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GAUNTLET SYSTEMS

In document Gadgets & Gear (Page 84-87)

A gauntlet can contain up to 75 Active Points’ worth of devices. Since a powered armor suit has two gauntlets, it can of course have two such gad- gets if desired; alternately, the GM could allow one gauntlet device of greater power (say, 90 Active Points, or perhaps more) defined as both gauntlets working together to generate an effect of greater power. Here are some possibilities:

POWERED ARMOR GAUNTLET-MOUNTED CLAWS

Effect: HKA 1d6, Armor Piercing Target/Area Affected: One character Duration: Instant

Range: Touch END Cost: 0 Breakability: 6 DEF

Description: These gauntlets have claw-like blades in recessed housings at various places. Depending on the angle of a punch, the wearer cybernetically makes one set of blades emerge (or “pop,” in combat par- lance) so he can inflict vicious cutting wounds.

Game Information: HKA 1d6 (up to 2d6 with STR), Armor Piercing (+½), Reduced Endur- ance (0 END; +½) (30 Active Points); OIF (-½). Total cost: 20 points.

Options:

1) Large Claws: Increase to HKA 1½d6. 50 Active Points; total cost 33 points.

2) Small Claws: Decrease to HKA ½d6. 20 Active Points; total cost 13 points.

3) Variant Claws: Substitute OIHID (-¼) for OIF (-½):

Standard: 30 Active Points; total cost 24 points. Strong: 50 Active Points; total cost 40 points. Weak: 20 Active Points; total cost 16 points.

POWERED ARMOR GAUNTLET CONCUSSOR BEAM

Effect: Energy Blast 8d6 (physical), Double Knockback Target/Area Affected: One character

Duration: Instant Range: 350” END Cost: 7 Breakability: 14 DEF

Description: This gauntlet-mounted energy weapon strikes with a powerful concussive impact that not only injures the victim but usually knocks him back for a considerable distance.

Game Information: Energy Blast 8d6 (physical), Double Knockback (+¾) (70 Active Points); OIF (-½). Total cost: 47 points.

Options:

1) Strong Concussor Beam: Increase to Energy Blast 10d6. 87 Active Points; total cost 58 points. 2) Weak Concussor Beam: Decrease to Energy Blast 6d6. 52 Active Points; total cost 35 points.

3) Experimental Concussor Beam: This form of Con- cussor Beam doesn’t work reliably. Add Activation Roll 14- (-½). Total cost: 35 points.

4) Variant Concussor Beam: Substitute OIHID (-¼) for OIF (-½):

Standard: 70 Active Points; total cost 56 points. Strong: 87 Active Points; total cost 70 points. Weak: 52 Active Points; total cost 42 points.

POWERED ARMOR GAUNTLET ELECTRO-BLASTER

Effect: Energy Blast 8d6 Target/Area Affected: 1” Radius Duration: Instant

Range: 300” END Cost: 6 Breakability: 12 DEF

Description: The Electro-Blaster, usually mounted on the back of the gauntlet so that the wearer makes a fist when firing it, produces a powerful blast of electricity large enough to affect multiple targets at once if they’re standing close together.

Game Information: Energy Blast 8d6, Area Of Effect (One Hex; +½) (60 Active Points); OIF (-½). Total cost: 40 points.

Options:

1) Strong Electro-Blaster: Increase to Energy Blast 10d6. 75 Active Points; total cost 50 points. 2) Weak Electro-Blaster: Decrease to Energy Blast 6d6. 45 Active Points; total cost 30 points. 3) Realistic Electro-Blaster I: The electric blast created by this weapon only works over a short range; beyond that the electricity dissipates and/or grounds out. Add Limited Range (20”; -¼). Total cost: 34 points.

4) Realistic Electro-Blaster II: This form of Electro- Blaster has the Limitation Real Electricity, mean-

ing it inflicts its listed damage to targets defined as “poorly grounded,” half damage to “insulated” characters, and converts to the equivalent DCs in Killing Damage against “well grounded” characters (see pages 299-300 the HERO System 5th Edition for

more information about these terms and the behav- ior of electrical current). Add Real Electricity (-¼). Total cost: 34 points.

5) Experimental Electro-Blaster: As an experimental device, the Electro-Blaster sometimes fails to work. Add Activation Roll 14- (-½). Total cost: 30 points. 6) Wide-Angle Electro-Blaster: Change to Area Of Effect (9” Cone; +1) and add No Range (-½). 80 Active Points; total cost 40 points.

7) Variant Electro-Blaster: Substitute OIHID (-¼) for OIF (-½):

Standard: 60 Active Points; total cost 48 points. Strong: 75 Active Points; total cost 60 points. Weak: 45 Active Points; total cost 36 points.

POWERED ARMOR FINGERTIP TOOLKIT

Effect: +4 with Technology Skills Target/Area Affected: Self Duration: Constant Range: Self END Cost: 0 Breakability: 4 DEF

Description: Mounted inside the gauntlet is a group of small but extremely sophisticated tools that can function as a lockpick, welding torch, computer systems analyzer, and more. They project from the gauntlet’s fingertips, allowing the wearer to perform technical tasks more easily.

