Dragoon Battle Armor
By: Linwood Foster
The Dragoon Power Armor is the battle armor of the Knights of Baltimore. Continuing the Knight motif first seen in the personal body armor of the Knights of Baltimore, the Dragoon continues it with the full helm, armor stylings, and matching greaves. The Dragoon is made to take advantage of the Psi abilities of a Knight by amplifying their natural psi-shield and psi-sword powers so that they can be projected outside of the suit. These suits employ a unique power system that is a mix of a TW Generator and regular battery power. The TW Generator will power the suit for 2 weeks before needing recharging by a Techno-Wizard or an Errant Knight. If the TW Generator runs out of power, or something should happen to it, the suit will automatically switch over to batteries that should last up to 2 days before needing recharging.
A Dragoon is only assigned to a Knight if it is known that he is going into battle. Because of this restriction, Dragoons will normally only be found equipped to a large group of Knights on campaign or those known to be going into battle. While Dragoon-equipped Knights can ride Steed Cyber-Horses; due to their size and bulkiness, its is extremely awkward to ride them in battle. Because of this awkwardness, Strike rolls are at -2, and Horsemanship rolls are at -10%. Dragoons will not be found on the black market, only in the armories of the Knights of Baltimore. Illegal possession of a Dragoon is punishable with confiscation of the suit, a fine, and at least 2 years parole, provided no other crimes were committed in obtaining the suit.
Model Manufacturer: CityKnights Armor Engineering
Knight Class: Heavy Battle Power Armor
Crew: One
M.D.C. by location:
Arms (2) - 175 each
Legs (2) - 200 each
Head - 150
Main Body - 400
TW Psi-Crossbow - 175
Psi-Sword Amplifier Gauntlets (2) - 100
Psi-Shield Amplifier Bracelets (2) - 80
Speed
Running: 60 mph maximum. Note that the act of running does tire out its operator, but at 20% of the usual fatigue rate.
Leaping: The suit can jump 10 feet straight up or 20 feet across from a standing position.
Statistical Data
Height: 9 feet
Weight: 200 lbs.
Physical Strength: Supernatural 30, or P.S. 30
Cargo: None
Power System: Combination of TK Generator (2 weeks), and electrical backup (2 days)
Black Market Cost: 8 million credits
Weapon Systems
1. Psi-Sword Amplifier Gauntlets: Each gauntlet amplifies the natural Psi-Sword
abilities of a Knight so that they can use it while inside the armor. The
gauntlets have two modes of use, amplified or non-amplified. Amplified mode costs
1 ISP/PPE per minute of use and enhances the range and damage of the Psi-Sword.
Non-amplified use simply projects the Knight's natural Psi-Sword
outside of the armor. Only one hand at a time can be used to project a
Psi-Sword.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: Amplified: Psi-Sword x5 MD, Non-Amplified: As per
Psi-Sword
Effective Range: Amplified: 5.5 feet, Non-Amplified: As per
Psi-Sword
Rate of Fire: As number of attacks
Payload: Amplified: 1 ISP/PPE per minute, Non-Amplified: unlimited
2. TW Psi-Crossbow: This is a techno-wizard device that allows the
Dragoon to fire Psi-Bolts at enemies. The energy to form the bolts is provided
by the armor, the Knight provides the power to actually fire them. As such, only
the ISP/PPE of the Knight limits the payload.
Primary Purpose: Assault
Mega-Damage: 1D6x10 M.D.
Rate of Fire: Single Aimed shot, as number of attacks
Effective Range: 2000 ft.
Bonus: +1 to hit
Payload: 3 ISP/PPE per bolt.
3. Psi-Shield Amplifier Bracelets: These enhance the natural Psi-Shield
ability of a Knight to allow him to project a shield outside of the armor. The
bracelets, mounted above the Psi-Sword Gauntlets, also amplify the effectiveness
of the Psi-Shield. As with the Psi-Sword, only one bracelet at a time can be
used to project a Psi-Shield. A Psi-Shield cannot be projected from the same
hand as a Psi-Sword.
Primary Purpose: Defense
Shield MDC: 200 MDC
Effective Range: Close Combat
Payload: As per Knight of Baltimore ability
4. Hand to Hand Combat: Rather than engage in ranged combat, the Dragoon
can engage in hand to hand combat. If the suit is powered by the TK generator,
it attacks with a supernatural strength of 30. If the suit is being powered by
the backup battery system, then the strength is reduced to a standard strength
of 30. Stats in () are for standard strength attacks.
Restrained Punch: 5D6 S.D./(1D4 MD)
Punch: 3D6/(1D6) M.D.
Power Punch: 6D6/(2D6) M.D.
Kick: 2D6/(1D6) M.D.
Leap Kick: 4D6/(2D6) M.D.
Body Flip/Throw: 2D6/(1D6) M.D.
Body Tackle/Block: 2D6/(1D6) M.D.
5. Optional Weapons: If a Knight has exhausted his ISP/PPE, he can use
any hand-held weapon that is designed for Cyborgs or Power Armor to use. Weapons
of choice tend to be railguns.