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Royal Guard Armour

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Create or Edit Armour:

 

Data stored in Special:CargoTables/ARMOUR with the Form:Armour and Template:Armour in the Category:Armour.


This is 'pay attention to me' armour. It looks like gorgeous, beefy, medieval full plate armour from the reign of Henry VIII. It is physically intimidating, surprisingly nimble, and has built in crowd control weapons. It can mount some kinds of heavy weapons, can be fitted with flight systems, and provides a high quality AR/VR environment for the guardsman wearing it.

Details

The Royal Guard Power Armour is inspired by the Greenwich armour from the reign of Henry VIII, but is much bulkier to make space for modern weapon systems, ammunition, and speed and strength enhancers.
The intricate details inlaid over the armour is a beautiful reflection of the Greenwich Armour produced during the reign of Henry VIII.
Royal Guard Armour can be set to opaque but if unpowered it defaults to clear, giving the Guard a clear field of view.
Royal Guard Armour is an ostentatious, powerful, medium-profile powered exoskeletal combat platform. Stylistically, it is based on the Greenwich plate armour, a distinctively English style produced in Greenwich under the rule of Henry VIII in 1511. King Henry IX commissioned special armour for the Grenadier Guards following the assassination of his brother. Weighing in at 800kg fully loaded, it is a highly versatile combat system.

This armour uses one of two flight systems on the moon. The gossamer wings are large teardrop shaped and iridescent. They are mostly used for gliding. The thrusters are ionic, power hungry, and loud.

Aspects

  • Power Assist: Increase strength, speed, and agility.
+4 physical Forceful. (2R)
+4 physical Quick. (2R)
  • Beacon Of Light: +1 Flashy, -2 Sneaky. Designed to be seen, draw attention, and draw fire, this armour makes stealthy action almost impossible. (1R/2L)
  • Halo: Envelop one person in armour when they ride the back of the suit. The passenger if fully protected but has no control or other bonuses. (1R)
  • AR Haptic Suit (Advanced): AR Haptic Suit (Advanced) (2R) {10R/8L}: This skinsuit is sleek enough to be worn under normal clothes and may not be noticed until the head is enveloped. It provides full-body touch and force feedback sensation to the wearer. It is worn by the user, allowing the wearer to interact with the real world and virtual world. Advanced AR suits are expensive, requiring some wealth or serious savings, like a luxury car. Made of artificial muscles, sensors, and haptic sensation generators, advanced models can handle eating, excretion and sex. They can be worn for 24h without side effects. It can isolate a person into a full VR environment with audio, visual, and haptic experiences. +1 to actions in AR and VR.
  • Enhanced Script Kiddie {2R}: +1 to [choose 1 approach] using prefab scripts.
  • Enhanced Metamancer {6R}: +1 to [choose up to 3 approaches] when manipulating the gestalt.
  • Enhanced Hacker {2R}: +1 to [choose 1 approach] when hacking.
  • Cost {8L}: This is a very expensive machine that causes 8FS to pay for. If this stress is taken as a consequence use '''Significant Debt''': Unless a [[HF]] is active, paying off this debt must include in game narrative action.
  • Medigel: +1HF to inhabitant and armour. This armour can seal any puncture up to 4cm diameter, stop bleeding, and provide an airtight seal. It injects Medigel - a smart nano material - that starts to stitch you and itself back together. (1R)
  • Sensor Suite: A wide range of active and passive sensors tied into the AARHS. (6R)
  • Enhanced Vision: +2 to Quickly or Cleverly see something tiny, obscured, subtle, or distant with my amazingly sharp sight - even in dim light. (Overcome)
  • Enhanced Hearing: +2 to Quickly or Carefully hear something quiet with my amazingly sharp ears - even in noisy environments. (Overcome)

Resilience

  • Armour: 10 PS slots (10R)
  • Kite Shield: 4PS slots (4R)
  • Even Out: 2MS slots from drugs, MR mods (2R)

Damage Resistance

  • +1DR vs Extreme Temperatures (1R)
  • +3DR vs Kinetic Attacks (not orbital velocities) (3R) (Shield +2DR)
  • +3DR vs Explosives (3R) (Shield +2DR)
  • +1DR vs Radiation and EMP (1R)

Weaknesses, Limitations, and Tradeoffs

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  • Only when worn (3L): The benefits and weaknesses of this armour are lost when it is recharging or not in use. (Common, Inconvenient).
  • All The Attention: (3L: Common, Inconvenient)
  • Power Management: Normal patrolling is fine indefinitely, but combat ops quickly take a toll. Each round of high power operation requires a roll to overcome the power drain and heat buildup. The DC is the same as the rounds of combat, so in the first round roll against DC-1. In the sixth round roll against DC-6. Use any approach that fits the narrative. The power counter is reduced by 1 after one round of low power operation. And resets after at least 6 rounds of low power ops. (6L: Common, Damaging)
  • Very Expensive: Each suit costs many millions to build, operate, and maintain. (7L)
  • Hard Driving: This armour demands extensive training and skill to operate, with regular retraining courses and recertifications.(2L).

