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Armor & Powersuits
New armor options for Hard Nova II
Contributor: Collaborative User *Created: Apr 10, 2010Modified: Jan 14, 2019System: HardNova ][

Here’s a large project I finished today in my efforts to convert the universe over to Hard Nova II. In this one, I present armors from Star Frontiers, Star Wars, Star Trek, Dune, Bubblegum Crisis, and Ghost in the Shell. I also included a full detailed system of Gimmicks for customizing Powersuits. Hard Nova II: Armor Expansion
 Armor  Rating  Protection  Coverage  Notes 
 Adaptive Screen  4/1  see notes  all  a screen that adapts to attacks as they are made against the wearer; each attack types (melee, missile, blaster, etc) and each type of damage (FAT or INJ) is considered an attack; the screen offers only a protective Rating of 1 against the first attack of a new type made against it, but offers a 4 thereafter; it resets every 72 hours; 10,000 credits 
 Albedo Screen  4  lasers & blasters only  all  a reflective screen that is effective against energy attacks; 10,000 credits 
 Albedo Suit  4  lasers & blasters only  all but heads & hands  reflective suit that also provides 1 FAT/INj against non-energy attacks; 1,000-2,500 credits 
 Cloakscreen  2  FAT  all  a screen that bends light around the wearer, rendering him invisible (+5 to DIFF to attack); the screen is less fragile than other cloaking technology, but is still expensive and offers only weak protection; 10,000 credits; a Camoscreen can be bought for 8,000 credits- this screen has the Camouflaging Device gimmick instead of a cloaking device 
 Cloaksuit  2  FAT  all*  the suit has the Cloaking Device Gimmick from the Powersuit section; 8,000 credits and usually highly illegal unless used by security forces 
 Environment Suit  3  FAT/INJ  all*  has the Self Contained and Camouflaging Device gimmicks from the Powersuits section; 1,200- 1,500 credits 
 Federation Armor  3  see notes  all* but legs   dark, reflective heavy armor that protects against all energy attacks, including lasers, blasters, disruptors, and phasers; Federation personnel only 
 Gauss Screen  4  stunners & electrics only   all  an electromagnetic screen that disburses electrical attacks; 8,000 credits 
 Holtzman Screen  5/1  see notes  all  this screen offers a protection Rating of only 1 against melee and unarmed attacks, but offers a 5 against all other attacks; however, if it is hit with a laser (or phaser) then the crossing results in a nuclear explosion on par with Hiroshima; unless used by the government, these screens are highly illegal, though their flaws still make them cheap; 10,000 credits 
 Inertia Screen  5  projectiles & melee only  all  a hard light screen designed to deflect kinetic energy; also provides protection against falls and impacts; 12,000 credits 
 Klingon Armor  3  FAT/INJ  chest, stomach, and back  heavy armor worn by warriors in single combat; Klingon warriors only 
 Mandalorian Armor  3  FAT/INJ  all*  worn by Mandalorian bounty hunters; this armor can be customized using the Gimmicks in the Powersuits section; however, all have an Integrated Comm and Jump Jets; Mandalorians only 
 Romulan Armor  2  FAT/INJ  chest, stomach, and back  armor worn by Romulans; Romulan Imperials only 
 Skeinsuit  3  projectiles & melee only  all but heads & hands  bulky suit that absorbs impacts, including those suffered as a result of falling; heavy armor; 1,200-2,000 credits 
 Sonic Screen  4  sonics only  all  a screen that emits a low frequency field that disburses sonic attacks; 7,000 credits 
 Trooper Armor  4  FAT/INJ  all*  heavy armor worn by stormtroopers; all trooper armors have an Integrated Comm and most have additional gimmicks that customize them for different environments; Aquatic Suit (Amphibious); Commando/Elite (Integrated Computer); Sandsuit (Desert Environment); Scoutsuit (not heavy armor, but only has a rating of 2); Snowsuit (Arctic Environment); Spacesuit (Spacesuit, Jump Jets); Troopers only 
Coverage noted with a (*) indicates that the armor has a helmet that, if removed, leaves the head vulnerable. Screens are all identical in appearance- they appear as small boxes usually attached to the belt. When activated, the screen emits a hum and a globe of energy that surrounds the wearer. With a Challenging Jury Rig roll, the screen’s globe can be extended to protect another individual, but the protective Rating in lowered by 1. Suits come in such a variety of styles that a uniform description is practically impossible. The Federation armor is considered heavy because I figured there had to be a reason all the redshirts didn’t wear them. Also, I’d recommend that the replicator be incapable of producing it. In the movies, Trooper armor is ridiculously ineffective. If you want to reflect this, I recommend lowering the protection to 3. Powersuits This system is designed to allow players and GMs to build powersuits by starting