Armor/Power Armor
Chandrian Imperial Guard Power Armor
This is a suit of armor I used in an online campaign that ended up running over 3 months. It is used by the Imperial Guard that protects the King of Chandria. They use it for regular guard duty, to catch criminals, and to move quickly through the city without having to bother with cumbersome vehicles.
- Description: An armored vest that covers the shoulders, torso, and groin area. The gauntlets cover the hands and forarms up to about 4 inches below the elbow. The armored boots go up to just below the kneecap, and flair out a little on either side running along the ankle to make room for the booster system. Anything not covered by the armor (i.e. from the elbow up to the shoulder, or from the knee to the upper leg) is covered with a jet black material which is similar to kevlar, but is M.D.C. The helmet is made of a one way mirror like material (kind of like the new Dead Boy helmets, except the mirror covers the whole face).
- M.D.C. by Location:
Main Body - 120
Helmet - 75
(2) Boots - 65 each
(2) Upper Legs - 45 each
(2) Gauntlets - 50 each
(2) Upper arms - 35 each
- Speed: Running: 35 mph maximum. Note that the act of running does tire out its operator, but at 15% of the usual fatigue rate.
Leaping: The powerfull legs can leap up to 20 ft. high or across unassisted by the thrusters. A jet thruster-assisted leap can propel the unit up to 120 ft. high and 220 ft. lengthwise without actually attaining flight.
Limited Flight: The armor is able to hover stationary up to 180 ft. or fly. Maximum flying speed is 100 mph, but cruising speed is considered around 50 mph, and the suit is more designed around power jumps in an urban setting than continuous flying.
Flying Range: maximum of only 30 minutes of continuous flight are possible before the rockets need to cool down. Note: power leaping/jumping can be sustained for an indefinite amount of time without fear of overheating.
- Statistical Data:
Height: adds 7 inches to character
Weight: 65 lbs.
Physical Strength: Equal to a P.S. of 28
Cargo: None
Power System: Nuclear, average energy life is 10 years
Black Market Cost: Not available, alien design
Penalties: -10% prowl, -15% swim
- Weapon Systems: None to start with, except what the guard carries with him. i.e. rifles, vibro weapons, etc. However, officers and special operatives can have a mini-grenade launcher or laser weapon built into one or both of the gauntlets (Laser: 4d6 M.D. rang is 1600 ft., Mini-grenade: 5d6 M.D. to 15 ft. area, payload of 2 per gauntlet)
- Sensors: The helmet sensors include passive night vision (2000 ft.), Thermal optics (2000 ft.), Infrared (1800 ft.), Ultraviolet (2000 ft.), and special sensors/microphones provide the equivalent of a cybernetic hearing implant. The HUD system provides radar tracking (up to 20 individuals, range is 1 mile), a laser targeting device (+2 to strike with all long range weapons such as laser rifles), and can also show suit damages. The face plate of the helmet is see through, but the HUD can be used along with regular sight.
"Shadow Walker" assassins armor
This suit was designed and used by an assassins guild called the Twilights Hand. (On Chandria) It is a light, but very protective suit of camoflauge armor, similar to the Naruni suit, but the stealth system is slightly better.
- Description: A form fitting, and easily concealable black (when stealth system is off) suit of armor. It can be worn under clothes without the helmet, and no one will be the wiser. It is a self contained environmental suit, and can be used in a multitude of hostile environments. Including under water (1 mile depth) and space. This suit is not Power Armor.
- M.D.C. by Location:
Main Body - 85
Helmet - 50
Legs (2) - 40 each
Arms (2) - 30 each
- Statistical Data:
Height: adds 1 inch to character
Weight: 10 lbs.
Prowl Bonus: +5%, +10% when stealth system is engaged. Characters who attempt to detect concealment do so at a -20% penalty.
- Stealth System: The stealth system has a mini electrical battery that can power the system for up to 30 minutes. After that it needs 1 hour to recharge. The stealth system works by bending the light around the suit, making the illusion that he/she is semi-invisible. The suit is very hard to detect by radar, and also masks the heat signature of the person. The signature shows up on instruments only about 10% of the time, and even then the reading seems a little strange. See prowl bonuses in statistical data for bonuses.
Double Image Projector (more often called the "Shadow Box")
The double image projector is simply that: it creates an image (or several) behind the user that follow his movements exactly 1/2 second after they happen per shadow. (i.e. if you had 2 shadows, the second one would complete your movement 1 second after you did it) This creates a rather confusing obstacle to enemies, since they're not quite sure exactly where you are. The box is used mainly by showmen as a means of special effects, but also works in a fight.
Description: a small box about the size of a walkman. It is attached on the belt or to the back of armor by special adhesive pads. It is power by a small electrical battery and provides about 20 minutes of the shadow effect. Recharge time is a meager 5 minutes from any electrical outlet. Up to 4 shadows can be projected at any time.
Range: at the level 4 setting (4 shadows) it's 6 ft for the farthest shadow, with each one being about a foot closer.
Bonuses: +3 strike/parry/dodge
Black Market Cost: 20,000 credits