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Savage Power Armor
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Atomic Scotsman
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PostPosted: Mon Mar 08, 2010 8:34 am    Post subject: Savage Power Armor Reply with quote

This is a work-in-progress. I'm currently running my Action Scientist team through an adventure that takes place in an alternate-Earth setting. It's actually an excuse for me to Savage an old WEG D6 version of the RIFTS setting that I did several years ago but never got to play in.

The setting is called Scorched Earth, but I can get into that somewhere else.

I wanted to create stats and some rules to run power suits in Scorched Earth. I ran a short play test recently and it went very well. The power suits in my setting are big bulky things, standing between 8 and 10 feet tall. They are inspired by the power armor of Heinlein's Starship Troopers (the book and anime, not the movie or American cartoon), and the Landmates in Masamune Shiro's Appleseed.

Power suits bridge the gap between exo-suits which are simple body armor that enhance one or more of the wearer's Traits, and mechs, which are typically much larger, piloted from a cockpit, and can sometimes have more than one crewman.

This work is based on the brief discussion of power armor found in the Savage Worlds rulebook, and “Power Armor 101”, published in Shark Bytes Vol.2, Issue 1, written by C.A. Pryde.

POWER SOURCE:
Most vehicles in Scorched Earth are powered by HB2 cells -a sort of super-efficient hydrogen power cell. Power suits run on multiple cells, which can be swapped out, rather than having to wait through a long recharging period. Replacing spent power cells is extremely easy -like changing coke-can sized batteries.

A typical power suit will drain half a power cell in a day. Double this amount when performing prolonged high-impact activities; high-speed travel over long distanced, prolonged combat, etc. Suits equipped with Vector Thrust Packs (VTPs) consume an incredible amount of power - assume x4 consumption rate. GMs should do what makes sense and provides the most dramatic fun.

Spent power cells are rechargeable, though by design they are disposable in nature, much like weapon magazines. In the world of Scorched Earth, where there is no universal currency, power cells (charged or otherwise) are a much sought after item for barter.

*a GM could use a more cinematic method for tracking power consumption. Simply break power levels into categories: Full, ¾, ½, and Running On Fumes. Note what the power levels are at the start of a session and for every major encounter or situation that requires the PCs to push their power suits, drop the power level by one rank. Much the way ammo is handled for Allies in SWEX, or gasoline consumption in Savage Takes: Zombie Run.

The occasional adventure based upon finding fuel and ammo can be a lot of fun, but keep in mind that no one plays a post-apoc game so they can spend all night scavenging through ruins for resources. Mad Max's V-8 Interceptor didn't have a nitro-booster because it made any sense -it didin't! He had the nitro because it was awesome.

WOUNDS & DAMAGE: Power armor straddles an awkward line between being a Creature and being a Vehicle.

Any damage that equals or exceeds the suit's Toughness causes the pilot of the suit to become Shaken. Resolve per the Shaken rules in SWEX.

Each Raise on the damage roll also causes the suit to take damage. Roll on the Power Suit Damage Table.

Like vehicles, power suits can sustain 3 wounds and continue to function. Each wound imposes a cumulative -1 modifier to all Trait Tests, up to -3, just as with vehicles and Wild Cards. Upon taking a 4th wound the suit is damaged to the point that in can no longer function and it becomes Incapacitated. Because of the nature of power suits it is impossible for the pilot to avoid damage suffered by the suit, though armor does of course mitigate this to some degree. A power suit pilot is assumed to have one fewer wounds than his suit. The pilot of a suit with one wound is fine, though possibly Shaken. The pilot of an Incapacitated power suit staggers away from the wreck with 3 wounds and hoping that whatever just tore his suit a new one is out of ammo.

To avoid making combat impossible and extremely frustrating for Players, do not “stack” wound penalties. Meaning that if a power suit suffers two wounds (-2 to Trait Tests), do not also apply an additional -1 modifier for the 1 wound that the pilot is assumed to have suffered, (because power suit pilots are assumed to be one wound-level higher/healthier than the suit).

