: 1d4
Weapon Hardpoints: 2 Gauntlets (pistol)
Defense: 1d2
Miscellaneous: 1d6
3. Had'niltas (SAE, pg 79)
AP: +1 Type: O LI/HI/EN: 2d4/d6+1/2d4+1
Standard Options Package (minus Attached Blades)
Locomotive: 1d2
Strength: 1d2
Communications: Laser Designator
Fire Control: 1d6x2 (re-roll duplicates)
Defense: 1d2
Force Fields: 1d6
4. Tiger Mod 6 Powered Armor (SAE, pg 72)
AP: +2 Type: G LI/HI/EN: d6+1/d6+2/d6
Standard Options Package
Locomotive: 1d4
Strength: 1d3
Communications: Laser Designator
Sensors: Smart Display
Fire Control: 1d6x2 (re-roll duplicates)
Weapon Hardpoints: Shoulder (heavy weapons), Gauntlet (pistol)
Defense: 1d6
Miscellaneous: 1d4
5. Body Tank, Airborne (GW5, pg 102)
AP: +3 Type: G LI/HI/EN: 2d4-1/2d4-1/2d4-1
Standard Options Package
Locomotive: Antigrav Flight
Strength: 1d3
Communications: Laser Designator
Sensors: Smart Display
Fire Control: 1d8x2 (re-roll duplicates)
Weapon Hardpoints: Shoulder (heavy weapon), 2 Gauntlet (pistol)
Defense: 1d10, 1d8 (re-roll duplicates)
Miscellaneous: 1d6x2 (re-roll duplicates)
6. Powered Alloy Armor (GK)
AP: +3 Type: G LI/HI/EN: 3d4/2d4/d6+1
Standard Options Package
Locomotive: 1d4
Strength: 1d3
Communications: Laser Designator, Radio Scrambler
Sensors: Smart Display
Fire Control: 1d10, 1d8 (re-roll duplicates)
Weapon Hardpoints: Shoulder (heavy weapon), 2 Gauntlets (pistol)
Defense: 1d10, 1d8 (re-roll duplicates)
Miscellaneous: 1d8, 1d6 (re-roll duplicates)
7. Energized Armor (GK)
AP: +3 Type: G LI/HI/EN: 3d4/2d4/d6+1
Standard Options Package
Locomotive: 2d4 (re-roll duplicates)
Strength: 1d4
Communications: Laser Designator, Radio Scrambler
Sensors: Smart Display
Fire Control: 1d10x2 (re-roll duplicates)
Weapon Hardpoints: Shoulder (heavy weapon), Gauntlet (pistol), Thigh (SMG)
Defense: 1d10x2 (re-roll duplicates)
Miscellaneous: 1d8x2 (re-roll duplicates)
8. Inertia Armor (GK)
AP: +3 Type: G LI/HI/EN: 3d4/2d4/d6+1
Standard Options Package
Locomotive: 1d6
Strength: 1d4
Communications: Laser Designator, Radio Scrambler
Sensors: Smart Display
Fire Control: 1d10x2 (re-roll duplicates)
Weapon Hardpoints: Shoulder (heavy weapon), 2 Gauntlets (pistol), Wrist (rifle)
Defense: 1d12, 1d8 (re-roll duplicates)
Force Fields: 1d3
Miscellaneous: 1d10, 1d8 (re-roll duplicates)
9. Powered Scout Armor (GK)
AP: +2 Type: G LI/HI/EN: 3d4/2d4/d6+1
Standard Options Package
Locomotive: 1d6, 1d4 (re-roll duplicates)
Strength: 1d4
Communications: Laser Designator, Radio Scrambler
Sensors: Smart Display
Fire Control: 1d10x2 (re-roll duplicates)
Weapon Hardpoints: 2 Gauntlets (pistol), Wrist (rifle), Thigh (SMG)
Defense: 1d12, 1d8 (re-roll duplicates)
Force Fields: 1d3
Miscellaneous: 1d10, 1d8 (re-roll duplicates)
10. Powered Battle Armor (GK)
AP: +3 Type: G LI/HI/EN: 3d4/2d4/d6+1
Standard Options Package
Locomotive: 1d6, 1d4 (re-roll duplicates)
Strength: 1d6
Communications: Laser Designator, Radio Scrambler
Sensors: Smart Display
Fire Control: 1d12, 1d10 (re-roll duplicates)
Weapon Hardpoints: Shoulder (heavy weapon), 2 Gauntlets (pistol), 2 Wrists (rifle)
Defense: 1d10x2 (re-roll duplicates)
Force Fields: 1d6
Miscellaneous: 1d10x2 (re-roll duplicates)
11. Body Tank, Recon (GW5, pg 102)
AP: +3 Type: G LI/HI/EN: 2d4/2d4/d6+2
Standard Options Package
Locomotive: 1d6x2 (re-roll duplicates)
Strength: 1d6
Communications: Laser Designator, Radio Scrambler
Sensors: Smart Display
Fire Control: 1d12x2 (re-roll duplicates)
Weapon Hardpoints: Shoulder (heavy weapon), 2 Gauntlet (pistol), 2 Thigh (SMG)
Defense: 1d12, 1d10 (re-roll duplicates)
