Squire Campaign Armor
By: Linwood Foster

The Squire Campaign Armor is the standard power armor of the Knights of Baltimore. Continuing the knight motif first seen in the personal body armor of the Knights of Baltimore, the Squire continues it with its full helm, armor stylings, and matching greaves. The Squire 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 4 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 4 days before needing recharging.

Each Squire is assigned to a Knight for life. They are only reassigned if the previous owner dies. As such, Squires will not be found on the black market, only in the armories of the Knights of Baltimore or in the hands of individuals who have obtained a suit through legal means and have been able to prove that in court. Illegal possession of a Squire is punishable with at least confiscation of the suit, and at most 5 years in prison, provided no other crimes were committed in obtaining the suit.

Model Manufacturer: CityKnights Armor Engineering
Knight Class: Light Power Armor
Crew: One
M.D.C. by Location:
Arms (2) - 100 each
Legs (2) - 125 each
Head - 100
Main Body - 175
TW Psi-Crossbow - 120
Psi-Sword Amplifier Gauntlets (2) - 75
Psi-Shield Amplifier Bracelets (2) - 40

Speed:
Running: 35 mph maximum. Note that the act of running does tire out its operator, but at 30% of the usual fatigue rate.
Leaping: The suit can jump 15 feet straight up or 30 feet across from a standing position.

Statistical Data
Height: 7 feet
Weight: 75 lbs.
Physical Strength: Supernatural 25, or P.S. 30
Cargo: None
Power System: Combination of TK Generator (4 weeks), and electrical backup (4 days)
Black Market Cost: 4.5 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 2 minutes 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 x3 MD, Non-Amplified: As per Psi-Sword
Effective Range: Amplified: 4.5 feet, Non-Amplified: As per Psi-Sword
Rate of Fire: As number of attacks
Payload: Amplified: 1 ISP/PPE per 2 minutes, Non-Amplified: unlimited
 
2. TW Psi-Crossbow: This is a techno-wizard device that allows the Knight 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: 5D6 M.D.
Rate of Fire: Single Aimed shot, as number of attacks
Effective Range: 1000 ft.
Bonus: +1 to hit
Payload: 1 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: 120 MDC
Effective Range: Close Combat
Payload: As per Knight of Baltimore ability

4. Hand to Hand Combat: Rather than engage in ranged combat, the Squire can engage in hand to hand combat. If the suit is powered by the TK generator, it attacks with a supernatural strength of 25. 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: 4D6 S.D./(1D4 MD)
Punch: 2D6/(1D6) M.D.
Power Punch: 4D6 (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.



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