However, if an already wounded pilot should strap into a power suit, do apply penalties to Trait Tests as usual, just as if a wounded character hopped in a car to make a fast get-away. Any further wounds suffered while wearing the power suit are resolved normally. The pilot takes additional wounds as the power suit is damaged, up to a maximum of 3 wounds. In theory, this would make it possible for a gut-shot PC in a bullet riddled power suit to be stumbling around with up to a -6 modifier to all his Trait Tests.

To avoid over-complicating the issue too badly just use this rule of thumb; if a power suit is Incapacitated, and the pilot was wounded prior getting into the power suit, the pilot is also Incapacitated, regardless of how many wounds they had.

Scrap or Salvage? -power suit act exactly as vehicles do in regards to making repairs, (see SWEX pg. 110).

POWER SUIT DAMAGE TABLE

2d6

2
Head-shot: Sensors and targeting knocked off-line. Pilot is -2 to recover from being Shaken. Roll d6: 1-3; sensors/targeting come back on-line in d4 rounds. 4-6; sensors/targeting disabled until repairs can be made.

3 Power Pack: The suit's power cells are hit. Lose d4 power cells. Minimum ½ cell remains available.

4 Motive Engine: The engine is hit. Hydraulic lines leak, sparks shoot from severed power couplings. Pace is -2, Running die decreases one die value, (d8 becomes d6, etc.). For suits with an Acc/Top rating, acceleration is halved (round down).

5-8 Chassis: The power suit's frame and armor absorb the damage. No additional systems damaged.

9 Legs: Pace is -2, Top Spd. (if applicable) is halved.

10 Arms: Ranged and melee attacks are -1 to hit, suit's strength reduced one die type.

11 Weapon: A random weapon is hit and destroyed. If there are no weapons this is a Chassis hit instead.

12 Wrecked: Like a proton torpedo down a Death Star's exhaust port. Lucky shot destroys the power suit. Roll d6. On a 1 the power pack explodes instantly doing 2d6 damage in a small template area. 2- 5 the suit still explodes but you have the number of rounds rolled to get away. 6 -a fizz and a pop, but otherwise the suit's just a wreck.


Nomad Mk.6 Power Suit

Capsule: The Nomad is typical of most front line combat suits used by the Allegheny City-States. Designed as a multi-role suit the Nomad is often deployed unsupported in four-man fire teams, in pairs to act as force multipliers for unarmored infantry units, as scouts/point guards for larger mechs, and in platoon sized formations for heavy assault. Primarily designed as an IFV (Infantry Fighting Vehicle), the Nomad does possess limited anti-armor capabilities. There are several variants of the Nomad, intended to fill specific battlefield functions. The stats presented here represent a standard combat model.

TOUGHNESS: 15 (5)
STRENGTH: D12+1, melee attacks considered HW
PACE: 8/d8 running.
SENSORS: +2 Notice, low-light, range 50
TARGETTING SYSTEM: +1 to hit, ranged attacks only
POWER CELLS: 4
MISC. EQUIPMENT: comm (5k), external storage/hard points for personal kit,

NOTES: Heavy Armor, Sensors (heightened senses/awareness), Rock & Roll! (ignore full-auto penalty if suit does not move), Fleet of Foot (pace), sealed against biological, chemical, and radioactive contaminants -environmental seal is compromised after suit takes 2 wounds.. Roll 1d10 every hour, seals fail on a 7-10

WEAPONS
-M47 Vikram Weapons System

A rugged two-phase weapon, the M47 is a chain-driven 18mm autocannon which may be fired in semi-automatic or automatic modes. It is fed by a metallic link belt from an ammunition drum on the suit's back.

The M47 is primarily an anti-personnel/anti-power suit weapon. But to provide power suit troops with some means of neutralizing heavy armor and mechs a secondary barrel is mounted below the auto-cannon. For missions where armor or mechs are anticipated, one or more weapons per power suit squad is often swapped out for a heavier weapon.