Miscellaneous: 1d10x2 (re-roll duplicates)
12. Body Tank (GW5, pg 102)
AP: +4 Type: G LI/HI/EN: 2d4+1/2d4+1/2d4
Standard Options Package
Locomotive: 1d6x2 (re-roll duplicates)
Strength: 2d3
Communications: Laser Designator, Radio Scrambler
Sensors: Smart Display
Fire Control: 1d12x2 (re-roll duplicates)
Weapon Hardpoints: Shoulder (Heavy Weapon), 2 Gauntlets (Pistol), Wrist (rifle), Thigh (SMG)
Defense: 1d12x2 (re-roll duplicates)
Miscellaneous: 1d10x2 (re-roll duplicates)
13. ABM-5 Paladin Battle Armor (SAE, pg 73)
AP: +4 Type: G LI/HI/EN: 2d4+1/2d4+1/2d4
Standard Options Package
Locomotive: 1d6
Strength: 1d4+2
Communications: Laser Designator, Radio Scrambler
Sensors: Smart Display
Fire Control: 1d12x2 (re-roll duplicates)
Weapon Hardpoints: Shoulder (heavy weapon), 2 Gauntlet (pistol), 2 Wrist (rifle), 1 Thigh (SMG)
Defense: 1d12x3 (re-roll duplicates)
Force Fields: 1d4+1
Miscellaneous: 1d10x3 (re-roll duplicates)
14. ABS-11 Dragoon Recon Armor (SAE, pg 74)
AP: +3 Type: G LI/HI/EN: 2d4+2/2d4+2/2d4+1
Standard Options Package
Locomotive: 1d6x2 (re-roll duplicates)
Strength: 1d4+2
Communications: Laser Designator, Radio Scrambler
Sensors: Smart Display
Fire Control: 1d12x2 (re-roll duplicates)
Weapon Hardpoints: Shoulder (heavy weapon), 2 Gauntlet (pistol), 2 Wrist (rifle), 1 Thigh (SMG)
Defense: 1d12x3 (re-roll duplicates)
Force Fields: 1d4+1
Miscellaneous: 1d10x3 (re-roll duplicates)
15. Powered Attack Armor (GK)
AP: +4 Type: G LI/HI/EN:
Standard Options Package
Locomotive: 1d6x2 (re-roll duplicates)
Strength: 1d3+3
Communications: Laser Designator, Radio Scrambler
Sensors: Smart Display
Fire Control: 1d12x3 (re-roll duplicates)
Weapon Hardpoints: Shoulder (heavy weapon), 2 Gauntlet (pistol), 2 Wrist (rifle), 2 Thigh (SMG)
Defense: 1d12x3 (re-roll duplicates)
Force Fields: 1d4+2
Miscellaneous: 1d10x3 (re-roll duplicates)
16. Powered Assault Armor
AP: +4 Type: G LI/HI/EN: 3d4+1/3d4/2d4
Standard Options Package
Locomotive: 1d6x2 (re-roll duplicates)
Strength: 1d3+3
Communications: Laser Designator, Radio Scrambler
Sensors: Smart Display
Fire Control: 1d12x4 (re-roll duplicates)
Weapon Hardpoints: Shoulder (heavy weapon), 2 Gauntlet (pistol), 2 Wrist (rifle), 2 Thigh (SMG)
Defense: 1d12x4 (re-roll duplicates)
Force Fields: 1d4+2
Miscellaneous: 1d10x3 (re-roll duplicates)
17. Tandem VIII Series Armor (GK)
AP: +5 Type: G LI/HI/EN: 3d4+1/3d4/2d4
Standard Options Package
Locomotive: 1d6x2 (re-roll duplicates)
Strength: 1d2+4
Communications: Laser Designator, Radio Scrambler
Sensors: Smart Display
Fire Control: 1d12x5 (re-roll duplicates)
Weapon Hardpoints: Shoulder (heavy weapon), 2 Gauntlet (pistol), 2 Wrist (rifle), 2 Thigh (SMG)
Defense: 1d12x5 (re-roll duplicates)
Force Fields: 1d3+3
Miscellaneous: 1d10x4 (re-roll duplicates)
18. AAS-23 Titan Assault Armor (SAE, pg 74)
AP: +5 Type: G LI/HI/EN: 3d4/3d4/2d4+2
Standard Options Package
Locomotive: 1d6x2 (re-roll duplicates)
Strength: 1d2+4
Communications: Laser Designator, Radio Scrambler
Sensors: Smart Display
Fire Control: 1d12x6 (re-roll duplicates)
Weapon Hardpoints: Shoulder (heavy weapon), 2 Gauntlet (pistol), 2 wrist (rifle), 2 Thigh (SMG)
Defense: 1d12x6 (re-roll duplicates)
Force Fields: 1d2+4
Miscellaneous: 1d10x5 (re-roll duplicates)
POWER ARMOR OPTIONS TABLES
Some options below are taken from GW5 pg 102, some options from the Alternity Stardrive Arms and Equipment Guide (page number given), other options are new or derived from the Gamma Knights GW 4th edition supplement.
