Penalties: While wearing the gauntlet, any fine manipulation
skills using that hand are at -4 or -20%. Most guns cannot be
fired by a hand fitted with the gauntlet.
Powered by a rechargeable battery with 20 hours of
life.
Black Market Cost:5 ,000 credits per gauntlet.
Combat Vambraces
This is a piece of power armor that entirely covers an arm and
is either strapped to the body or built into a suit of environmental
armor. The Vambrace uses the same mechanical systems of
power armor, and has a robotic P.S. of 24. A Juicer or Crazy
(normal humans cannot use this weapon without risking broken
bones) can attack and inflict hand to hand damage as if he had
that strength. Furthermore, the power armor piece can be fitted
with bionic or power armor weapon systems (they must be pur
chased separately). Only one Vambrace can be built into a suit
of non-powered armor.
1 5 Ibs./6.75 kg (this adds to the weight of the armor).
Hand to Hand: 6D6 S.D.C. plus P.S. bonus on a
restrained punch, 1 D4 M.D. on a full strength punch, and
2D4 M.D. on a power punch (counts as two melee attacks).
Powered by a rechargeable battery with an energy life
of 8 hours.
Black Market Cost:40,000 credits.
Grenade Bracers
This is an armor accessory, a built-in grenade bracer that
holds 3 grenades on the forearm of the wearer (6 total if two of
them are built into both arms). The grenades are stuck to mag
netic clip holders; to grab a grenade, all the wearer has to do is
hold it and twist it in a clockwise fashion, which automatically
disables the magnetic clip.
B lack
Cost: 800 credits per Bracer. Can be built into nor
mal body armor, or combat vambraces (see above), as well as
into bionic limbs or power armor. Grenade cost not included.
Forearm Grenade-Launchers
This is a version of the Grenade Bracers (described above)
that have electromagnetic launch systems added to the magnetic
clips, as well as a laser targeting system. To shoot at a target, the
wearer aims the laser beam and presses a firing stud; can be built
into a glove, wrist, or computerized as a voice command grenade
launcher! One, two or up to all three grenades will then be
"shot" towards the target.
Adds 3 lbs ( 1 .35 kg) to the armor weight.
Varies with grenade type.
Rate of Fire: One at a time or in "volleys" of two or three gre
nades.
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Effective
600 feet ( 1 83 m)
Three grenades per forearm.
Black Market Cost: 2,000 per forearm; 8,000 if a voice activated
launch system is built into the armor.
Forearm Vibro-Blades (UTI)
These weapons are mounted on the forearms of body armor.
When activated, they extend two or three vibro-blades, which
can be used in close combat. Juicers and Crazies are particularly
fond of the weapon, since it allows them to engage in hand to
hand combat, where their physical abilities give them a huge
edge over normal humans.
Double Blade: 2D6 M.D. Tri-Blade: 3D6 M.D.
Black Market Cost: 4,000 for the double blade; 8,000 for the tri-
blade.
Rocket Boots
These bizarre accessories are the rage among Juicers and
Crazies. As their name indicates, this footgear has focused ex
plosive charges built into their soles; charges powerful enough
to propel the wearer up to 60 feet ( 1 8.3 m) into the air! An acro
batics or gymnastics roll (equivalent to a back flip roll) will al
low the wearer to do midair rolls, somersaults, back flips and
cartwheels in two seconds and land on his feet. This maneuver
enables the rocketing character to tum around, dodge (+ 1 ), land
behind a person, or move 1 0-20 feet (3-6 m) in any lateral direc
tion, or to land on a rooftop, tree branch, etc. Each rocket jump
counts as one melee action.
Non-augmented humans and D-Bees who try to use rocket
boots risk injury; each time the boot is used, the character must
roll a 1 6 or higher to successfully execute the jump or maneuver
and land safely on his feet. A bad roll means failure to execute
any special maneuver (back flip, etc.) and a bad landing: suffers
2D6 S .D.C. damage and loses initiative (if he had it); body ar
mor does not protect against this injury. Broken legs, sprained
ankles, and pulled ligaments from the stress of the rocket boots
or nasty impacts and landings are very common. Even so, many
Juicer Wannabes keep trying to use the boots. Characters with
cybernetic or bionic legs can use the boots without penalties.
The boots are powered by an E-Clip and can make 20
jumps per standard E-Clip.
Black Market Cost: 30,000 credits. Can be built into a suit of
mega-damage environmental armor for an additional 2,000
credits.
New Body Armor
Titan Plate Armor
This suit of armor is built by Ultra-Tech Incorporated for the
Titan Juicer (see the New Juicer Variants section), although it
can also be used by giant-sized D-Bees (8- 1 2 feet/2.4 to 3.65 m
tall). The armor consists of thick, heavy plates built with the
same alloys used in power armor of cyborg body armor, and
they offer massive protection at the cost of some mobility reduc
tion. With this armor on, the Titan Juicers are almost as well ar
mored as a soldier in power armor.
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The minimum height to use this massive suit of armor is 7
feet (2. 1 m), and a minimum P.S . of 24; it is not designed to ac
commodate smaller wearers. The smaller version of this armor,
the Mega-Armor follows.
•
M.D.C. 1 95
•
Weight: 250 Ibs. 0 1 2.5 kg).
•
Variable Mobility: For wearers with a normal P.S. of 40+ or a
supernatural P.S. of 25 or higher, the character is - 1 5 % to
prowl, and -5% to climb, swim, or to the performance of ac
robatics and gymnastics skills. Also, reduce speed by 1 0%.
Note:
Weaker characters (but no less than P.S. 25 normal or
20 supernatural) are -30% to prowl, and - 1 5 % to climb, swim,
or to perform acrobatics and gymnastics skills. Also, reduce
speed by 40% . Characters weaker than P.S. 25 normal or 20
P.S. supernatural cannot move while wearing the armor!
•
Black Market Cost: 85,000 credits for the standard non-envi
ronmental version or 1 1 0,000 for the full environmental suit
(and add 30 Ibs/1 3.6 kg).
Note:
Northern Gun is developing a
knock-off suit that is reportedly going to cost 1 0% less.
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