RANGE: 50/100/200
DAMAGE: 2D10+2
ROF: 3
WEIGHT: 97 empty, 143 loaded
AMMO: 300
NOTES: AP4, HW

Micro-Missile Launcher
Mounted below the barrel of the M47, the Mk.9 provides the Nomad with limited anti-armor capabilities.
RANGE: 24/48/96
DAMAGE: 4D8 small template
ROF: 1

AMMO: 4
NOTES: AP20, HW, in addition to the general purpose missile, there is an anti-armor round (4D8, AP40), and an anti-personnel round (3D8, AP4, medium burst template.)

Sidewinder R-230 Scout Suit

Capsule: A stripped down version of the Nomad used by scouts, explorers, and special operations units, the Sidewinder focuses more on speed and maneuverability than heavy armor. The vector-thrust pack is optional. Suits without the VTP are able to carry heavier weapons and have greater endurance due to lower power consumption rates.

TOUGHNESS: 14 (4)
STRENGTH: D12, considered HW
PACE: 8/d12 running.
*VECTOR THRUST PACK: acc/top: 10/25, climb 15
SENSORS: +2 Notice, dark vision, range 80
TARGETTING SYSTEM: +1 to hit, ranged attacks only
POWER CELLS: 6
MISC. EQUIPMENT: comm (5k), external storage/hard points for personal kit,

NOTES: Heavy Armor, heightened senses/awareness (sensors), Rock & Roll! (ignore full-auto penalty if suit does not move), Fleet of Foot (pace), sealed against biological, chemical, and radioactive contaminants -environmental seal is canceled after suit takes 2 wounds.

* VTPs, while relatively compact, occupy a lot space on a power suit. They also drain power cells at the rate of one cell per hour of sustained flight.

WEAPONS
-M309c Commando

Due to the space requirements of the vector thrust pack, the Sidewinder is unable to mount the ammunition drum and belt-feed mechanism of the Nomad. The Commando is a shorter, box-fed version of the Nomad's primary weapon, the M47. Scout suits not equipped with VTPs can use the M47 and it's ammunition drum.
RANGE: 40/75/150
DAMAGE: 2D10+2
ROF: 3
WEIGHT: 68
AMMO: 50, Reloads: 3
NOTES: AP4, HW

or

-Pak6 Micro-Missile Launcher
For added firepower one member of a Sidwinder team is often equipped with a Pak6 in lieu of the M309c.
RANGE: 30/75/125
DAMAGE: 4D8 small template
ROF: 1
WEIGHT: 12
AMMO: 6
NOTES: AP20, HW, in addition to the standard gen. purpose missile, there is an anti-armor round (4D8+2, AP45), and an anti-personnel round (3D8, AP4 medium burst template.)
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Atomic Scotsman
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PostPosted: Mon Mar 08, 2010 5:55 pm    Post subject: Reply with quote

44 views and no comments/critiques?

I guess I should have added, "I'd love some feedback, and to hear any ideas." Razz
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PostPosted: Mon Mar 08, 2010 6:24 pm    Post subject: Reply with quote

I'm a huge fan of the power suits, though I've never tried to come up with any on my own.

These look good, and I know that one of the projects that Ben Overmyer of Silver Gryphon is working on involves a similar set up. It'll be interesting to see what differences you and he come up with...
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PostPosted: Mon Mar 08, 2010 6:58 pm    Post subject: Reply with quote

Atomic Scotsman wrote:
WOUNDS & DAMAGE: Power armor straddles an awkward line between being a Creature and being a Vehicle.

Any damage that equals or exceeds the suit's Toughness causes the pilot of the suit to become Shaken. Resolve per the Shaken rules in SWEX.

Each Raise on the damage roll also causes the suit to take damage. Roll on the Power Suit Damage Table.