+# EN indicates that this option requires an Energy Cell to use. Parentheses behind indicate how long the option can be used before the cell(s) run out of power. Items without a +# EN will operate so long as the suit's main energy cells have not been drained.
Repair/Salvage indicates the Complexity of repairing or salvaging an option, as per the "Damaging Armor" and "Salvage" rules elsewhere in this article. Remember that the Self-Destruct Mechanism option damages all options and adds a +4 step penalty to this check.
Locomotive Options
1. No locomotive enhancement.
2. Enhanced Movement- This option increases the wearer's land-based movement rates to Sprint 30, Run 20, Walk 8. +1 EN (6 months), Repair/Salvage: Amazing.
3. Underwater Movement- The wearer can Swim at 20 and Easy Swim at 8. Repair/Salvage: Amazing. Suits with this option have the Sensors- Underwater Filtering Program and Defenses- Suit Sealant options as a bonus.
4. Jet Assisted Jumps- The wearer can make a jet-assisted jump, covering 30 meters in one round. +1 EN (25 jumps), Repair/Salvage: Good
5. Regal Tracked Option- The armor moves around on tank tracks instead of legs, allowing them to move over any solid terrain at Sprint 24, Run 16, Walk 8. Repair/Salvage: Amazing.
6. Antigrav Flight- The wearer can Fly at 48 and Glide at 32. +1 EN (24 hours), Repair/Salvage: Good.
Strength Option
A Strength option sets the wearer's STR score at a certain level. This affects the wearer's STR score for the purposes of lifting, carrying, hand-to-hand damage adjustment, and breaking things. All Strength options require +1 EN (1 year) and have a Repair/Salvage: Amazing.
| 1. STR 15 |
4. STR 18 |
| 2. STR 16 |
5. STR 19 |
| 3. STR 17 |
6. STR 20 |
COMMUNICATIONS
Standard Options
Communications Suite: Signal laser and comm gear allows communication over long distances and supervision of remote devices. Repair/Salvage: Ordinary.
Other Options
Laser Designator: This helmet mounted device allows the wearer to instantly relay requests for fire support or air strikes through his data uplink. Repair/Salvage: Ordinary.
Radio Scrambler- Scrambles all radio communications within 1 kilometer, keeping opponents from coordinating their attacks (Tactics checks, etc.). However, use of this option makes the user vulnerable to energy use sensors, which give the sensor's user an addition -1 step penalty to hit the radio scrambler's user (in addition to any bonuses already granted).
Repair/Salvage:Ordinary.
SENSORS
Standard Options
Image Enhancement System: Night vision and infrared goggles reduce penalties due to poor lighting and visual conditions by one step. Repair/Salvage: Ordinary.
Radiation Sensors- This sensor alerts the user to radiation within his vicinity, giving him the location and strength. Repair/Salvage: Marginal.
Other Options
Smart Display: A geo-mapping system provides a view of the surrounding area, granting the user a -1 step bonus to Tactics checks. Repair/Salvage: Good.
Underwater Filtering Program- This software compensates for the wavy motion and lack of light in underwater areas, negating penalties in this environment. The software normally comes with armors that have the Locomotion- Underwater Movement option. Repair/Salvage: Good.
