Powered Armor

Powered armor consists of an armored exoskeleton and a power system which supplies the strength needed to move it. At the small end of the scale powered armor typically consists of carapace armor fitted to a linear frame. The suit can be much heavier since the linear frame can simply be scaled up as the weight of the exoskeleton increases. In practice the limiting factors are size (eg. a suit that is intended for indoor use needs to fit through doors) and ground pressure (eg. falling through floors in building or sinking into mud or roads). Powered Armor often boasts a number of integrated systems such as weapons, sensors, communications and more.

Mechanically a Powered Armor is a combination of a Linear Frame and a suit of heavy armor. The armor gets its Strength score from the Linear Frame and its Stopping Power from the armor. In most cases the Linear Frame is strong enough to completely compensate for the Encumbrance Value of the armor, but this is not a requirement. In addition to this a suit of Powered Armor is likely to have integrated systems which are most commonly represented by Cybernetics that are bolted on to the armor rather than its wearer.

Powered armor comes in three size categories:

Light Powered Armor

Basically just a whole body suit of armor with power assist systems. Roughly man-sized load bearing gear for armor plates. Suits like these are operated by motion tracking, often enhanced by cyberlink.

  • Counts as a normal target (+0) when attacked.
  • Uses the usual hit-location table
  • Of the damage that penetrates the suit’s Stopping Power, the pilot takes 2/3 and the suit itself takes 1/3.
  • Most light powered armor suits have 0-1 Hardpoints.
  • The suit is small enough for the pilot to use their hands for fine manipulation.

Medium Powered Armor

Suits like these are likely to be piloted with a cyberlink, but can also be operated with motion tracking.

  • Counts as a larger than normal target (+2) when attacked.
  • Most medium powered armor suits have 2-8 Hardpoints.
  • Some medium powered armor suits have manipulator arms or even human-like hands to facilitate fine manipulation. Many don’t.
  • Instead of the usual hit-location table, the suit uses the following table:
d% Called Shot Penalty Location Pilot Damage
-4 Head Roll even/odd to determine whether the location contains pilot.
1-5 -6 Head Deal 1/2 of penetrating damage to the pilot and 1/2 to the suit.
6-10 -6 No Deal all damage to the suit.
+0 Torso Roll d6/2 to determine whether the location contains pilot (1-2=yes, 3=no).
11-30 -2 Torso Deal 1/2 of penetrating damage to the pilot and 1/2 to the suit.
31-40 -4 No Deal all damage to the suit.
-2 Right Arm Roll d6/2 to determine whether the location contains pilot (1-2=yes, 3=no).
41-50 -4 Upper arm Right arm Deal 1/2 of penetrating damage to the pilot and 1/2 to the suit.
51-55 -4 Forearm No Deal all damage to the suit.
-2 Left Arm Roll d6/2 to determine whether the location contains pilot (1-2=yes, 3=no).
56-65 -4 Upper arm Left arm Deal 1/2 of penetrating damage to the pilot and 1/2 to the suit.
66-70 -4 Forearm No Deal all damage to the suit.
-2 Right Leg Roll d6/2 to determine whether the location contains pilot (1-2=yes, 3=no).
71-80 -4 Thigh Right leg Deal 1/2 of penetrating damage to the pilot and 1/2 to the suit.
81-85 -4 Shin No Deal all damage to the suit.
-2 Left Leg Roll d6/2 to determine whether the location contains pilot (1-2=yes, 3=no).
86-95 -4 Thigh Left leg Deal 1/2 of penetrating damage to the pilot and 1/2 to the suit.
96-100 -4 Shin No Deal all damage to the suit.

Heavy Powered Armor

The pilot no longer extends far from the torso. The suit is probably 4m (give or take 1 meter) tall. Suits like these invariably piloted with a cyberlink, rather than motion tracking.

  • Counts as a large target (+4) when attacked.
  • Most heavy powered armor suits have 9-16 Hardpoints.
  • Most heavy powered armor suits are incapable of fine manipulation. Some models may have manipulator arms, usually bolted on to the torso, but they have a tendency to be blown away in combat.
  • Instead of the usual hit-location table, the suit uses the following table:
d% Called Shot Penalty Location Pilot Damage
1-10 -2 Head No Deal all damage to the suit. If the suit does not have a head, treat this as a hit to pilotless torso
+2 Torso Roll d10 to determine whether the location contains pilot (1=pilot head, 2-4=pilot torso, 5-10=no).
11-13 -6 Head Deal 1/2 of penetrating damage to the pilot and 1/2 to the suit.
14-24 -2 Torso Deal 1/2 of penetrating damage to the pilot and 1/2 to the suit.
25-40 -4 No Deal all damage to the suit.
+0 Right Arm Roll d6/2 to determine whether the location contains pilot (1=yes, 2-3=no).
41-45 -4 Upper arm Right arm Deal 1/2 of penetrating damage to the pilot and 1/2 to the suit.
46-55 -2 Forearm No Deal all damage to the suit.
+0 Left Arm Roll d6/2 to determine whether the location contains pilot (1=yes, 2-3=no).
56-60 -4 Upper arm Left arm Deal 1/2 of penetrating damage to the pilot and 1/2 to the suit.
61-70 -2 Forearm No Deal all damage to the suit.
+0 Right Leg Roll d6/2 to determine whether the location contains pilot (1=yes, 2-3=no).
71-75 -4 Thigh Right leg Deal 1/2 of penetrating damage to the pilot and 1/2 to the suit.
76-85 -2 Shin No Deal all damage to the suit.
+0 Left Leg Roll d6/2 to determine whether the location contains pilot (1=yes, 2-3=no).
86-90 -4 Thigh Left leg Deal 1/2 of penetrating damage to the pilot and 1/2 to the suit.
91-100 -2 Shin No Deal all damage to the suit.

Super-Heavy Powered Armor

At this point the “suit” is an honest-to-god mecha. It is treated as a vehicle for all intents and purposes. This is a tank with interesting locomotion. A handful of prototypes have been built in this size category, but no-one has managed to find a battlefield function for them.

Powered Armor

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