at a base point and adding gimmicks, both positive and detrimental, to the armor to make it unique. Adding a gimmick increases the cost of the powersuit while adding a detrimental gimmick decreases the cost. A powersuit (or hardsuit) is an armored exoskeleton designed to make a soldier a one man tank on the battlefield. The soldier wearing a powersuit is encased from head to toe in armor that carries its own weight, thereby not burdening him. In addition to these minimum capabilities, there are a variety of options expanding the capabilities and effectiveness of the armor. Of course, these options do not come cheap. A powersuit’s extended functions, such as firing weapons, operating computers and scanners, turning on devices, etc, all require the use of the Piloting (mecha) skill unless otherwise indicated. Basic Powersuit:Armor 5 vs FAT/INJ to all areas; Cost 5,000 credits Powersuit Gimmicks Air Tanks the suit has an integrated air tank that provides enough air for 24 hours; this can be added to an existing air supply and bought more than once, with each additional purchase adding 12 hours of air; +100 credits Amphibious the suit is designed to function in oceanic depths. It is pressurized to withstand any depth up to what is experienced on Earth. It has built in rotors that propel it quietly through the water at speeds up to 50 KPH. It also has 24 hours of breathable air, radar sensors, and headlamps that can illuminate in a 90 degree angle in front of the wearer; +500 credits Awareness Boost the suit uses a variety of sensors such as motion tracking HUD, telescoping lenses, audio enhancers, etc, and a computer that coordinates them all, this enhancement boosts the wearer’s Awareness of his surroundings; reduce all Awareness-based tasks relying on sight and hearing by -2 DIFF; +2,000 credits Camouflaging Device the suit mirrors the surroundings of the wearer; this imposes a +1 DIFF modifier to hit in uncluttered areas such as fields or corridors, but a +4 DIFF in cluttered areas like forests and urban areas; this effect is fairly unstable and will malfunction as soon as the wearer takes 2 INJ; +3,000 creidts Cloaking Device the suit has a light-bending fabric, screen, or plate ionization that can be activated to make the wearer invisible (+5 to DIFF to attack); this effect is fragile though- it malfunctions as soon as the wearer takes 1 INJ; +5,000 credits Collapsible the suit folds neatly up into a suitcase (cost: +3,000 credits), backpack (cost: +3,000 credits), or belt (cost: +5,000 credits), allowing it to be carried around discreetly; if it is stored in a backpack or belt, it can be activated to cover the wearer in a single round, if in a suitcase, it takes a few minutes to don; this armor is very difficult to detect (+2 DIFF) Conversion the suit appears to be ordinary clothing until activated, at which time nanites or hard light or electrified fabric (or whatever) renders the suit hard and armored; this type of armor is virtually impossible to detect until it’s activated (+5 DIFF); +6,000 credits Desert/Arctic Environment the suit is designed to function Desert or Arctic terrains. Each environment is a separate gimmick. It has built in environmental controls that heat or cool the wearer, water recycling to keep the wearer’s fluids regulated, auto-adjusting lenses to prevent terrain blindness, and boots with special soles that allow for easier traversing of the terrain. Each also has an emergency beacon in case the wearer gets lost or buried under snow or sand; +500 credits Fitness Boost the suit is designed with mechanical servos that boost his physical performance including strength and agility; treat the wearer as though he had a Fitness of 6 with regards to the following skills: Athletics, Brawling, and Melee; in addition, the wearer’s unarmed and melee attacks inflict +1 INJ (or 2 INJ if it normally causes FAT), he can jump a number of meters equal to his Athletics skill, he gets a +1 to his reaction rolls, and he can lift an amount equal to his Athletics x250 kg; +7,500 credits Flight Capability the suit has jet motors that allow it to fly at a speed of 75 KPH; this can be purchased multiple times, with each additional level increasing speed by 50 KPH; +2,000 credits Grapples and Pulleys the suit has a miniaturized system of pulleys with a monofilament wire and either a magnetic or harpoon-style grapple; the wire can hold up to a ton and the pulley system can pull it in at a rate of 10 meters per round; this can be bought more than once, with each purchase increasing the weight that can be towed by a half ton; +750 credits Hostile/Toxic Environment the suit is designed to function in toxically polluted or irradiated environments. It is made of material that neutralizes most radioactivity and contact toxins. It has filters that screen out airborne toxins and an adjustable visor that prevents harsh glares. It also has 36 hours of breathable air, is flame retardant, and