FIRE CONTROL
Fire control options are used to direct weapons. Most fire-control options can direct armor-mounted or hand-held weapons equally; those that cannot are noted in the text.
Multiple fire-control systems can be run at once, and the bonuses all stack with each other. However, most systems have limitations, which can hinder the user unless turned off (a free action can turn any number of fire-control options on or off).
Standard Options
Targeting System: Binoculars reduce long range penalties by -1 step. Repair/Salvage: Marginal.
Other Options
1-2. No other fire-control systems.
3. Life Sensor- This sensor detects any living thing within 200 meters (that is not hidden by stone, ground, metal, or ceramic), outlining it in the user's HUD (head's up display) and giving him a -1 step bonus to hit it with a ranged weapon (hand-held or mounted). The sensor can detect things as small as five centimeters long, but the sensitivity can be adjusted to filter out small creatures. Repair/Salvage: Ordinary.
4. Energy Use Sensor- This sensor locates any energy-using device (radios, robots, energy cells, active suits of power armor that are not hidden by stone, ground, metal, or ceramic) within 200 meters and outlines them in the suit's HUD, giving the user a -1 step bonus to hit the target with a ranged weapon (hand-held or mounted). The sensor cannot detect batteries, items drained of power, deactivated weapons, or living things; it only sees the production or transfer of electrical or atomic energy. The sensor will overload if left on inside an active Ancient facility or other place that houses many active Ancient artifacts; this causes the sensor to shut down until five rounds after the user departs the area. Repair/Salvage: Ordinary.
5. Sound Sensors- These sensors detect sounds within 100 meters and outline their sources in the suit's HUD, giving the wearer a -1 step bonus to hit the target with a ranged weapon (hand-held or mounted). Noisy conditions (such as an explosion, the noise of an active factory, the din of battle, etc.) Cause the sensor to shut down for five rounds to recalibrate. Repair/Salvage: Ordinary.
6. Motion Sensors- Allows the user to detect movement within 50 meters. Moving targets are outlined in the suit's HUD, and the suit's wearer has a -1 step bonus to hit the target with a ranged weapon (hand-held or mounted). However, motion sensors are easily overloaded (such as windy conditions or active factories), resulting in a +2 step penalty to ranged attacks under these conditions. Repair/Salvage: Good.
7. Radar- The suit has a radar targeting system, giving the user a -1 step bonus with ranged weapons (hand-held or mounted) on any target within 1 kilometer. However, anyone else making use of radar, comm gear, or energy use sensors automatically detects the radar's emissions and gets an additional -1 step bonus to hit the user of this sensor (stacks with any other bonuses those sensors provide). +1 EN (1 year), Repair/Salvage: Good.
8. Threat Receiver- An electromagnetic/infrared sensor detects active fire-control and range- finding systems directed at the wearer, who gains a -2 step bonus on Awareness checks to detect such threats. Repair/Salvage: Good.
9. Autofire Program- The suit's wearer can use this program to conduct automatic fire against a single target. To do so, the wearer must spend one action to designate a target to one of his armor-mounted missile weapons. Starting on the next round, the program will fire the weapon automatically at the designated target (this does not take any of the user's subsequent actions), at it's highest rate of fire. This continues until the target moves out of line-of-sight, is destroyed, the weapon runs out of ammunition, or the wearer cancels the autofire order (a free action). The weapon is fired with a skill of 12, but can add bonuses from sensors and the weapon itself. Only one built-in weapon can be affected by a single autofire program at any time. Repair/Salvage: Good.
10. Antimissile Fire Program- The suit's wearer can use this program to designate an armor-mounted missile weapon to conduct automatic fire at incoming missiles and grenades. Any missile or grenade fired within 25 meters of the suit is targeted by the program, and has a 50% chance of destroying the ordnance before it explodes. Only one armor-mounted weapon can be controlled by a single antimissile fire program at any time. Repair/Salvage: Good.
11. Proximity Sanction Program- This program works just like the Autofire Program, except that it allows the suit's wearer to program one of his armor-mounted missile weapons to fire at the closest hostile target. The program will fire the weapon automatically at the closest target (this does not take any of the user's actions, once the weapon is programmed), at it's highest rate of fire. This lasts until the target moves out of line-of-sight, is destroyed, another target moves closer, the weapon runs out of ammo, or the wearer cancels the proximity sanction order (a free action). The weapon is fired with a skill of 12, but can add bonuses from sensors and the weapon itself. Only one armor-mounted weapon can be controlled by a single proximity sanction program at any time. Repair/Salvage: Good.