Because of the nature of power suits it is impossible for the pilot to avoid damage suffered by the suit, though armor does of course mitigate this to some degree. A power suit pilot is assumed to have one fewer wounds than his suit. The pilot of a suit with one wound is fine, though possibly Shaken. The pilot of an Incapacitated power suit staggers away from the wreck with 3 wounds and hoping that whatever just tore his suit a new one is out of ammo.


this is an interesting idea, but how about treating it just as a vehicle.
you're wearing the thing, but it's movement relies on the Power Armor.
it seems a vehicle to me.

for damage you could use the normal vehicle rules.
that would mean the Pilot would take half damage of what ever hits the PA. what would give the Armor a wound might not necessarily give the Pilot a wound, or even Shake him. that's very survivable based on the PA's Toughness(Armor) and the weapons damage you statted, and it stays in line with the Rules As Written.

it would also allow for the fact that your suit is being shot apart around you,and you may not be taking damage, unless it's a major hit. your armor might take a wound, you might take one or two from the hit, if it's big enough.
this also makes the Pilots Toughness relevant towards damage again, not just assuming he has one less wound than the PA.

Atomic Scotsman wrote:
Like vehicles, power suits can sustain 3 wounds and continue to function. Each wound imposes a cumulative -1 modifier to all Trait Tests, up to -3, just as with vehicles and Wild Cards. Upon taking a 4th wound the suit is damaged to the point that in can no longer function and it becomes Incapacitated.

this is in perfect line with the Vehicles RAW.
each Wound to the PA is a roll on your damage chart, which i really dig btw, and is once again RAW.


Atomic Scotsman wrote:

To avoid making combat impossible and extremely frustrating for Players, do not “stack” wound penalties. Meaning that if a power suit suffers two wounds (-2 to Trait Tests), do not also apply an additional -1 modifier for the 1 wound that the pilot is assumed to have suffered, (because power suit pilots are assumed to be one wound-level higher/healthier than the suit).

if you track wounds for Pilot's seperately from the PA, via RAW, this become sa nonissue unless your pilot is severly wounded, and his vehicle is indeed almost a wreck. IMO, it's okay to have a -6 penalty in that case.Marksmanship for shooting, Wild Attack for melee, and Bennies will help make that desperate last stand, and that's what they're for.

or you could up your targetting system bonus, perhaps making the targetting bonus for the weapons themselves.
i really really really like fire bonuses for advanced targetted weapons. how about targeting systems give it a +2 to hit for basic advanced targetting, to a +4 for fire and forget missles and other goodies.

this would also allow for anti-targetting add-ons for the PA's. chaff, or stealth agains sensor locks, etc.

highter targetting systems could impact the damage table as well.
a hit on a weapons system on the damage table: roll a d6
1 -2 fire control reduced by one
2-3 fire control reduced by two
4-6 weapon destroyed
or something like that.

very cool ideas scotsman.
and i did the pics on your atomic-robo site.

Dave.B
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PostPosted: Tue Mar 09, 2010 6:34 am    Post subject: Reply with quote

very cool! I'd very much like to see more of this, really!!!

By the by:
You might want to check out Savage Heavy Gear v1, a Heavy Gear conversion with tons of PA and HW. Could not find the link anymore, though. Maybe someone would be so kind as to include the link?
Thanks Smile

HJ
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PostPosted: Tue Mar 09, 2010 7:11 am    Post subject: Reply with quote

Interesting idea that could be developed.
In order to minimize bookkeeping I'd scrap counting power cells unless the characters are abandoned by their unit or similar.
Then it could be a matter of a suit is good for a week then you have to abandon it or something like that. Otherwise logistics should take care of keeping the suits powered enough for a battle.
The concept of using the vehicle rules for power armor appeals even more to me, someone should look into that. (I'm too lazy right now)
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PostPosted: Tue Mar 09, 2010 7:27 am    Post subject: Reply with quote

Rohan -Thanks. Smile

Henry L -I've got that actually. It's actually more of a guide for converting HG to SW than an actual Savaged Heavy Gear document.

It's very good though. I never got to play, but I really enjoyed the system and loved the setting. And how can you not love anything that's a direct rip-off/homage of VOTOMS!?! LOL

The mechs of Heavy Gear are my all-time favorite, and the stuff in my setting is all based on HG's concept of what a mech is, rather than the more traditional ten story tall versions.

Dave -You hit on the one part that I'm not happy with -Wounds. Wink

Where does it say that bit about crew taking 1/2 damage in a vehicle? I've been back and forth through the rules and can't find anything like that. Because if it's in there I want to use it.