Game Information: +4 with Technology Skills (20 Active Points); OIF (-½). Total cost: 13 points.

Options:

1) Enhanced Toolkit: Increase to +6 with Technology Skills. 30 Active Points; total cost 20 points. 2) Limited Toolkit I: Decrease to +2 with Technology Skills. 10 Active Points; total cost 7 points.

3) Limited Toolkit II: Decrease to +1 with Technology Skills. 5 Active Points; total cost 3 points.

4) Realistic Toolkit: Using these tiny tools is tricky and requires a lot of attention. Add Concentration (½ DCV throughout; -½). Total cost: 10 points. 5) Experimental Toolkit: The tools don’t always work; some things just can’t be miniaturized and still function well. Add Activation Roll 12- (-¾). Total cost: 9 points.

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

Standard: 20 Active Points; total cost 16 points. Enhanced: 30 Active Points; total cost 24 points. Limited I: 10 Active Points; total cost 8 points. Limited II: 5 Active Points; total cost 4 points.

POWERED ARMOR GAUNTLET LASER

Effect: RKA 2d6, Armor Piercing Target/Area Affected: One character Duration: Instant

Range: 225” END Cost: 4 Breakability: 9 DEF

Description: This weapon fires an intense laser beam capable of inflicting lethal injuries.

Game Information: RKA 2d6, Armor Piercing (+½) (45 Active Points); OIF (-½). Total cost: 30 points.

Options:

1) Strong Laser: Increase to RKA 3d6. 67 Active Points; total cost 45 points.

2) Weak Laser: Decrease to RKA 1d6. 22 Active Points; total cost 15 points.

3) Realistic Laser: Too much particulate matter in the air can “soak up” the power of the laser beam. Add Blocked By Smoke Or Steam (-¼). Total cost: 26 points.

4) Experimental Laser: The laser generator doesn’t always work properly because the focusing crystal sometimes becomes temporarily misaligned. Add Activation Roll 14- (-½). Total cost: 22 points. 5) Variant Laser: Substitute OIHID (-¼) for OIF (-½):

Standard: 45 Active Points; total cost 36 points. Strong: 67 Active Points; total cost 54 points. Weak: 22 Active Points; total cost 18 points.

POWERED ARMOR MAGNA-GAUNTLETS

Effect: Telekinesis (30 STR), Only Works On Ferrous Metals

Target/Area Affected: One character Duration: Constant

Range: 225” END Cost: 4 Breakability: 9 DEF

Description: These gauntlets contain powerful mag- nets whose force the wearer can channel in a beam, allowing him to attract or repulse metal objects.

Game Information: Telekinesis (30 STR) (45 Active Points); OIF (-½), Only Works On Fer- rous Metals (-½), Affects Whole Object (-¼). Total cost: 20 points.

Options:

1) Strong Magna-Gauntlets: Increase to Telekinesis (40 STR). 60 Active Points; total cost 27 points. 2) Weak Magna-Gauntlets I: Decrease to Telekinesis (20 STR). 30 Active Points; total cost 13 points. 3) Weak Magna-Gauntlets II: Decrease to Telekinesis (10 STR). 15 Active Points; total cost 7 points. 4) Realistic Magna-Gauntlets: The gauntlets’ mag- netic power weakens quickly over a distance. Add Reduced By Range (-6 STR per Range Increment; -¼). Total cost: 18 points.

5) Experimental Magna-Gauntlets: The gauntlets were only invented recently, and all the bugs haven’t quite been worked out yet. Add Activation Roll 14- (-½). Total cost: 16 points.

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

Standard: 45 Active Points; total cost 22 points. Strong: 60 Active Points; total cost 30 points. Weak I: 30 Active Points; total cost 15 points. Weak II: 15 Active Points; total cost 7 points.

POWERED ARMOR PALM PULSON BLASTER

Effect: Energy Blast 8d6

Target/Area Affected: One character Duration: Instant

Range: 200” END Cost: 4 Breakability: 8 DEF

Description: Mounted in the palm of a powered armor gauntlet, this weapon employs pulson technol- ogy (see page 6) to create a powerful energy blast.

Game Information: Energy Blast 8d6 (40 Active Points); OIF (-½). Total cost: 27 points.

Options:

1) Strong Pulson Blaster: Increase to Energy Blast 12d6. 60 Active Points; total cost 40 points. 2) Weak Pulson Blaster: Decrease to Energy Blast 6d6. 30 Active Points; total cost 20 points. 3) Realistic Pulson Blaster: Low-strength pulson bursts such as the one emitted by the Palm Blaster have relatively little physical impact. Add No Knockback (-¼). Total cost: 23 points.

4) Experimental Pulson Blaster: Despite widespread use over the years, pulson technology remains somewhat unreliable. Add Activation Roll 14- (-½). Total cost: 20 points.

5) Palm Pulson Autoblaster: This form of Palm Blaster can emit a fusillade of beams at one time. Add Autofire (5 shots; +½). 60 Active Points; total cost 40 points.

