Gizmos

Some of the inventions from various deranged scientists in my group, or stuff I've used on them...

Something I used on my posse once
Confederate Powered Armour (Mk I)
Powered armour Stats
Operator Trained Un-trained
Reliability 15 10
Physical Stat
Modifiers
d4 min. d4 min.
Deftness -1 Die type -3 Die types
Nimbleness -1 Die type -3 Die types
Strength 6d12 + 2 6d12 + 2
Quickness -1 Die type -2 Die types
Armour level 4 (80%)
2 (20%)
4 (80%)
2 (20%)
Weapons:
Right arm
Gatling gun (Rel. 19)
Claw 1d6 + STR
Left arm
Flamethrower (Rel. 18)
Blade 1d8 + STR



A Mk II exists in a prototype stage which has a built in Jetpack...

Minor Malfunction:
A limb seizes up and cannot be moved until it is repaired by a tinkerin' roll. If the armour can be easily stripped down the difficulty will be Fair(5) and will take about 15 minutes. Under combat situations the difficulty is Incredible(11) and will take 2d12 rounds.

Major Malfunction:
Belts snap and gears shred. The entire suit stops functioning.It requires a Hard(9) tinkerin' roll after the armour has been completely stripped down to get it working again. This will take at least 12 hours and a lot of spare parts. Roll a d20 for good measure.

Catastrophe:
The safety valves of the ghostrock boiler fail and the suit stops working. The Boiler will explode in 1d20 rounds doing 4d20 to every around it and 6d20 to anyone still in the suit. The leftover rounds in the flamethrower will also be added to this.

Getting in and out:
Getting in and out of the suit requires assistance and usually takes around 5-10 minutes. It is possible to get someone out of the suit in a hurry. This requires a tool or object that can be used in a crowbar like manner and an onerous(7) tinkerin' roll. The suit will require several hours to repair assuming it doesn't explode.

Check Rel. for the suit anytime the armour is penetrated or whenever a physical aptitude roll is made (fightin' climbin' etc.).

Addtional stuff to follow.

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