I still worry that it might make the pilots too squishy, though I guess not if they get to use the suit's 5 points of armor. I'll have to crunch some numbers.

Targeting Bonus -also something I'm not 100% satisfied with. The +4 for missiles with advanced guidance systems I'm okay with. They are very rare in my setting, so when they are on the scene I think they should be awesome/devastating.

As for giving the power suits a +2 rather than +1 targeting system, I'm not sure. For one thing, I don't want it to just be an easy way to cancel out the -2 penalty for firing full-auto when they move, (they already get Rock n' Roll! as it is). I think it's also a small way that I want to distinguish power suits from mechs. Mechs will get a full +2 (possibly more) to represent not only the advanced targeting systems than they have but also the fact that mech itself will automatically making minute adjustments to it's arms/gun pods/whatever, without the pilot even being aware of it, to improve accuracy.

I like the idea of expanding the weapon hit options on the damage table. Especially since most power suits have only one weapon this makes it less likely that it will be destroyed outright. Without changing the targeting bonus (though I might) it could go:

ROLL D6
1: when firing, any roll of a 1 (regardless of wild die) will cause weapon to fail spectacularly. 2d10+2 dam to operator.
2-3: fire-control sensors destroyed, lose bonus to-hit.
4-5: hit causes a misfire, requires one standard action to clear/repair.
6: weapon destroyed.

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PostPosted: Tue Mar 09, 2010 7:40 am    Post subject: Reply with quote

supercOntra wrote:
Interesting idea that could be developed.
In order to minimize bookkeeping I'd scrap counting power cells unless the characters are abandoned by their unit or similar.
Then it could be a matter of a suit is good for a week then you have to abandon it or something like that. Otherwise logistics should take care of keeping the suits powered enough for a battle.


Oh definitely, and if PCs are operating as part of some large military force I wouldn't bother counting power cells at all. But the setting actually doesn't have any large armies, and what military forces do exist are usually patrolling boarders and holding on to whatever territory they've managed to grab.

Generally speaking, most of RIFTS Earth is supposed to be an empty wilderness, so supplies are always a concern for the PCs. Most adventures involve going out into that wilderness to explore and/or kill stuff.

I think the average 8-day range of a power suit is enough to let them go adventuring, but limiting enough to keep them thinking about it. Power cells are the side of a can of soda, so carrying a spare cell or two is not very hard.

The technology for the HB2 cells is extrapolated from several existing technologies for generating hydrogen. One involved super-focused solar power and hydrogen producing algae. The name, HB2, I stole right out of MOSPEADA -which is an anime all about having super cool power armor, but constantly worrying about fuel and ammo.
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PostPosted: Tue Mar 09, 2010 2:13 pm    Post subject: Reply with quote

supercOntra wrote:
Interesting idea that could be developed.
In order to minimize bookkeeping I'd scrap counting power cells unless the characters are abandoned by their unit or similar.

You could use the "Ammo level" rules that you find in the "Extras" chapter.
It's a FFF system to manage those kind of supplies.

Quote:
I think the average 8-day range of a power suit is enough to let them go adventuring, but limiting enough to keep them thinking about it. Power cells are the side of a can of soda, so carrying a spare cell or two is not very hard.

But if they have to carry those "cans", in a "backpack" behind the suits, they could be a juicy target for a nasty aimed shot!!! Cool boooom effects and a lot of supplies wasted.
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PostPosted: Tue Mar 09, 2010 3:06 pm    Post subject: Reply with quote

Atomic Scotsman wrote:
Rohan -Thanks. Smile

Dave -You hit on the one part that I'm not happy with -Wounds. Wink

Where does it say that bit about crew taking 1/2 damage in a vehicle? I've been back and forth through the rules and can't find anything like that. Because if it's in there I want to use it.

I still worry that it might make the pilots too squishy, though I guess not if they get to use the suit's 5 points of armor. I'll have to crunch some numbers.

Targeting Bonus -also something I'm not 100% satisfied with. The +4 for missiles with advanced guidance systems I'm okay with. They are very rare in my setting, so when they are on the scene I think they should be awesome/devastating.

