Size | Heavy (Power Armor) (3) |
---|---|
Acceleration | 4/4 |
Crew | 1 |
Climb | 0 |
Toughness | 18 (18) |
Hack Hardiness | 0 |
Name | Space |
---|---|
Heavy (Power Armor) | -12 |
Damage: Counted as Armor, damage dealt to character. | |
Brothers Fists Power Armor (Read First) | 1 |
This armor contains customizable weapon slots. The armor only has 2 weapons at a time. Only one weapon can be vehicular. | |
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. | |
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. | |
Trauma System | 1 |
Automated systems within the suit are loaded with minor antibiotics, stimulants, and anesthetics designed to keep a soldier alive after suffering trauma. It has a d8 Healing and adds +2 to recover from being Shaken and resisting Bleeding Out. | |
Targeting System | 1 |
The vehicle's computer is linked to all atached weapons. This compensates for movement, range, multi-actions, and the like, negating up to two points of Shooting penalties. This does not assist the firing of passenger's personal weapons. | |
Strength Enhancement | 1 |
Increases Strength by one die type each time it's taken. After d12, add +1 per servo (d12+1, d12+2, etc). | |
Self-Sealing | 1 |
The suit automatically seals minor breaches (the user suffers one or two wounds) with a fast-hardening sealant. This is critical when operating in a vacuum. If the wearer suffers three or more wounds from a single atack, however, the suit cannot seal and is breached. | |
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. | |
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. | |
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. | |
Jump Pack | 2 |
The user can jump up to 2× the suit’s Pace horizontally or 1× Pace vertically. | |
Artificial Intelligence | Read Description |
The vehicle’s AI can operate all systems— from driving to weapons. It has a skill level of d10 in these tasks, but is an “Extra” and does not receive a Wild Die. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the driver’s Action Card. Giving the AI a short verbal command is a free action. | |
Total | 0 |
Action Name | Skill | Station |
---|---|---|
Default | ||
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. |