12. Eye Movement Sensors- This sensor detects the movement of the wearer's eye. A single armor-mounted weapon is slaved to this sensor, and provides a -2 step bonus to hit with that weapon (as well as any other bonuses from other fire-control sensors). Repair/Salvage: Amazing.
Built-In Weapon Options
Some suits of armor can take built-in weapons. All suits have Attached Blades as a standard option, which have the same statistics as a Broadsword (GW5 pg 90). Most suits have a number of hardpoints, or places on the armor where a weapon can be mounted.. The number of hardpoints and what type of weapon can be mounted at each point are designated in the profiles of each suit of armor.
New suits of armor have only 1d2 built-in weapons (selected by the GM), no matter how many hardpoints the suit has; these extra slots can be fitted with weapons claimed from fallen opponents as the suit's wearer defeats other Gamma Knights. All weapons are powered and/or munitioned separately; also, any weapon designed to be mounted on armor has x1d3 the normal ammo capacity of a regular weapon of that type (representing ammo drums, missile racks, extra energy cell slots, etc.). All weapons are Repair/Salvage: Ordinary.
DEFENSIVE OPTIONS
Standard Options
Trauma Packs: Two trauma packs are attached to the armor for the wearer's use. Repair/Salvage: Marginal.
Light Filter These polarized lenses protect the wearer from being blinded by bright lights. Repair/Salvage: Marginal.
Self-Destruct Mechanism This option is designed to keep the suit and it's equipment from falling into enemy hands. One round after the wearer's death, the suit burns out it's circuitry, ruining the suit and all options associated with it. The suit itself is Destroyed (see "Damaging Armor") and cannot be used again without extensive repairs (adjudicated by the GM). All options on the suit are Damaged ("Damaging Armor"), and add an additional +4 step penalty to Salvage checks.
Only 50% of all suits in use have this option. During the Shadow Wars, suits rolled off the assembly line and directly into use, without installing "unnecessary" options such as these. Repair/Salvage: Amazing.
Other Options
1. No other defensive options.
2. Smart Trauma Pack: Two trauma packs are attached to the armor for the wearer's use. Mortal wounds are automatically stanched; the wearer does not need to make a Stamina-endurance check. This option replaces the Trauma Pack Standard Option. Repair/Salvage: Marginal.
3. Smoke Generator- Creates a dense cloud of smoke around the wearer and anyone else within a 10 meter radius, giving anyone affected a +1 step defense bonus vs. melee and missile attacks. This option makes use of smoke capsules to create this effect, and can hold three doses at any given time. Repair/Salvage: Ordinary.
4. Ejection System- Allows the wearer to eject himself from a powered suit (useful in some situations), blowing the armor off in pieces and throwing the wearer 10 meters forward. Suit reassembly takes an hour. +1 EN (1 use), Repair/Salvage: Amazing.
5. Suit Sealant- Ferro-foam canisters automatically seal suit breaches (useful underwater, in deep space, etc.) and makes the suit's wearer immune to vacuum, cold, and radiation. Repair/Salvage: Amazing.
6. Sound Filter- Protects the user from being deafened by loud noises as well as the Sonic Blast mutation. The filter can also pick up and amplify soft sounds within 100 meters. Repair/Salvage: Ordinary.
7. EMP Generator- Immediately powers down the user's powered armor and any other electronic-dependent item within 20 meters. Any energy cells in the area of effect (including those in the wearer's armored suit) are automatically drained of all power. +1 EN, Repair/Salvage: Ordinary.
8. Radar Scrambler- A signal generator makes the suit invisible to radar, negating any bonuses they might give. Repair/Salvage: Ordinary.
9. IR Absorption- A masking generator makes the suit invisible to infrared sensors, negating any bonuses they might give. Repair/Salvage: Ordinary.
10. Energy-Emission Filter- These counter-generators and filters make the suit invisible to energy-use sensors, negating any bonuses they might give. Repair/Salvage: Good.
11. Silencer- This noise filter makes the suit perfectly silent, making it invisible to sound detection (including unaided ears!). +1 EN (30 minutes), Repair/Salvage: Good.
12. Cloaking Device- Makes the armor invisible to the visual (including the unaided eye!) and infrared spectrums. Persons nearby can make an Awareness- intuition check at a +1 step penalty to detect that something is amiss. +2 EN (10 minutes), Repair/Salvage: Good.
