Friday, July 29, 2016

D is for Defense, Part 4

Just some more armor ideas I needed to work out. See also D is for Defense, Part 1.

Armor Armor Class Weight Damage Absorption Per Round
Trauma Harness 9 12 lbs
Powered Exoskeleton 8 18 lbs
Stealth Suit 8 15 lbs
Chameleon Armor 5 25 lbs
Spacesuit 5 30 lbs
Light Armored Exoskeleton 4 36 lbs
Energy Drain Armor 4 28 lbs
Wasteland Survival Armor 4 40 lbs 10 (bullet)
Armored Spacesuit 3 60 lbs 15 (bullet)
Reflec Armor 3 45 lbs 10 (as per energy reflection type)
Heavy Armored Exoskeleton 2 54 lbs
Predatory Alien Armor 2 80 lbs 15 (bullet), 10 (energy weapon)


Trauma Harness
This is not actually armor, but a sensor harness providing a system of torso, head, neck, arm, and leg attachments connected to a small medicomp and chem dispenser system which can heal as per the Battle Doc 6000 (see EMAs in MF rules book) Power Source: Power Pack good for 25 uses before needing to be replaced. Note: The chem dispenser system will be good for 10 doses before needing to be replaced.

Powered Exoskeleton
Powered Exoskeletons are not armor as such, though their advanced metal and composite ceramic construction do provide some protection. They are primarily wearable external skeletons which increase the wearers strength, carrying capacity, speed, and endurance. Powered Exoskeletons increase Strength by +2, Increase Carrying Capacity and Movement based on the following table, and increases the amount of physical activity which can be performed before needing to rest (10 rounds instead of the standard 5 rounds listed on page 36 of the MF rulebook). Powered Exoskeletons can NOT be worn with armor (however, see Armored Exoskeletons below). Power Source: Minifusion Cell good for 72 hours of operation before needing to be replaced. Exoskeleton Movement and Encumbrance Table
Encumbrance Turn Movement Encounter Movement Running Movement
Up to 60 lbs. 180’ 60’ per round 180’ per round
61-90 lbs. 120’ 40’ per round 120’ per round
91-120 lbs 90’ 30’ per round 90’ per round
121-240 lbs 60’ 20’ per round 60’ per round
241-480 lbs 30’ 10’ per round 30’ per round
Note: A Powered Exoskeleton will allow a mutant with Increased Caloric Needs, Reduced Oxygen Efficiency, or similar Drawbacks to operate for 10 rounds (instead of the standard five round) of vigorous activity before suffering from the detrimental effects of their mutation.

Stealh Suit
A hooded and masked jumpsuit of an advanced fabric interwoven with a nanomachine mesh which acts as the Chameleon Epidermis mutation. Power Source: Minifusion Cell which can maintain the stealth function for 60 minutes.

Chameleon Armor
An armored version of the stealth suit that adds an armored vest, gorget, leg armor, arm gauntlets, and combat helmet. Power Source: Minifusion Cell which can maintain the stealth function for 60 minutes.

Space Suit
Space Suits are a specialized form of Environmental Armor, generally white or silver in color, with a large bulbous helmet with clear visor. The air filter system is replaced with an Advanced Breathing Apparatus. These suits have the same level of protection against radiation as Enironmental Armor. Unlike Environmental Armor, there is no Force Screen. Space Suits also have the same propulsion technology as Environmnetal Armor. Power Source: Minifusion Cell.

Light Armored Exoskeleton
This armor is a Powered Exoskeleton augmented by modified Plastic Plate armor. Otherwise identical in function and operation to a Powered Exoskeleton.

Energy Drain Armor
This type of armor is constructed of Plastic Plate, with the addition of an energy draining field that acts as the mutation Killing Sphere. Power Source: Minifusion Cell which allows the field to be generated once before having to be replaced.