6) Focused Palm Pulson Blaster: This version of the Palm Blaster uses magnetic fields to more tightly focus the pulson beam for a more intense impact. Add Armor Piercing (+½). 60 Active Points; total cost 40 points.

7) Wide-Beam Pulson Blaster: The focusing lens in this form of Palm Blaster spreads the beam out significantly with no loss of power. Add Area Of Effect (One Hex; +½). 60 Active Points; total cost 40 points.

8) High-Impact Pulson Blaster: This form of pulson blaster uses highly-energized pulsons, which strike with a much greater physical impact. Add Double Knockback(+¾). 70 Active Points; total cost 47 points. 9) Variant Pulson Blaster: Substitute OIHID (-¼) for OIF (-½):

Standard: 40 Active Points; total cost 32 points. Strong: 60 Active Points; total cost 48 points. Weak: 30 Active Points; total cost 24 points.

POWERED ARMOR PUNCH AUGMENTATION GAUNTLETS

Effect: HA +6d6

Target/Area Affected: One character Duration: Instant

Range: Touch END Cost: 3 Breakability: 6 DEF

Description: This gauntlet contains built-in power cells that surround it with an electrification field upon cybernetic command. This increases the effective force of the wearer’s punch.

Game Information: HA +6d6 (30 Active Points); OIF (-½), Hand-To-Hand Attack (-½). Total cost: 15 points.

Options:

1) Strong Augmentation: Increase to HA +8d6. 40 Active Points; total cost 20 points.

2) Weak Augmentation I: Decrease to HA +4d6. 20 Active Points; total cost 10 points.

3) Weak Augmentation II: Decrease to HA +3d6. 15 Active Points; total cost 7 points.

4) Experimental Augmentation: Sometimes the elec- trification field misfires, preventing the device from properly enhancing the wearer’s punch. Add Acti- vation Roll 14- (-½). Total cost: 12 points.

5) Variant Augmentation: Substitute OIHID (-¼) for OIF (-½):

Standard: 30 Active Points; total cost 17 points. Strong: 40 Active Points; total cost 23 points. Weak I: 20 Active Points; total cost 11 points. Weak II: 15 Active Points; total cost 9 points.

POWERED ARMOR REACH EXTENDERS

Effect: Stretching 5” Target/Area Affected: Self Duration: Constant Range: Self END Cost: 0 Breakability: 7 DEF

Description: The gauntlets and arm assemblies of the wearer’s armor contain “telescoping” systems that allow him to project the gauntlet up to 5” away to grab an object, punch a foe, or the like.

Game Information: Stretching 5”, Reduced Endurance (0 END; +½) (37 Active Points); OIF (-½), Always Direct (-¼), No Noncombat Stretching (-¼), Limited Body Parts (hands/ arms; -¼), Range Modifier Applies (-¼). Total cost: 15 points.

Options:

1) Strong Extenders: Increase to Stretching 6”. 45 Active Points; total cost 18 points.

2) Weak Extenders I: Decrease to Stretching 3”. 22 Active Points; total cost 9 points.

3) Weak Extenders II: Decrease to Stretching 1”. 7 Active Points; total cost 3 points.

4) Experimental Extenders: The Extender system is experimental, and sometimes fails to project or retract. Add Activation Roll 14- (-½). Total cost: 12 points.

5) Targeted Extenders: The armor’s targeting systems always keep the Extenders on track. Remove Range Modifier Applies (-¼). Total cost: 16 points. 6) Variant Extenders: Substitute OIHID (-¼) for OIF (-½):

Standard: 37 Active Points; total cost 16 points. Strong: 45 Active Points; total cost 20 points. Weak I: 22 Active Points; total cost 10 points. Weak II: 7 Active Points; total cost 3 points.

POWERED ARMOR REACTION AUGMENTATION SYSTEM

Effect: +2 SPD

Target/Area Affected: Self Duration: Persistent Range: Self END Cost: 2 Breakability: 4 DEF

Description: This system, based primarily in the gauntlets but also requiring minor subsystems throughout the armor, enhances the wearer’s reaction time and speed. However, forcing his body to move more quickly than normal can tire the wearer out.

Game Information: +2 SPD (20 Active Points); OIF (-½), Costs Endurance (-½). Total cost: 10 points.

Options:

1) Strong Augmentation: Increase to +3 SPD. 30 Active Points; total cost 15 points.

2) Weak Augmentation: Decrease to +1 SPD. 10 Active Points; total cost 5 points.

3) Experimental Augmentation: Sometimes the deli- cate and complicated technology required to make the Reaction Augmentation System work don’t function properly. Add Activation Roll 14- (-½). Total cost: 8 points.

4) Variant Augmentation: Substitute OIHID (-¼) for OIF (-½):

Standard: 20 Active Points; total cost 11 points. Strong: 30 Active Points; total cost 17 points. Weak: 10 Active Points; total cost 6 points.

RANDOM POWERED

In document Gadgets & Gear (Page 84-87)