Author Topic: Upgrading the Apparatus  (Read 10203 times)

GM Craig

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Re: Upgrading the Apparatus
« Reply #30 on: September 23, 2016, 01:04:17 PM »
They can do a stealth techsuit or something. Say 0 physical, +1D energy, +1D Stealth? It would be pretty obvious what it is. Otherwise, a standard blast suit

Meta-game wise, as a GM she got her boosts from the implant and regeneration.

Options:
Light Scout Armour
Game Notes: Adds +1 to resist damage, +1D to sneak in natural terrain. Integrated equipment harness and helmet with breath mask (6-hour filter) and macrobinocular visor.

Reflec Body Glove
Game Notes: This suit adds +1D to a character’s Strength when resisting damage from blaster attacks as long as the person hit was at the weapons’s medium or long range (blaster bolts disperse slightly over distance, and the minor dispersal at medium and long range makes blaster bolts much easier for the suit to affect). The suit can absorb five blasts before being destroyed. If the wearer of the suit is wounded (or worse) as the result of an energy blast, the suit is also destroyed.

Ubese Raider Armor (Leia wore this when she entered Jabba's palace)
Basic Suit: +2D to Strength for physical attacks, +1D for energy attacks. Covers torso and head only. No Dexterity penalties.
Sealed Enviro-Filter: Filter system maintains Type II atmospheres within helmet, and filters out harmful molecules and odors.
Flash Guard Visor: Nullifies all stun damage from visual sources (for instance, flash canisters or grenades).

Scout Armour (think the rebels on Endor, colours with camo or however you want)
Armor Protection: +2 physical and energy.
Comlink: helmet comlink.
Sealed Body Glove: Climate controlled body glove and breath mask allows operation in uncomfortably cold or warm climates and toxic-air environments.
MFTAS: Multi-Frequency Targeting Acquisition System; adds +2D to Perception checks in low-visibility situations, +2D to ranged weapon skill uses against targets moving more than 10 meters per round; polarized lenses prevent flash-blinding.
Viewplate: Macrobinocular imaging set (100-250/500/1,000 meter range) with sensor relay.
Sensor Pack: Enables user to make passive sensor scans (no bonus); in forward focus the scanner patches into the rider’s viewplate to provide navigation aid (+2D to repulsorlift operation)
Utility Belt: High-tension wire, grappling hooks, spare blaster power packs, ion flares, concentrated rations, spare comlink, water packs, 2 medpacs, camo-tent, water purifier

Given her past history, she might be OK with just a blast vest. She doesn't seem the type to want a full helmet.

Trax

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Re: Upgrading the Apparatus
« Reply #31 on: September 26, 2016, 11:46:08 AM »
For Trax's armor, is it all the addons that would create the dexterity penalty?  I found this in the rule book (p234)

Bounty Hunter Armor Suits

A number of bounty hunters utilize a variety of personal armors for protection during the course of their duties. A favored set of armor is the Corellian PowerSuit, which not only provides protection, but enhances the user's Strength in personal combat.
These battlesuits are often greatly modified by their owner. Typical modifications include the permanent addition of weapons, advanced sensors in helmets, emergency survival equipment storage belts, harsh environment shielding and a number of other items.
These suits are restricted in many systems, and may be illegal to purchase or possess.
• Bounty Hunter Armor
Model: Corellian PowerSuit
Type: Bounty hunter armor
Scale: Character
Skill: Powersuit operation
Cost: 2,500
Availability: 2, R
Game Notes: +2D physical, +1D energy

GM Craig

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Re: Upgrading the Apparatus
« Reply #32 on: September 27, 2016, 01:04:31 PM »
Those are power suits, and use the power suit operation skill for, I believe, pretty much everything, including dodge. You effectively have no DEX when wearing one. So you try and avoid a blaster bolt in a power suit, you use the powersuit operation roll. It has more akin to riding a speeder than moving on your own two feet.

Most amours have a penalty of some sort. Some rare or restricted armours are built with lightweight materials or other components that alleviate that penalty to varying degrees. There's no particular rule about armour creation, per se.

Trax

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Re: Upgrading the Apparatus
« Reply #33 on: September 27, 2016, 01:24:00 PM »
Oh okay, good to know.

Nim Naja

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Re: Upgrading the Apparatus
« Reply #34 on: October 03, 2016, 12:36:43 PM »
Would a helmet interfere with the implant? If the armor has one, do you have to wear the helmet to receive all the defenses/bonuses?
« Last Edit: October 03, 2016, 12:38:40 PM by Nim Naja »

GM Craig

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Re: Upgrading the Apparatus
« Reply #35 on: October 06, 2016, 01:10:48 PM »
You'd need a specially fitted one, but it's not a huge change.

The helmet provides protection to the head - some attacks that will be significant. Without the helmet, in general, you reduce the effectiveness of the armour somewhat, but placed attacks to the head would be unarmoured.

Trax

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Re: Upgrading the Apparatus
« Reply #36 on: October 06, 2016, 02:45:34 PM »
I thought we weren't using called/targeted shots like that.  Or are we, it just hasn't really come up/been an issue thus far?

GM Craig

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Re: Upgrading the Apparatus
« Reply #37 on: October 06, 2016, 10:39:54 PM »
Some weapons, special attacks, or game circumstances may apply against helmets. Normally, head covering is abstracted. But if a suit of armour includes a helmet, removing the helmet reduces the protection of the armour some.