has a built in foam ejector that can be designated to spray foams that can extinguish fires, coat radioactive materials, patch hulls, and other specialty functions as desired; +500 credits Integrated Comm the suit has a communications device built into it, usually in the helmet; for local hemisphere communications the cost is 100 credits; for planet range communications the cost is 300 credits; and for communications capable of contacting craft in orbit the cost is 500 credits Integrated Computer the suit has a built-in computer; the computer can be customized using the gimmicks in the Computers and Scanners section, but the cost for each gimmick in increased by 30% due to the extra complications of placing the system on a powersuit and hardening it from attack; +750 credits Integrated Scanner the suit has a built-in scanner; the scanner can be customized using the gimmicks in the Computers and Scanners section, but the cost for each gimmick in increased by 20% due to the extra complications of placing the system on a powersuit and hardening it from attack; +500 credits Integrated Screen the suit has a personal defensive screen built into it; the screen can be chosen from any of the screens listed in the Armor section except the Cloakscreen; the cost of this is same price as the selected screen, no more (it is easier to provide for the screen’s power supply when it is built into a suit, so the cost is offset as a result) Integrated Weapon the suit has a weapon built into it; if the weapon is a melee weapon, increase its cost by 10% to account for its ability to be collapsed; if the item is a projectile weapon, increase the cost by 25% to account for the need to build in holding areas for ammunition; if the item is an energy weapon (including an energy melee weapon) decrease the cost by 10% because the weapon uses the energy generated by the suit as its power supply, thus making it easier to install Jamming Device the suit has device that jams communications and scanners; when activated it increases the difficulty of all scanners and communications within a 25 km radius, including friendlies and the user himself, by +2 DIFF; when using communications, once that difficulty has been beaten, then it no longer applies since the communicator is assumed to have found a secure, stable frequency to talk on; this device is incapable of jamming vehicle scanners or communications; +500 credits Jump Jets the suit has a built in set of jets that allow it to make a limited number of brief flights; the height achieved on these jumps is 300 meters, as is the length of the jump, and these jumps can be made 5 times before requiring a recharge r refuel; this can be bought multiple times- each time it is bought the user has a choice of how to improve its performance: add 100 meters to the height or the distance of the jump or increase the number of jumps possible before recharge by 1; in space, these jets still work, though they create velocity equivalent to 100 KPH with each burst and are extremely hard to control (+4 DIFF); +1,000 credits Lavasuit the suit is designed to function in a molten environment. While not very common on Earth, this type of environment is fairly common other places. It has built in magnetic jets that propel it through the lava at a speed of 25 KPH and grapple lines and pulley mechanisms for rescues. It also has 24 hours of breathable air, internal coolant, and moisture reclamation system. Against this type of armor, no weapon that uses heat to damage its target can even cause damage; +750 credits Lights the suit is designed with integrated lights; for 360 degrees of light the cost is 100 credits; for a 90 degree arch the cost is 75 credits; for a 25 meter spotlight the cost is 75 credits Mecha-Attachable the suit can merge with a Mecha (see the Vehicles section) and operate as an interface allowing the character to operate the mecha using the skills he uses for his powersuit’s functions as the skills to operate it; this also makes a very convenient escape device!; this gimmick is incompatible with any mecha requiring more than a single crewmember; +1,250 credits Powered Combat the suit is designed with electromagnetic pads that discharge kinetic force upon impact; the wearer’s punches and kicks inflict 4 INJ; +2,000 credits Psi-Interfacing the suit uses psionic-tapping technology to operate, thus eliminating the need for the Piloting (mecha) skill; to use the powersuit, the wearer need only roll his regular skill for the desired action (usually Athletics or an attribute roll); a character with Psionic Gimmicks of any kind may decrease the difficulty of all actions in the armor by -1 DIFF; +3,000 credits Security Measures the suit has security measures that prevent anyone other than the owner from using it; this requires a challenging mechatronics roll to defeat; if the intruder fails, the suit attacks him with an electric jolt that does 6 FAT and knocks him back D6 