Power Armor
NG-JKIA and IB
Juicer Killer Power Armor
This annor suit marries a very light scout power armor with
an advanced, "reflex" response system, increasing the speed and
reflexes of the wearer, along with an advanced targeting com
puter tied to four energy weapons that can operate independent
of the wearer!
The suit was designed to counter the tremendous speed and
agility enjoyed by Juicers, other enhanced humans and many su
pernatural beings. For this purpose, an advanced computer sys
tem was built into the JK 1 A. The computer is tied to four
weapons that operate in pairs, two lasers and two particle beam
weapons. The computer is designed to follow and respond to
(even predict) the movements of Juicers and other super-fast be
ings and compensate for it by "leading" the targets just enough
to hit them despite their speed. The main result of this system is
that Juicers, Crazies, etc., are not able to dance around gunfire
with impunity, but must take evasive actions - effectively los
ing their automatic dodge against the special attacks of this
weapon! When one on one, it' s as if the Juicer is facing three (3)
foes, the computer with its two sets of weapons and eight attacks
per melee, plus the pilot who can act independent of the com
puter (including performing other skills or attacking a different
target).
Only a few hundred JK I A ' s and B ' s have been manufactured
and sold. They are a rarity, expensive, and unproven in the field
of combat. If they have a disadvantage, it' s that the annor is top
heavy with the weapons clusters, missiles, and computer/sensors
all being above the chest and shoulder like a giant collar. This
makes running, leaping and quick hand to hand response diffi
cult. The weapon collar also limits peripheral vision to about 90
degrees if the sensor systems and computer are knocked out. If
the computer and its sensors are destroyed, the power annor pi
lot loses the extra eight attacks per melee round and is suddenly
extremely vulnerable to enemy attacks, especially from the light
ning quick enemy the suit is designed to combat. Still, as long as
the computer is up and running and the four guns are intact, the
JK I A and B are deadly in close and medium-range battles.
This Northern Gun specialty annor is popular in areas where
Juicers and Crazies are outlawed or represent a serious problem.
JK I A ' s and B ' s are in direct competition with the Defender
Power Armor, a stolen Northern Gun design that is now being
produced by the B lack Market.
Model Type:
NG-JK l : Models A or B. The "B" model is 1 0%
larger with a little more annor protection and limited flight.
Class:
Light Assault Exoskeleton
Crew:
One
M.D.C. by Location:
Numbers in parentheses are for the NG
JK I B , the more expensive and heavier armored model.
Chest Plates/Grenade Launchers (4) - 90 each ( 1 20 each)
Laser Guns (2, one on each side) - 25 each (30 each)
Particle Beam Guns (2, one on each side) - 30 each (40
each)
*
Head - 60 (75)
77
Arms (2) - 90 each ( 1 20 each)
Forearm Mini-Rail Guns (2) - 40 each (60 each)
Legs (2) - 1 00 each ( 1 30 each)
* * *
Computer & Sensor Cluster ( 1 , above head) - 80 (90)
**
Main Body - 1 70 (2 1 0)
*
Destroying the head of the power armor will eliminate all
forms of optical enhancement and pilot sensory systems. The
pilot must now rely on his own human vision and senses. No
power annor combat bonuses to strike, parry and dodge, and
reduce the computer' s number of attacks (8) to six, but the
computer remains intact and operational. Striking the head re
quires a called shot at -4 to strike.
**
Depleting the M.D.C. of the main body will shut the annor
down completely, making it useless.
* * *
Destroying the targeting computer will nullify all the spe
cial anti-Juicers advantages, reducing the computer' s number
of attacks per melee (8) to zero ! The pilot must now control
the four guns himself and each such use/attack counts as one
of his own. The computer is a small target, requiring a called
shot at -4 to strike.
Speed:
90 mph ( 1 44.8 kmph) maximum. Note that the act
of running does tire out its operator, but at 1 0% of the usual fa
tigue rate.
JK I A: None. Only the JK I B has thrusters built into
the upper back, under the collar (70 M.D.C.), that enables the ar
mor to fly in short bursts of five minutes. Maximum speed is 1 00
mph ( 1 60 kmph) and maximum altitude is a mere 300 feet (9 1 .5
m).
Unassisted leap reaches up to 25 feet (7.6 m) high
or 30 feet (9. 1 m) across. A jet booster assisted leap can propel
the unit 1 00 feet (30.5 m) in any direction. This is applicable for
both the A and B models.
Statistical Data:
7 feet (2.4 m)
Width: 4.5 feet ( 1 .37 m)
4 feet ( 1 .2 m)
250 Ibs. ( 1 1 2.5 kg).
Equal to a P.S. 30
None.
