Version | AC | Hit Points | Railgun Range | Railgun Damage | Railgun Magazine Capacity |
---|---|---|---|---|---|
Teutonic | 4[15] | 28 | 4100 ft. | 2d6 Superhuman | 25 rounds |
Hospitaler | 3[16] | 32 | 4100 ft. | 2d6 Superhuman | 30 rounds |
Templar | 2[17] | 36 | 4500 ft. | 2d6 Superhuman | 25 rounds |
Hand to Hand Damage: All variants do 1d6 Superhuman damage in melee combat.
Sensors:The armor has two sensors: night vision (the same effect as a dark vision spell) and heat vision (the same effect as a detect invisible spell). A successful sensor role can provide the benefits of night vision (use the chart for the spell for range using the skill roll) or heat vision (range as per spell using character level). Rolls need to made once a turn or, for invisible, when new invisible items appear. The sensors are two systems in terms of damage.
Radio: The unit has a two way military radio system with a range of about 5km. However, it is designed to provide a radio cloud so that units chain and extend their range. This feature is very rarely used in the post-Night world as very few units are available.
Reloading:The railgun takes a full turn to reload. The pilot can load single rounds then fire at a rate of one shot every other round in extreme need.
Ammo Weight: Each round weighs 1#. See APEMan Class effects of using improvised ammo. Improvised ammo has the same weight.
Cargo Capacity: 300#
Move: 15" (150 feet) plus the ability to leap up to 10 feet vertically for each 2" (20 ft) of horizontal movement sacrificed.
Non-APEMaN Pilot Usage: Modern Soldiers trained in Armor Pilot may use the EMaN armor but with half their attack bonus (round down) and attacks (round up). Persons not trained in armor piloting may not use power armor but may hide inside it.
Repair: As a product of pre-Night technology the cost of materials is twice that for contemporary vehicles and equipment. In most locations it is also half as common. The suits may be repaired with contemporary materials with normal costs and rarity. However, for every two hit points repaired in this manner one is removed from the maximum hit points of the armor with a minimum maximum hit points equal to half stated above.
Start-up and Shut-down: One of the downsides of the unit is it's start-up and shut-down time. Each take a full turn (10 minutes). A pilot may attempt to speed either up by rolling his pilot skill. A successful skill roll lowers the time by one round (1 minute) for the roll value with a minimum of 1 minute shutdown. On failed start-up add one minute to the start-up time although the pilot can try again with a +1 for each penalty minute accrued. A failed shut-down immediately shuts down the unit but adds a five minute penalty to the next start-up including the +5 penalty to a hurried start-up roll.
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