meters; +1,500 credits Self-Contained the suit is designed to allow function for great lengths of time. It recycles everything the body produces, from water to air to waste material. It also uses the wearer’s movements to charge batteries that can be used to recharge the energy of other devices, including itself and weapons. It can keep a wearer alive with no food or water for a week and with no air for 48 hours; +3,000 credits Spacesuit the suit is designed to function in space. It is pressurized and made of material that neutralizes most radioactivity. It has built in airjets for propulsion in a vacuum and magnetic boots. It also has 48 hours of breathable air, internal cooling and heating, a camera, and headlamps that can illuminate in a 90 degree angle in front of the wearer; +2,000 credits Speed Boost the suit is designed with mechanical servos that boosts his speed and ability to move; he can jump a number of meters equal to his Fitness x2, he gets a +2 to his reaction rolls, he can swim at a speed equal to his Fitness x5 KPH, and he receives a +3 bonus to all dodging and evading tasks; +4,000 credits Strength Boost the suit is designed with mechanical servos that boost his physical strength; treat the wearer as though he had a Fitness of 6 with regards to Brawling and Melee; in addition, the wearer’s unarmed and melee attacks inflict 4 INJ, he can jump a number of feet equal to his Athletics skill x 5 and he can lift an amount equal to his Athletics x500 kg; +4,000 credits Vehicle-Attachable the suit can merge with a vehicle or starship and operate as an interface allowing the character to operate the vehicle using the skills he uses for his powersuit’s functions as the skills to operate it; this also makes a very convenient escape device!; this gimmick is incompatible with any vehicle requiring more than a single crewmember; +2,000 credits Wheeled the suit has motorized skates that can propel it at a speed equal to 50 KHP; this can be bought more than once, with each additional purchase adding 25 KPH to the top speed; for off-road skates increase the overall cost by 25%; for wall-gripping skates, increase the overall cost by 50%; alternately, this gimmick can be used as enhanced running instead of skates, but such is not very realistic, since the human body isn’t really designed to move itself that fast for any length of time; +1,000 credits Detrimental Powersuit Gimmicks Bulky the suit is large and difficult to maneuver; all fitness tasks involving movement suffer a +3 DIFF; -1,000 credits Cumbersome the powersuit is considered heavy armor (-1 to reaction); -250 credits Fuel Requirement the suit is powered through the use of a fuel substance; this can be gasoline, water, protoculture, dilithium crystals- whatever is appropriate to the technology of the wearer; tanks containing the fuel must be made into the suit, increasing the overall cost, thus no credits are regained for this gimmick; in addition, it costs 100 credits to refill the tanks; without the fuel, the powersuit will not function; the tanks empty out after 36 hours of continuous operation Limited Charge similar to the fuel requirement, this gimmick indicates that the suit operates off of energy; it takes an hour to recharge, but can be recharged at any electrical or energy transference outlet; it can operate for 12 hours continuously before requiring a recharge; -2,000 credits Limited Coverage the suit only protects the user’s back, chest, stomach, and head, leaving arms and legs open to attack (-2,000 credits); alternately, it protects all areas except the head (-750 credits) Limited Protection the suit only offers protection against certain types of attacks or damage; if the suit is restricted to only INJ or FAT, then the cost is reduced by -2,500 credits; if it is restricted to only a certain type of attack, such as energy attacks, projectile attacks, or melee attacks, then the cost is reduced by -1,500 credits Noisy the suit makes a lot of noise and cannot be used to sneak up on or hide from any lifeform capable of hearing; -250 credits Powerless Helplessness without power, the suit is completely immobile and the wearer must manually remove himself from it before he can act, an action that takes D6 rounds; -1,000 credits Reduced Protection the suit offers less protection than the listed amount; each -1 to the rating refunds 1,000 credits Removable Helmet the suit’s helmet can be pulled off by an attacker or shot off by a trick shot with a +3 DIFF, leaving the head vulnerable; -300 credits Unreliable the suit is prone to break downs; on any Calamity, the suit malfunctions and immediately shuts down; it will take D6 hours and a challenging mechatronics roll to repair the suit; -1,500 credits Vulnerability the suit offers full protection against all attacks except one; against that attack it offers a rating of 2 (-1,000 credits) or a rating of 0 (-2,000 credits)

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