Power
Nuclear; average energy life to 1 5 years.
Market Cost: 3.6 million credits for a new, undamaged suit of
JK I A armor. The more advanced JK I B model costs 4.4 million
credits. Drop the price by 2 million credits if the targeting com
puter is not included in the package.
Weapon Systems
1. Laser Guns (2) :
These two guns are mounted on the sides of
the heavy shoulder plates. The lasers can be aimed by the
computer system or the pilot.
Anti-personnel
Defense
3D6 M.D. per blast, or 6D6 M.D. per double
blast (both lasers striking at the same target).
Rate of Fire: Equal to the number of hand to hand attacks of the
pilot or the computer (4; two each). A double blast (both weap
ons firing simultaneously) counts as two melee attacks.
Effective
4000 feet ( 1 220 m)
Effectively unlimited.
2. Particle Beam Guns (2) :
These two weapons are on the
lower section of the chest plates of the armor. They can also
be controlled by the computer and provide more lethal power,
but have a shorter range.
Anti-armor
Defense
5D6 M.D. per blast, or I D6x l 0 M.D. per double
blast (both particle beams striking at the same target).
Rate of Fire: Equal to the number of hand to hand attacks of the
pilot or the computer (4; two each). A double blast (both weap
ons firing simultaneously) counts as two melee attacks.
Effective
1 600 feet (488 m)
Effectively unlimited.
3. Grenade Launchers (4):
These four grenade launchers are
built into the chest plates of the armor. They are used to clear
out enemy infantry, to cover one ' s retreat with smoke, or with
riot control/tear gas. This weapon can only be used by the pi
lot.
Anti-personnel
Defense
Varies with grenade type.
78
Rate of Fire: One at a time, or volleys of two or four grenades.
Effective
1 200 feet (365 m)
80 grenades total; 20 per launcher.
4. Forearm Mini-Rail Guns (2):
Two double-barrelled mini
rail guns are built into each forearm. The pilot can fire one at
a time, or aim both arms at a target and fire simultaneously,
but such a tactic counts as two melee actions/attacks. These
weapons can only be used by the pilot.
2D6 M.D. per short burst (one arm) or 4D6
M.D. for both arms combined (counts as two melee attacks).
Rate of Fire: Short bursts only.
Effective
2000 feet (6 1 0 m)
40 short bursts per forearm.
5. Response Computer System (RCS):
The most advanced sys
tem in the Juicer-Killer is a high-speed computerized sensor
that reacts instantly to any movement and responds inde
pendently, as if by reflex, by shooting at the designated tar
get. Furthermore, the computer will track a target relentlessly,
focusing either two or four guns on it. The RCS only operates
when the reflexes of the operator are not fast enough to deal
with the situation, or when the pilot sets it on automatic as
sault or defense.
Against Juicers, the RCS neutralizes the Juicer' s automatic
dodge ! The Juicer gets all his bonuses to dodge, but each
dodge costs one melee attack/action. This is because the com
puter will relentlessly track and fire upon the target with two
or four of its guns, forcing the Juicer to take evasive actions
(thereby losing an attack/action) and allowing the pilot to
concentrate on a different target, perform a skill, or to attack
the same target!
Combat Mode: The computer can track and at
tack two targets simultaneously (typically dividing the weap
ons in pairs). It is programmed to identify 3000 different
enemy targets, including all known Juicer body armor and
variant styling, Juicer gang insignias/colors, Crazies, vam
pires and several other dangerous beings and outlaws. Maxi
mum sensor range is 5000 feet ( 1 524 m).
Attacks
Melee: Eight! Two per each of its
four guns, per melee round. If a pair of weapons is aimed at
the same target simultaneously (a standard tactic) the strike
counts as two melee attacks (player can either roll one strike
for both guns or one for each. He must announce his inten
tions before he rolls). The computer' s independent actions
frees the power armor pilot to engage in his own attacks/me
lee actions simultaneously.
Combat Bonus: +2 on initiative and + 1 to strike.
These bonuses do not apply when the gun is under the control
of the pilot. Each weapon can rotate 1 80 degrees up, down
and sideways.
Glitches: If the computer and sensor array, located above
and behind the head of the pilot, loses half or more of its
M.D.C. one of the following may happen. Roll again for each
additional 20 points of damage.
0 1 -40 It loses one of the weapons and its two attacks per melee
round (can't find it to shoot or to tum over control to the pilot).
4 1 -60 Sensor damage, reduce strike bonuses by half.
6 1 -80 Sensor damage, loses initiative entirely.
8 1 -00 It forgets how to tum the weapons over to the pilot.
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