FORCE FIELDS
1. None
2. Force Field- GW5, pg 102 Repair/Salvage: Good.
3. Rampart Deflection Inducer- SAE, pg 76 Repair/Salvage: Good.
4. Anvil 44 Magnetic Screen- SAE, pg 77 Repair/Salvage: Good.
5. Alpha 50 Particle Screen- SAE, pg 76 Repair/Salvage: Good.
6. SCM-16 Capacitor Screen- SAE, pg 76 Repair/Salvage: Good.
Miscellaneous Options
Standard Options-
Audiorecorder- GW5, pg 104. Repair/Salvage: Marginal.
Flare Gun- GW5, pg 106. 3 shot canister. Repair/Salvage: Marginal.
Ordinary Computer Gauntlet- SAE pg 42. Repair/Salvage: Marginal.
Other Options
1. Fire Extinguisher- GW5, pg 104. 3 uses. Repair/Salvage: Marginal.
2. General Industries Floodlight- SAE, pg 25. Repair/Salvage: Marginal.
3. Videorecorder- GW5, pg 108. Repair/Salvage: Marginal.
4. Cutting Torch- GW5, pg 104. Repair/Salvage: Marginal.
5. Stimulant Injector- GW5, pg 107 or SAE, pg 21. 5 doses. Repair/Salvage: Marginal.
6. Holorecorder- GW5, pg 110. Repair/Salvage: Marginal.
7. BerTek Excavation Projector- SAE, pg 24. +1 EN (as per description), Repair/Salvage: Ordinary.
8. BerTek Laser Torch- SAE, pg 27. Repair/Salvage: Ordinary.
9. Antigrav Conveyance Field- Creates a powerful magnetic field that allows the suit's wearer to carry 5000 kilograms of material, which floats 1 meter away from the suit. The field and it's contents do not encumber the suit in any way. +2 EN, Repair/Salvage: Good.
10. RPV Kit- Two small remote-piloted vehicles (RPVs) are built into the suit, and can detach to scout the area under control of the suit's wearer. SAE, pg 27. +2 EN (24 hours), Repair/Salvage: Amazing.
The Dogs of War: Combat & Other Options
A man in power armor is a nigh-unstoppable force unto himself, and should face off against threats appropriate to his stature. PCs in Gamma Knight campaigns are not as hard to challenge as you might think. Suggestions include-
- Entire tribes of humanoids. Thirty screaming savages coming over a hill will make anyone shake in their boots. Especially if those savages have access to a few powerful one-shot weapons, like rocket launchers or grenades.
- Powerful mentalists. Mental mutations cut straight through armor.
- Other Gamma Knights.
- Giant Monsters! See Apocalyptic Post #3.
- Live metal war machines. See "The Robotic Enemy: Live Metal" in this issue.
- Natural disasters or other large-scale catastrophes, such as crashing satellites, earthquakes, forest fires, nuclear meltdowns, etc.
- War!
Think big! Once you commit to a Gamma Knights campaign, nothing is excessive.
DAMAGING POWER ARMOR
The ability to crunch arms, blow off gun emplacements, and shatter helmets adds flavor to a Gamma Knights campaign. The rules for damaging armor (GW5, pg 99) should be used, with the modifications listed below.
There are three conditions that an option can be in. Working options are undamaged and have all of their capabilities. Damaged options are not in working order, but can be repaired and/or salvaged. Destroyed options have been completely ruined and cannot be repaired or salvaged.
When the Gamma Knight is the target to an Amazing success of an attack, random options could be damaged or destroyed (1 option damaged if the attack causes Wound damage, 2 options damaged or 1 option destroyed if the attack causes Mortal damage). Both standard and random options can be targeted. If the weapon's firepower (O, G, A) is less than the armor's toughness, the weapon cannot affect any of the armor's options.
A damaged option can be repaired by making a complex skill check (a Repair/Salvage complexity is given for each option) using the Technical Science- repair skill.
Salvage
From the smoking corpses of defeated Gamma Knights and robot warriors, many treasures can be found. PCs can salvage options from these fallen opponents.
A working or damaged option can be salvaged by making a complex skill check (a Repair/Salvage complexity is given for each option) using the Technical Science- artifact knowledge or jury-rig skills. Suits that have a Self-Destruct Mechanism are difficult to salvage from- options from these suits are automatically damaged (and must be repaired) and impose a +4 step penalty to salvage checks.
A damaged option must be repaired before it is installed on a new suit of power armor. Installing a working option is easy- it requires a Marginal complex skill check using the Technical Science- artifact knowledge, jury-rig, or repair skills.
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