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BOOT SYSTEMS

In document Gadgets & Gear (Page 88-90)

A pair of boots can contain up to 60 Active Points’ worth of devices. Since boot devices involve movement, they have to be installed in both boots for the sake of balance and steering. If a character only has one boot of a pair for some reason, he can use it to move a maximum of half of the inches of movement bought for the gadget, but he must make a DEX Roll at -1 per 2” of movement every Phase. For every point by which he misses the roll, he drifts one hex-line off his intended course, or suf- fers some other steering mishap that seems appro- priate to the GM.

POWERED ARMOR BOOTJETS

Effect: Flight 15” Target/Area Affected: Self Duration: Constant Range: Self END Cost: 3 Breakability: 6 DEF

Description: Built into the soles and/or sides of this pair of boots are jets that allow the wearer to fly.

Game Information: Flight 15” (30 Active Points); OIF (-½). Total cost: 20 points.

Options:

1) Faster Bootjets I: Increase to Flight 20”. 40 Active Points; total cost 27 points.

2) Faster Bootjets II: Increase to x8 Noncombat. 40 Active Points; total cost 27 points.

3) Faster Bootjets III: Increase to Flight 30”. 60 Active Points; total cost 40 points.

4) Slower Bootjets: Decrease to Flight 10”. 20 Active Points; total cost 13 points.

5) Realistic Bootjets: The bootjets have a small supply of high-efficiency fuel; once it’s used up, the wearer has to refuel it before he can fly again. Add 1 Continuing Fuel Charge (2 minutes, Difficult to obtain fuel; -¾). Total cost: 13 points.

6) Variant Bootjets: Substitute OIHID (-¼) for OIF (-½):

Standard: 30 Active Points; total cost 24 points. Faster I: 40 Active Points; total cost 32 points. Faster II: 40 Active Points; total cost 32 points. Faster III: 60 Active Points; total cost 48 points. Slower: 20 Active Points; total cost 16 points.

POWERED ARMOR HOVERPADS

Effect: Running +12” Target/Area Affected: Self Duration: Constant Range: Self END Cost: 0 Breakability: 7 DEF

Description: These boots have antigravity pads built into the soles. When activated, they allow the wearer to “skate” along the ground at high speed. They cost no END to use, but the wearer must still pay END for his base 6” Running (he cannot use the +12” without using the base inches).

Game Information: Running +12”, Reduced Endurance (0 END; +½) (36 Active Points); OIF (-½). Total cost: 24 points.

Options:

1) Faster Hoverpads I: Increase to Running +18”. 54 Active Points; total cost 36 points.

2) Faster Hoverpads II: Increase to x8 Noncombat. 51 Active Points; total cost 34 points.

3) Slower Hoverpads: Decrease to Running +6”. 18 Active Points; total cost 12 points.

4) Realistic Hoverpads: The hoverpads have a small supply of high-efficiency fuel; once it’s used up, the wearer has to refuel it before he can “run” again. Add 1 Continuing Fuel Charge (2 minutes, Difficult to obtain fuel; -¾). Total cost: 16 points.

5) Experimental Hoverpads: Antigravity technology is new, and difficult to miniaturize to boot size, so the hoverpads don’t always work. Add Activation Roll 14- (-½). Total cost: 18 points.

6) Variant Hoverpads: Substitute OIHID (-¼) for OIF (-½):

Standard: 36 Active Points; total cost 29 points. Faster I: 54 Active Points; total cost 43 points. Faster II: 51 Active Points; total cost 41 points. Slower: 18 Active Points; total cost 14 points.

POWERED ARMOR ROCKETSKATES

Effect: Flight 12”, Only In Contact With A Relatively Smooth Flat Solid Surface

Target/Area Affected: Self Duration: Constant Range: Self END Cost: 2 Breakability: 5 DEF

Description: These boots have built-in wheels (simi- lar to roller skates or inline skates) that project from the soles on cybernetic command along with small rockets facing backward. When activated, they allow the wearer to skate along the ground at high speed, but they only work on reasonably firm surfaces, such as tile, pavement, or packed earth.

Game Information: Flight 12” (24 Active Points); OIF (-½), Only In Contact With A Relatively Smooth, Flat, Solid Surface (-½). Total cost: 12 points.

Options:

1) Faster Rocketskates I: Increase to Flight 20”. 40 Active Points; total cost 20 points.

2) Faster Rocketskates II: Add x8 Noncombat. 34 Active Points; total cost 17 points.

3) Slower Rocketskates: Decrease to Flight 9”. 18 Active Points; total cost 9 points.

4) Realistic Rocketskates: The skates have a small supply of high-efficiency fuel; once it’s used up, the wearer has to refuel it before he can skate again. Add 1 Continuing Fuel Charge (2 minutes, Difficult to obtain fuel; -¾). Total cost: 9 points.

5) Experimental Rocketskates: Unfortunately, the skates don’t always work properly; they’re prone to not deploying properly and jamming up once in use. Add Activation Roll 14- (-½). Total cost: 10 points.

6) Variant Rocketskates: Substitute OIHID (-¼) for OIF (-½):

Standard: 24 Active Points; total cost 14 points. Faster I: 40 Active Points; total cost 23 points. Faster II: 34 Active Points; total cost 19 points. Slower: 18 Active Points; total cost 10 points.

POWERED ARMOR SPRINGBOOTS

Effect: Leaping +10” Target/Area Affected: Self Duration: Constant Range: Self END Cost: 1 Breakability: 2 DEF

Description: These boots, not often built into pow- ered armor because they tend to make the other- wise imposing armored hero look silly, use elec- tronically-augmented springs to allow the wearer to make long leaps (though the weight of the armor itself keeps these leaps from being as long as they might otherwise be).

Armored characters who want enhanced leap- ing ability, but in a more dignified form, can simply redefine this gadget as “mobility servos,” “com- pressed-air jump-jets,” or the like.

Game Information: Leaping +10” (10 Active Points); OIF (-½). Total cost: 7 points.

Options:

1) Strong Springboots I: Increase to Leaping +15”. 15 Active Points; total cost 10 points.

2) Strong Springboots II: Add x8 Noncombat. 20 Active Points; total cost 13 points.

3) Weak Springboots I: Decrease to Leaping +8”. 8 Active Points; total cost 5 points.

4) Weak Springboots II: Decrease to Leaping +6”. 6 Active Points; total cost 4 points.

5) Experimental Springboots: The power feed to the springs doesn’t always function properly. Add Acti- vation Roll 14- (-½). Total cost: 5 points.

6) Variant Springboots: Substitute OIHID (-¼) for OIF (-½):

Standard: 10 Active Points; total cost 8 points. Strong I: 15 Active Points; total cost 12 points. Strong II: 20 Active Points; total cost 16 points. Weak I: 8 Active Points; total cost 6 points. Weak II: 6 Active Points; total cost 5 points.

In document Gadgets & Gear (Page 88-90)