Wednesday, December 22, 2010

Powered Armor in varying states of repair

My last post about destructible armor and damage reduction has gotten me thinking about powered armor.

I want to extend these rules to this fertile ground, but with more options than a simple loss in base AC bonus when soaking up damage into a suit.  My initial thoughts were to divide a suit up into sub-systems:  AC Bonus; propulsion (if any); weapons; defense (if any); carrying capacity/strength.

For example, the Iron Man suit in my campaign has a base AC bonus of +8 (AC of 1); repulsor tech propulsion enables flight up to 1200 MPH (James, the player in my campaign who controls the iron man suit, may pop in here and correct me on that, I don't have my notes in front of me and I can't actually remember top flight speed right now...); 2 x Repulsor Beam attacks per round for 4d6 damage, or a Repulsor Beam cone, +4 to hit against all targets in a 50' long 15' wide cone, doing 2d6 damage to those hit, or a mini-missile at +4 to hit with targeting computer lock, doing 7d6 damage in a 15' blast radius; 50 HP per round force field; 2 ton lifting capacity/1 ton carrying capacity in flight.

If damage was soaked into the suit, I would roll 1d5 (d10 / 2) and go down the line of sub-systems to see what got messed up.  I would rule that you could soak the entire damage of an attack by suffering damage to a random subsystem.  I would probably base the severity of the damage on the total HP being soaked, so absorbing a 127 HP explosion would definitely completely destroy whatever sub-system was rolled.

Like armor, powered armor can be repaired.  This requires a successful tech roll and some raw materials (wiring, circuit boards, pipes, metal sheets, blow torch, etc.).  A sub-system can only ever be restored to half functionality; in the Iron Man suit example, if the weapons sub-system had been completely destroyed, I might rule that the mini-missile launcher was a total loss but the repulsors could be restored with some hard work; if flight capability was lost, it could be restored, but only up to 600 MPH max speed and at greatly reduced maneuverabilities.

I am kind of excited about this.  I have been thinking about how to make my Mutant Future game a little more Mad Max in flavor, and the scavenging and scrounging of weapons and armor and robotics is going to go a long way towards achieving that.  More so, I look forward to seeing what kind of Frankenstein creations my players come up with after a while of adding on random junk to their rapidly disintegrating mech suits.


  1. Neat stuff.

    Do you have access to the Gamma Knights game? It has two books, the second provides a system for hybrid suits of armour, and was the basis of Privateer Press' Iron Kingdoms Steam Armour and design process.
    --It is a less than stellar game, but the construction rules are interesting.

    Best to you,



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