As for giving the power suits a +2 rather than +1 targeting system, I'm not sure. For one thing, I don't want it to just be an easy way to cancel out the -2 penalty for firing full-auto when they move, (they already get Rock n' Roll! as it is). I think it's also a small way that I want to distinguish power suits from mechs. Mechs will get a full +2 (possibly more) to represent not only the advanced targeting systems than they have but also the fact that mech itself will automatically making minute adjustments to it's arms/gun pods/whatever, without the pilot even being aware of it, to improve accuracy.

I like the idea of expanding the weapon hit options on the damage table. Especially since most power suits have only one weapon this makes it less likely that it will be destroyed outright. Without changing the targeting bonus (though I might) it could go:

ROLL D6
1: when firing, any roll of a 1 (regardless of wild die) will cause weapon to fail spectacularly. 2d10+2 dam to operator.
2-3: fire-control sensors destroyed, lose bonus to-hit.
4-5: hit causes a misfire, requires one standard action to clear/repair.
6: weapon destroyed.

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D'OH! okay, the half damage applies to collisions with seat belts or airbags. whoops. sorry about that.
however, you could setting trapping that the power armor pilot only takes half damage from the hit, it's a function of how tough the armor is.
i don't think it would make the pilots too squishy, unless it's a massive damage roll, but you run into that will all weapos in SW. soak and hope for the best. Very Happy knockingi off half of the HW damage is already a massive armor bonus unto itself, much better than a mere five points of armor.

besides, massive damage rolls can still mess up the PA bad, but the pilot, if he's a tough SOB or soaked well, can still crawl out.

nice weapon table.

your targetting idea for the suits makes sense. nice explanation.

Dave,B
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PostPosted: Tue Mar 09, 2010 5:13 pm    Post subject: Reply with quote

You could always take a look at PEG's Sci-Fi Gear Toolkit for some extra ideas. That contained DIY power armor generation with example suits.

Caveat: Yes, I did write it, but I don't personally benefit from its sales, so I'm not really touting my own work to any end other than a desire to share knowledge.
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PostPosted: Tue Mar 09, 2010 10:39 pm    Post subject: Reply with quote

Wiggy wrote:
You could always take a look at PEG's Sci-Fi Gear Toolkit for some extra ideas. That contained DIY power armor generation with example suits.

Caveat: Yes, I did write it, but I don't personally benefit from its sales, so I'm not really touting my own work to any end other than a desire to share knowledge.


dammit, i keep meaning to pick those up.
thanks for reminder.

Dave.B
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PostPosted: Wed Mar 10, 2010 6:51 am    Post subject: Reply with quote

Atomic Scotsman wrote:
44 views and no comments/critiques?

I guess I should have added, "I'd love some feedback, and to hear any ideas." Razz


Sorry, still learning the game and not currently in a sci-fi mode. I do dig power armor though and so am monitoring this thread. Starship Troopers, Shirow, Votoms, Traveller and the like. Cool Hope to look back over it this weekend.

And first it was the pulp gear toolkit, now it's the sci-fi one. Lalalalalalala! #1eek1 (holds copies of FF&S and VDS over earparts and hums)
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PostPosted: Wed Mar 10, 2010 9:37 am    Post subject: Reply with quote

Dave.B wrote:

D'OH! okay, the half damage applies to collisions with seat belts or airbags. whoops. sorry about that.

besides, massive damage rolls can still mess up the PA bad, but the pilot, if he's a tough SOB or soaked well, can still crawl out.

nice weapon table.

your targetting idea for the suits makes sense. nice explanation.