Wastland Survival Armor
This type of armor consists of leather pants, leather shirt, and leather gloves all augmented by a metal cuirass, metal shoulder guards, metal bracers, metal armored leather boots, and a metal codpiece/cup. To protect the head, a combat helmet has been augmented by a combination of gas mask and nightvision goggles. Additionally, the armor has been fitted with an internal hydration bladder which holds 3 quarts of liquid (100 ounces or 3 litres) and a goo tube dispenser good for 1 weeks worth of food. Over the armor there is a pouch attachment webbing system that has twelve “slots” for various attachment pouches, as well as one attachment point for a backpack. There are six chest slots/mounts, four mounts on the belt, and one slot on each leg. The pouch attachments come in three basic sizes; Small, which can hold up to 5 pounds of equipment, Large which can hold up to 10 pounds of equipment, and Special Bags which can hold up to 20 pounds of equipment. Small Attachment Pouches take up one slot of space on the webbing, Large Attachment Pouches take up two slots on the webbing (except for leg slots), and Special Bags can only be mounted on the belt or legs (they take up two belt slots).
Small Attachment Pouches include 1 quart Canteen and Canteen Cup, 1st Aid Kit, Communications Device, Compass & Map Set, Flashlight, Grenade Launcher Rounds (1 grenade), Knife Sheath, Pistol Holster, Power Cells/Minifusion Cells/Plutionium Clips Pouch (holds 2), Repair Kit, Single Box Shotgun Shells (12 shells or one automatic shotgun magazine), Single Grenades, Single Pistol or Rifle Ammunition Magazines, and Small Utility Pouch.
Large Attachement Pouches include 2 quart Canteen Pouch, Belt Pack (power source), Binoculars, Double Grenades, Double Pistol or Rifle Magazine, Entrenching Tool Holder, Gas Mask or Gas Mask Filter Case, Large Utility Pouch, Medic Kit, Melee Weapon Attachement (holds any one handed melee weapon), Mess Kit (holds combination bowl/skillet, with knife/fork/spoon tool, can opener, and room for 1 ration pack), Minicomputer Case, Pistol Cover, Rifle Scabbard, Shotgun Scabbard, Shotgun Shell Carriers (25 shells or two automatic shotgun magazines), Sustainment Pouch (room for three days worth of ration packs), or Sword Scabbard.
Special Bags include a Bow Case (folding bow and 12 arrows), Butt Bag, Drop Bag which can hold about 7 rifle magazines, Trauma Medical Kit, or a Power Pack.
Note: I sorta have a revised backpack/container system in the works, I just haven’t codified it yet.

Armored Space Suit
A combat version of the standard Space Suit. The suit adds an armored vest, helmet with armored face shield, gorget, leg armor, and arm gauntlets to increase protection. While not covered in a camouflage pattern, Armored Spaces Suits are typically found in the colors Black, Coyote Brown, Olive Drab, or Gunmetal Grey.

Reflec Armor
One of several variants of LazAb armor which difuses and reflects one of the following types of energy, roll 1d8. A roll result of 1-2 is electricity, 3-4 is heat, 5-6 is cold, and 7-8 is radiation.

Heavy Armore Exoskeleton
This armor is a Powered Exoskeleton augmented by modified Advanced Metal armor. Otherwise identical in function and operation to a Powered Exoskeleton.

Predatory Alien Space Armor
Used by an alien race of predatory humanoids, these advanced metal armors function similar to EMAs. They have the following EMA features: Air Filters, IR/UV/Night Vision, Communications, Assorted Environmental Gauges, Power Source, and Weapon Systems. Additionally, the suit adds Thermal Vision to the optics used. The Strength Boosters functions as per Scout EMA. Instead of a Battle Doc 6000, the Predatory Alien Space Suit has a Medi-Kit which contains two doses of Filter-Dose, and two doses of Stimshot B. Replacing the WEPD is a miniaturized Radiation Bomb which can be manually armed. An advanced Chameleon Field Generator is used instead of a Force Screen Projector. Unlike Stealth Suits or Chameleon Armor, this field will last for the full 72 hours that a Minifusion Cell provides power to the suit. However, this field does not interact well with water, and if splashed with water will have a 25% chance of being short-circuited and then disabled for 1d6 hours. Complete immersion of the suit in water will result in the field being disabled for 2d6 hours. The primary Weapon Systems of the suit are a wrist mounted, retractable set of claws made of an advanced alloy (2d6+6 damage) and a shoulder mounted Plasma Rifle that is aided by a laser targetting system (+2 attack modifier).

Expanded shield types, Shields are fairly basic items, this just categorizes some of the more common Post Apocalyptic shields. See also D is for Defense, Part 3.

Shield Type Armor Adjustment Weight Damage Absorption Damage Absorption
Per Round
Scrap Buckler - 4 lbs 5
Light Scrap Shield +1 to AC 6 lbs 10
Wood Shield +1 to AC 12 lbs 15
Roadsign Shield +1 to AC 7 lbs 15
Heavy Scrap Shield +1 to AC 18 lbs 20
Shell/Carapace Shield +1 to AC 20 lbs 20
Riot Shield +1 to AC 6 lbs 20 (80 against bullets) 10 (bullet)
Tactical Shield +1 to AC 15 lbs 30 (120 against bullets) 15 (bullet)
Ballistic Shield +1 to AC 35 lbs 40 (160 against bullets) 20 (bullet)
Force Shield +2 to AC 2 lbs - 25
Note: Damage Absorption that is NOT “per Round” is the total amount of damage that the shield can absorb, at the Mutant Lord’s discretion.

Scrap Buckler
Small, improvised shields designed to be worn on one arm. This type of shield can not be used to bash opponents.

Light Scrap Shield
Improvised, light-weight scrap used to make a shield. This type of shield can not be used to bash opponents.

