Errant Powered Armor
By: Linwood Foster

Facing an ever increasingly hostile enemy in the ARMOR cities, the Baltimore City-State needed a power armor that would allow them to carry the war into ARMOR territory. While it was entirely within their means to purchase suits from the major arms dealers, the BCS decided to build their suit entirely in-house. As such, they were looking to build a suit that would be able to perform for extended periods of time away from the home bases. As such, they were forced to use their limited nuclear supplies to outfit these suits with nuclear batteries. The batteries provide more than enough power to the suit, but they only last about 8 years. Powerful armor ensures the longevity of the suit, while the twin missile launchers and twin pulse lasers ensure that its opponents won't be walking away from the fight.
        Due to the extended combat missions that the pilots of the suit would be going on, and the possibility that the armor might be destroyed, the Errant's interior has been built oversized so that the pilots can wear light MDC armor underneath. There is also a jack mounted on the back so that the pilot can carry a rifle of some sort.

So far, CityKnights AE has built 2000 of these suits for the use of the city, with an additional 400 suits being used for training or permanent protection services. Production of the suit averages at about 20 suits a month. It is possible to find one of these suits on the black market, but it is usually a model that was destroyed in combat, or suffered so much damage, the Knights decided to trash it.

Model Manufacturer: CityKnights Armor Engineering
Class:
Heavy Assault Powered Armor Suit
Crew:
One
M.D.C. by Location:
Twin Pulse Lasers (2): 100 each
Mini-Missile Launcher (2): 200 each
Vibro-Blades (and holders) (2) 90 each
[1] Head: 150
Arms (2) 200 each
Legs (2): 300 each
[2] Main Body: 400

[1] Destroying the head will expose the pilot's body armor helmet underneath. However, the head is a difficult target to hit. It requires a called shot at -3 to strike.
[2] Depleting the M.D.C. of the main body will cause the armor to shutdown.

Speed
Running:
45 mph maximum. Running tires the operator at 20% of the normal rate.
Leaping: The suit's leap is equal to the pilot's leap.

Statistical Data
Height: 8 ft to top of head
Width: 4 1/2 ft
Length: 3 1/2 ft at torso
Weight: 300 lb.
Physical Strength: Robotic PS 25.
Cargo: A small 15x6x3 in. compartment on the outside of each leg provides room to store survival equipment the pilot may want, or 2 spare missiles on each leg. There is also a carrying jack on the back of the suit for a rifle.
Power System: Nuclear, 8 year life.
Cost: 5 million. Note: Availability is scarce.

Weapon Systems
  1. Mini-Missile Launchers (2): Both shoulders of the armor hold a mini-missile launcher. These launchers contain six missiles ready for fire. They are primarily used against heavily armored opponents and slow moving vehicles.
    Primary Purpose: Assault
    Secondary Purpose: Defense
    Missile Type: Any mini-missile can be used; standard is 3 Armor Piercing and 3 Plasma.
    Mega-Damage: Varies with missile type.
    Range: Varies with missile type.
    Rate of Fire: One at a time or volleys of two.
    Payload: 6 each; spare missiles can be carried in the cargo space, but usually aren't.

  2. Twin Pulse Lasers (2): These weapons provide backup when the Errant runs out of missiles. They are fed directly from the armor's nuclear power supply, eliminating the need for any ammunition. Excellent for use against aircraft when aimed, they are also deadly against infantry. They are mounted side by side on the forearms of the suit.
    Primary Purpose: Anti-Aircraft
    Secondary Purpose: Anti-Personnel
    Mega-Damage: 3D6 MD, 6D6 MD, and 1D6 x 10 MD.
    Range: 4000 feet.
    Rate of Fire: Single Aimed Shot, Dual Aimed Shot, or Burst Mode.
    Note: +4 bonus for single aimed shot, +2 for dual, burst mode uses 2 attacks.
    Both arms can be fire-linked to fire simultaneously at the same target.
    Payload: Effectively unlimited.

  3. Vibro-Blades (2): Underneath both forearms, the suit incorporates two fully retractable vibro-blades. Extended, the blades are two feet in length, and are unusually wide to improve the blades' defensive qualities. They were added as a sort of after-thought, amid concerns that the armor's lack of agility would be a serious liability in close quarters combat.
    Primary Purpose: Anti-Personnel
    Secondary Purpose: Defense
    Mega-Damage: 5D6 M.D. each
    Rate of Fire: Equal to the number of combined hand to hand attacks of the pilot and PA.
    Payload: Effectively unlimited.
    Note: Because of the unusual widths of the blades, the operator may attempt to parry incoming shots at -4. If successful, the blades deflect the shot away from the suit.

  4. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat.
    Restrained Punch - 1 M.D.
    Kick - 1D4 M.D.
    Leap Kick - 1D6 M.D.
    Body Flip/Throw - 1 M.D, victim loses initiative and one attack that melee.
    Body Block/Ram - 1D6 M.D. Counts as two attacks.
    These bonuses are in addition to the pilots hand to hand training and attribute bonuses. They do not apply to the pilot's physical abilities outside the powered armor.

  5. Notes:





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