Valery Galt - Inferno Power Armor
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Size Medium (Power Armor) (2)
Acceleration 6/6
Crew 1
Climb 0
Toughness 12 (12)
Hack Hardiness 0


Cone or MBT up to 18”
HW, may set targets on fire.
Notes: Affects target’s least armored area.
20 shots, assumed all are Fragmentation unless otherwise specified.
EMP: Electromagnetic pulse grenades knock out all electronic devices in a Medium Burst Template. For constructs, power armor, or shielded devices, roll 3d6 nonlethal damage against base Toughness (no Armor).
Fragmentation: Damage 3d6. HW, LBT.
Smoke: Creates an area of smoke in a LBT that obscures vision (–4). For double the price, the smoke also contains particles that halve the damage from energy weapons.
Thermal: Damage 3d10. HW, SBT, may set targets on fre. Ignores all but sealed armor.
See Description
Ammo 10, all same type, assumed Rocket unless otherwise told.
Armor Piercing (Kraken Pattern Penetrator Rounds): Damage 2d6, AP 10, HW.
Boomer (Metal Storm Frag Shells): Damage 5d6, LBT, HW. Boomers have a minimum arming distance of 20” (40 yards) and can only be used in rifles.
Heat Seeker: Damage 3d6. Use the rules for missiles (see Savage Worlds), except the attacker uses Shooting and the defender uses Agility.
Hellfire Rounds: Damage 2d6, AP 4. An organic defender must make a vigor check at a -4. A failure increases the damage to 6d6.
Inferno Bolts: Damage 3d6, AP 4. The weapon has the “Fire” trapping.
Fatigue: A heat trapping on an attack forces the victim to make a Vigor roll or suffer Fatigue.
Flammable: With a hit by a fire power, roll for any potentially flammable objects to catch fire (see page 83). For a heat trapping, liquids on the target (water, potions, etc.) evaporate on a 6 on a d6 with a success or a 4–6 on a raise.
Odysseus Bolts: Damage 2d6, AP 8, HW, Trackable.
Psycannon Bolts: Damage 2d6, AP 4. Against Psychic or Daemonic Targets 8d6 AP 6.
Rocket: Damage 3d6, HW. The basic line-of-sight projectile tipped with a microexplosive warhead.
Standard Bolts: Damage 4d6, AP 4
Stalker Silenced Shells: Damage 2d6, AP 4, HW. The attack can fire these weapons while hidden without a penalty to her stealth check.


Medium (Power Armor) -8
Damage: Counted as Armor, damage dealt to character.
Flight 3
The suit has expandable wings and thrusters for VTOL flight at a Pace of 6” and a Climb of 0. Each time it’s taken doubles previous Pace or increases Climb by 1.
Flight 3
The suit has expandable wings and thrusters for VTOL flight at a Pace of 6” and a Climb of 0. Each time it’s taken doubles previous Pace or increases Climb by 1.
Armor 1
Increases a vehicle’s Armor value by +2. Armor +4 and higher is considered Heavy Armor. Vehicular Armor can also be front-loaded if desired. If so, each level of Armor increases the front armor by +3, side and top armor by +2, and rear and botom Armor by +1. In the Chase rules, an atacker with Advantage and a Jack or higher can target the side armor, and one with a King or higher can target the rear.
Starships: All armor is considered heavy.
Weapon Mount 1
A single mount can hold any one personal weapon up to 100 pounds, or one Mod point of vehicular weaponry. Two shoulder mounts can be combined into a central weapon mount over the user’s head to hold a vehicle weapon with a Mod cost of 2. The user may fire mounted and personal weapons at standard multi-action penalties (but see Targeting System). Weaponry is purchased separately.
Weapon Mounts are additional to weapons held in hands.
Inferno Power Armor (Read First) 0
This armor contains customizable weapon slots. The armor can only have 1 weapons at a time.


The following are actions that can be performed during combat. Each player can perform 1 action unless otherwise specified. A character can only be at 1 station on each round, each station can only be used by 1 character.
Action Name Skill Station
At the start of a turn, Pilots act first in reverse initiative order. This gives pilots with the highest initiative the most time to determine their actions.
If a joker is dealt everyone on the ship with the character with the Joker gains the +2 modifier.
Capital Ships have a turn radius of 45°s per turn over their full movement.
Heretek Repair / Tech Use Techpriest or Seneschel
A successful Tech Use check will establish you in the enemies system. Once this happens you will start the Heretek procedure on a seperate page (provided by the GM).
Quelling the Spirits Repair / Tech Use Techpriest
If you system has been infiltrated, you might need to remedy your ships machine spirits to remove the outside presence. Please see the Heretek page for your ship.
Lobotomize the Machine Repair / Tech Use Component
Techpriests can turn to this option as a last resort because it goes against the very teaching of the Omnissiah. If a subsystem has been infiltrated and you cannot quell the machine spirits, you could choose to kill them and force complete manual control over the system. This essentially disconnects the system from your bridge and forces you to take direct control over it. Using the system becomes far more difficult (-4) as it no longer responds the same.
Patch Repair / Tech Use Component
Whether through combat or not, your ship may take damage. While full repairs of the ship (restoring wounds) will require time and might require a drydock, you can remedy the machine spirits in the subsystems on your ship to get them operational. See the damage sheet for your ship for more information.
Each component that can be damaged has a damage tag in its description. If the component has no health remaining, it cannot be patched in combat. Even if a component is patched, it does not regain its wound until combat is resolved (and then you take the time to repair the system fully). Patching only removes some of the negative consequences of the damaged system.
Wrecked: If a system has no more health, it is offline until combat is over, you cannot get it running again.
Spike System Repair / Tech Use Techpriest
By divirting auxillery power into one system, you can cause it to overperform on the next use. See 'Spike' in a system's entry for information on how it can over perform.
Chicken Pilot Pilot
Can only initiate if both ships are facing each other. You lock your ship into a head on collision with the opposing ship, seeing who will pull off first.
Duel: You make an opposed Piloting check with the enemy vessel. Additionally the larger ship gets a bonus in the difference of the ship sizes. Each player then gets dealt 2 cards, the winning pilot gets an additional card and any raise above that gets an additional card. Deal 3 cards to the center. Whoever has the higher hand, 'wins'. They immediately can make 2 attacks (Prow + either Broadside) with a +4 advantage.
Push: If the poker hand is resolved as a push, your ships collide head on.
Evasive Pilot Pilot
You fly erratically to prevent the enemy vessel from getting a clean shot. For each success + raise, the enemy takes a -4 modifier to their shooting die. Additionally anyone on your vessel trying to fire also takes the same penalty.
Tactical Pilot Pilot
You attempt to give your weapons a clean shot, while minimizing the change you get hit. Make an opposed piloting roll. The winner gains +2 shooting and the loser takes a -2 shooting penalty.
Handbrake Turn Pilot Pilot
Make a Pilot roll. For each success and raise, you can turn your ship an additional 45°s.
Defensive Roll Pilot Pilot
You spin your ship in order to minimize damage to essential components. If damage is taken, an additional 2 component are rolled and you can choose which component takes the damage.
Covering Fire Shooting Weapons (Broadside)
Instead of attempting to hit the enemy ship, you direct your weapons into an area. If the enemy ship enters the space, they take damage. You can affect a line of up to 1/4 of your ships size (4), in the firing arc of the weapon, at your weapons range.