Copy to Stuff section of Character Sheet

'''[[Royal Guard Armour]]''': This is 'pay attention to me' armour. It looks like gorgeous, beefy, medieval full plate armour from the reign of Henry VIII. It is physically intimidating, surprisingly nimble, and has built in crowd control weapons. It can mount some kinds of heavy weapons, can be fitted with flight systems, and provides a high quality AR/VR environment for the guardsman wearing it.

''Aspects'':

:Power Assist: Increase strength, speed, and agility.
+4 physical Forceful. (2R)
+4 physical Quick. (2R)
:Beacon Of Light: +1 Flashy, -2 Sneaky. Designed to be seen, draw attention, and draw fire, this armour makes stealthy action almost impossible. (1R/2L)
:Halo: Envelop one person in armour when they ride the back of the suit. The passenger if fully protected but has no control or other bonuses. (1R)
:AR Haptic Suit (Advanced): AR Haptic Suit (Advanced) (2R) {10R/8L}: This skinsuit is sleek enough to be worn under normal clothes and may not be noticed until the head is enveloped. It provides full-body touch and force feedback sensation to the wearer. It is worn by the user, allowing the wearer to interact with the real world and virtual world. Advanced AR suits are expensive, requiring some wealth or serious savings, like a luxury car. Made of artificial muscles, sensors, and haptic sensation generators, advanced models can handle eating, excretion and sex. They can be worn for 24h without side effects. It can isolate a person into a full VR environment with audio, visual, and haptic experiences. +1 to actions in AR and VR.
  • Enhanced Script Kiddie {2R}: +1 to [choose 1 approach] using prefab scripts.
  • Enhanced Metamancer {6R}: +1 to [choose up to 3 approaches] when manipulating the gestalt.
  • Enhanced Hacker {2R}: +1 to [choose 1 approach] when hacking.
  • Cost {8L}: This is a very expensive machine that causes 8FS to pay for. If this stress is taken as a consequence use '''Significant Debt''': Unless a [[HF]] is active, paying off this debt must include in game narrative action.
:Medigel: +1HF to inhabitant and armour. This armour can seal any puncture up to 4cm diameter, stop bleeding, and provide an airtight seal. It injects Medigel - a smart nano material - that starts to stitch you and itself back together. (1R)
:Sensor Suite: A wide range of active and passive sensors tied into the AARHS. (6R)
  • Enhanced Vision: +2 to Quickly or Cleverly see something tiny, obscured, subtle, or distant with my amazingly sharp sight - even in dim light. (Overcome)
  • Enhanced Hearing: +2 to Quickly or Carefully hear something quiet with my amazingly sharp ears - even in noisy environments. (Overcome)

''Stress Capacity'': Armour: 10 PS slots (10R), Kite Shield: 4PS slots (4R), Even Out: 2MS slots from drugs, MR mods (2R).

''Resistances'':

:+1DR vs Extreme Temperatures (1R)
:+3DR vs Kinetic Attacks (not orbital velocities) (3R) (Shield +2DR)
:+3DR vs Explosives (3R) (Shield +2DR)
:+1DR vs Radiation and EMP (1R)


::All The Attention: (3L: Common, Inconvenient)
::Power Management: Normal patrolling is fine indefinitely, but combat ops quickly take a toll. Each round of high power operation requires a roll to overcome the power drain and heat buildup. The DC is the same as the rounds of combat, so in the first round roll against DC-1. In the sixth round roll against DC-6. Use any approach that fits the narrative. The power counter is reduced by 1 after one round of low power operation. And resets after at least 6 rounds of low power ops. (6L: Common, Damaging)
::Very Expensive: Each suit costs many millions to build, operate, and maintain. (7L)
::Hard Driving: This armour demands extensive training and skill to operate, with regular retraining courses and recertifications.(2L)
:'''Only when worn''' (3L): The benefits and weaknesses of this armour are lost when it is recharging or not worn. (Common, Inconvenient).