Wood Shield
Any wooden scrap or mutated plant material adapted into a shield. Also includes deliberately constructed shields made out of wood. This type of shield can be used to bash opponents, but only does 1d3 damage.

Roadsign Shield
Any Street Sign, expecially the notorious Stop Sign, converted into a shield. This type of shield can not be used to bash opponents.

Heavy Scrap Shield
Heavy, or big and unwieldly scrap modified into a shield. Heavy Scrap shields can be used to bash a target for 1d6 damage.

Shell/Carapace Shield
The shell or carapace of a giant mutated insect, crustacean, or arachnid, altered for use as a shield. These types of shield can be used to bash opponents for 1d4 damage.

Ballistic Shield
Small, round shields constructed of transparent, bullet resistant material. They are usually (90%) emblazoned with words like “POLICE,” “SWAT,” “SHERIFF,” “SECURITY,” “CORRECTIONS,” “POLICIA,” “POLIZIA,” “POLIZEI,” “полицейский (politseyskiy),” “FBI,” “HRT,” “AGENT,” etc. While this type of shield can be used to bash opponents, it only does 1d4 damage.

Tactical Shield
A large, rectangular (often with rounded corners and about 75% are rounded in the vertical cross-section, like the Roman Scutum) pre-apocalypse police shield big enough to cover most of the users body. While somewhat bullet resistant, they are primarily designed to protect against shrapnel, thrown projectiles, melee attacks, and spalsh weapons. A rare variant (5% of those encountered) will be of a concave design, used to capture people. About 80% of Tactical Shields will be emblazoned as per Ballistic Shields. Additionally, they can also be used to bash opponents or push them back (1d6 damage, plus the target must make a save vs stun attacks, on a successful save, the target is knocked back 1d6 feet, a failed save means the target is knocked down).

Riot Shield
Riot Shields are similar to Tactical Shields, but constructed of black, dark blue, or dark grey colored steel with a small, transparent, window of ballistic plastic (only about half of these type of shield will be emblazoned). They are designed to resist bullets, as well as protect the bearer against shrapnel, thrown projectiles, and splash weapons. This type of shield can be used to bash opponents for 1d8 damage, plus the target must make a save vs stun attacks, on a successful save, the target is knocked back 1d6 feet, a failed save means the target is knocked down.

Force Shield
This type of shield is similar to a Force Screen Belt, except it usually consists of a handle that can project a circular, 24” diameter force field that can be used as a shield to absorb the first 25 points of damage per round. This type of shield can not be used to bash opponents. Power Source: Plutonium Clip.

Mostly some basic notes about types of protective and non-protective masks which might be used with arrmor. Full-face helmet types would not be usable with masks, though other types of helmets would be usable.

Protective Masks
Face Mask
Catcher's Mask
Dust Masks (A mask covering the nose and mouth, worn by bicycle and motorcycle riders to filter dust inhalation.)
Face Cage
Mask or Men (Kendo Mask)
Helmet Face Mask
Goalie Mask (the more modern style of hockey mask using a helmet/cage combination)
Hockey Mask (the traditional Jason-style goalie mask)
Japanese Armored Masks (Menpo covers face from nose to chin; Hanbo covers face from below nose to chin; Happuri covers forehead and cheeks, Somen covers entire face; hachigane is an armored headband)
Metal Mask (Doctor Doom style, or possibly Klytus from Flash Gordon)
Paintball Mask
Skull Mask (some type of skull face worn as a mask)
Welding Mask
Witch Doctor or Tribal Mask (Any type of totemic wooden facemask, tend to come in two sizes; face-covering, and larger than head covering (usually two to three times the size of the head and augmented with huge manes of hair, furs, grass, or feathers (the latter type is seen in Scooby Doo and Disney’s Atlantis).

Advanced Breathing Apparatus or Gas Mask

Non-Protective Masks
Animal Head Mask
Balaclava (one hole; also includes Ninja Masks) or Ski Mask (three or four holes)
Bandanna worn as a lower face mask
Bandanna (Zoro style) or headband (TMNT style) with eye-holes cut out
Domino Mask
Gimp Mask or Bondage Hood
Guy Fawkes Mask
Hachimaki (japanese headband)
Halloween/Festival Costume Mask
Hooded Mask
Japanese Character Archetype Mask (i.e. Hannya, Hyottoko, Kitsune, Okame, Oni, Kappa, Tengu, Okina (old man), Uba (old woman), Ko-omote (young woman), Waka-onna/Zo-onna (mature woman), Shishigashira (lion) )
Keffieyah or Shemagh
Luchador Wrestling Mask
Masked Capirote
Masquerade Mask (Bauta, Colombina, Volto, Pantalone, Arlecchino (Harlequin), Zanni)
Niqab or Veil
Plague Doctor Mask
Surgical Masks and Japanese Sickness Masks (Tsukaisute (disposable style)/Rittai (3D)/Puritsu (pleats); See