Dave,B


Even if it is a damage rule for collision it's a good one, since the pilot is being rattled in their armor. If nothing else, it's much more streamlined yes still makes sense and is "flavorful". I'm going to take yet another look at them, but I think that's the route to go.

weapons table- You cant ell I'm old. I like tables. in my RPGs. Smile

Targeting- thanks. I think that one of the distinctions between the power suit and mech targeting is that while the mech does a lot of self-adjusting for the pilot the power suit doesn't have room/power to spare for that sort of stuff, so the best the operator gets are some holographic sights and target markers on their HUD, but they have to manually line things up. A lot like the radar targeting system used on the Sabers in Korea; the pilot got ranges and a bunch of moving circles that told him roughly where his shots would go, but he had to manually line the nose of his jet up with the Mig to get the shot.
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PostPosted: Wed Mar 10, 2010 9:44 am    Post subject: Reply with quote

Wiggy wrote:
You could always take a look at PEG's Sci-Fi Gear Toolkit for some extra ideas. That contained DIY power armor generation with example suits.

Caveat: Yes, I did write it, but I don't personally benefit from its sales, so I'm not really touting my own work to any end other than a desire to share knowledge.


Very Happy I've got both Pulp Kits and the SF Kits. They are great! I use them to run Atomic Robo and The Fightin' Scientists of Tesladyne.

I felt that your approach to power armor was great -for how I want the smaller exo-suits to work in Scorched Earth. Didn't have quite the feel of a vehicle that I wanted.

But I love your work.
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PostPosted: Thu Apr 29, 2010 5:55 pm    Post subject: Reply with quote

This is good stuff. I like Dave B's suggestion of keeping close to the core rules for vehicles.

I am setting up some Starship Troopers scenarios (again, based on the books, though the bugs will be from the movie, their the best part) and looking for powered armor ideas.

The Scifi Toolkit was my starting point. The problem I have with that is balance. There is really no downside I can see to using a heavy chassis, other than cost, which won't matter for these scenarios. However, the list of armaments and upgrades was extremely useful.

What I want to do is create a squad where each member has different strengths and weaknesses: a leader, a communications officer, heavy weapons, sniper, and a scout. But each person needs to be able to contribute, and I like the idea of using the lighter armor suits for the sniper and the scout.

At this point I am looking at the Super Powers Companion, and basically building a vehicle with 10 power points. So instad of starting with a chassis and building up, I am just allocating the powers that I want each unit to have and declaring by fiat that certain ones are light, medium or heavy, based on the amount of armor they have. I'm still working it out. Now that I know this post exists, I will be sure to post my results. Hopefully this weekend.
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Atomic Scotsman
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PostPosted: Thu Apr 29, 2010 8:07 pm    Post subject: Reply with quote

BryanH wrote:

At this point I am looking at the Super Powers Companion, and basically building a vehicle with 10 power points. So instad of starting with a chassis and building up, I am just allocating the powers that I want each unit to have and declaring by fiat that certain ones are light, medium or heavy, based on the amount of armor they have. I'm still working it out.


I'm finding the Super Powers Compendium to be both extremely useful, and problematic. Right off the bat, I'll tell you it's not very good for power armor, unless you want Iron Man style armor, which is very superhero-y, but not very sci-fi.

Originally for my RIFTS game I let everyone have 10 PP to buy powers, construct power armor -whatever. It seemed like a great way to bring balance to a setting that had never had any before.

But what I ended up with was a total mess. Soldiers who I thought would build power armor instead took tons of Super Traits, Skills, and Edges effectively turning their Seasoned characters into the equivalent of Legendary rank murder machines, and the guy who was building a super-gadget dude took the Power Point Edge twice (since we were starting at Seasoned) and built a character who was effectively twice as insane as everyone else.

I scrapped their efforts and started over, this time with me asking what sort of character they would like to play and then cherry-picking powers or abilities that made sense. For those Players who were playing mundane PCs I gave them an extra starting Edge and access to better technology and equipment to balance things out, and it worked wonderfully.

My advice would be to just give the power armor the stats you want it to have, and create the weapons options that you want for your game. It sounds like you're basically building Savage Halo: Reach. Very Happy You might even want to just build off the generic stats for PA in SWEX.
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BryanH
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PostPosted: Fri Apr 30, 2010 2:50 am    Post subject: Reply with quote

Atomic Scotsman wrote:
Originally for my RIFTS game I let everyone have 10 PP to buy powers, construct power armor -whatever. It seemed like a great way to bring balance to a setting that had never had any before.


No worries there. I am preparing for a one shot scenario or brief campaign. Either way the armor and, most likely, the characters will be pregens. Once I looked at it, the power points idea was not as useful as I'd imagined. The powered armor described in the SWEX is actually pretty useful. I ended up combing the SWEX armor, the Scifi Toolkit, and using a point system.

Basically the light suit has 8 armor and +2 pace, medium has 10 armor, and the heavy suit has 12 armor and -2 pace. All suits boost Strength by 1d and have an autodoc. From there each suit gets 10 points to spend on additional armor, additional movement, jump jets, sensors, chameleon circuits, etc. Instead of taking up slots, they use build points.

Pretty much down to what you describe, giving the armor the powers I want it to have. For Starship Troopers, they all must have jump jets, for example. And these mobile infantry soldiers are gonna be packing some serious heat! Almost done. At least the Arachnids are easy. =)
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Takeda
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PostPosted: Sun May 02, 2010 12:44 pm    Post subject: Reply with quote

I was going to suggest what BryanH ended up doing. You build (using the rules in the SPC) the basic armour, whatever they should have, then let them customize with what's left limit it to things that make sense. No edges, no traits, etc. Gifted might be okay if it gives detailed HUD data whenever needed, but up to you.

making them as vehicles though instead of Power Suits using the Device Rules seems a little odd to me. If the 'Pilot' is the lone occupant then so be it as a power suit. If the suit makes them the equivelant of +1 size then buy that as always on, gives +1 Toughness and +1 str-die for free, etc.

Don't get me wrong but I think you're making it hard on yourself. An Ablative Armour effect and linking the function of the armour to this ablative armour effect would work. Any time the ablative armour is by-passed (takes a wound) the armour is less effective, when it hits a certain level the armour stops working. As a feature the ablative armour 'takes the hit' protecting the pilot/occupant much like a vehicles crumple-zone. You could add in the malfunction table everytime the armour 'takes a wound' to reflect wear and tear. The power-armour scene in District 9 is a real inspiration!

If you want a Hindrance on the armour, like fragile (relatively with ablative armour that has to manually repaired and Fuel-Cells), the fuel-cell thing could be treated like Ally-ammo as so many have suggested but any really high fuel-consumption 'features' impose a penalty on the ammo resolution rolls.

I understand your drive for a semblance of realism but don't let it drag away the FFF you could have. I'm an OLD school Gamer, been in the hobby since late-'79 and played detail-heavy games to death but getting away from that need to detail every nut and bolt will free your creativity! "Fear (of lack of detail) is the mind killer."
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Atomic Scotsman
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PostPosted: Sun May 02, 2010 1:46 pm    Post subject: Reply with quote

I agree with a lot of that Takeda.

I've since dropped the notion that if the suits takes a Wound so does the pilot to a certain degree. It could be cool, but it's not very FFF.

Power cells is another areas where I've decided to just drop any semblance of number crunching and use the fuel levels of Zombie Run -which I think are the same as the guidelines for NPC allies and ammo consumption.

After messing about with the SPC a bit more I've decided that for me it is not the right tool for constructing power armor. Where it is useful to me is in the secondary systems -Awareness and Heightened Sense for the scanners. Stuff like that.

Vehicle -vs Creature: I'm sticking with the idea of treating them like vehicles as far as damage and repairs works, but otherwise just as +1 Size creatures.

Movement idea: in Zombie Run there are guidelines for riding bikes. I think its a nice touch to add to power armor without bogging them down in piloting roles, Chase Rules, or the more complicated regular vehicle movement rules. "Treat a bicycling character as if they were walking, but double their Pace. You can "run" while riding a bike. Just roll 2d6 instead of 1d6. If the character has to fight, make tight turn, or perform another difficult maneuver, he has to make an Agility roll. Failure means he falls and suffers normal collision damage (1d6 for every 5" current speed)."

I think that makes it a little different that just, "I'm wearing really awesome armor" and gives you a bit of a feel for "Driving" what is essentially a vehicle that wraps around you.
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