Advanced Armory

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  • Advanced Armory Power Pack AAPP (•)
Dur: 2, Siz: 1, SL: 3
Notes: Standardized batery-pack required by many portable Advanced Armory devices.
  • Tactical Unmanned Ground Sensor TUGS (•)
Dur: 2, Siz: 1, SL: 3
Notes: Multiple units can be combined into a personal perimeter alarm with infrared recognition.
  • "Pangolin" Multipurpose Backpack (••)
Dur: 2, Siz: 3, SL: 5
Notes: Portable Cache •, provides -1 cover against ranged attacks.
  • Portable Generator Unit PGU (••)
Dur: 2, Siz: 2, SL: 2
Notes: A portable 500W generator package with a multitude of connectors, that weighs only 12 pounds and fits snuggly in every standard-issue backpack. The PGU can be used to power nearly any electronic device for one scene. The PGU also can be used as an additional backpack-power source for Advanced Armory components requiring AAPPs to work. The PGU provides the power of two AAPPs when connected. It can also recharge a depleded AAPP in half an hour or up to three AAPPS simultaneously within the time of one hour. Connecting another Device or Advanced Armory Endowment to the PGU requires a succesful Dex + Craft roll that needs no additional tools.
  • K-9 Storm Armor (•••)
Dur: 3, Siz: 3, SL: 6
Notes: Armor 3/3, camouflage (+1 Stealth) light (ignore up to -2 darkness penalties), wireless comunication with remote camera surveilance, speaker, GPS-locator, vital signs sensor; requires one AAPP to work. Prerequistes Str 3. Incurs a -2 mobility penalty and -2 perception penalty until the wearer has spent three points of willpower on three seperate missions, then both penalties drop to -1.
  • HAL-System (•••)
Dur: 2, Siz: 5, SL: 7
Notes: The latest development in strength-enhancing exomusculature technology. The HAL System provides a +3 Str bonus for lifting heavy objects and incurs a -3 mobility penalty on the wearer. In addition to providing excessive strenth a HAL may be used as a mount point for heavy weaponry that can not normally be fired without. The user needs to remain stationary to fire a heavy weapon linked to a HAL System. A HAL System requires one AAPP and can be worn in combination with an Advanced Storm Armor.
  • Handiman Power Glove (•••)
Dur: 3, Siz: 3, SL: 6
Notes: Based on the only finished part of a strength-enhancing exoskeleton prototype from the late sixties the Power Glove is a heavy and monstrous bulk of servomotors that normally cannot be worn without other strength-enhancing devices. The gloves original purpose is to be used as a crude lifter and manipulator for heavy objects. It doubles as a spreader-shears tool and may be abused as a terrible clawlike weapon provided enough strenght to wield it. HAL-Systems can be modified to be suitable mount points for a Power Glove. Requires one AAPP to work. A Power Gloves prerequisites a Strength of 6 to use with a -2 penalty and -1 mobility penalty (-4 if used without a mount point) and relates the 8-again quality on rolls to grapple or punch objects or opponents. The gloves ignores up to three points of Durability or Armor when crushing objects or opponents.
  • Gryphon Stealth Wingsuit (•••)
Dur: 4, Siz: 4, SL: 8
Notes: The Gryphon Stealth Wingsuit combines the lates in parachuting and kiting with top-of-the-line military stealth tecnology. Users of the Gryphon are able to glide in a controlled descent after deployment from a plane or helicopter (remember, jumping with a parachute costs 1WP). It includes a hypermodern Parachute (+3 Maneverability when gliding, max gliding distance 60 miles), Stealth System (+3 Stealth, +5 against radar), Computer Network •, Flight-Navigation (Res •••, like Direction Sense Merit), Integrated Oxygen Supply (Res •••). The suit provides half cover. Using the Suit without a -3 penalty requires special training represented by an appropriate Athletics specialty. Wearing the Suit also incurs a -3 mobility penalty on the ground. A Gryphon Stealth Wingsuit requires one AAPP and can be worn in combination with an Advanced Storm Armor.
  • Advanced Storm Armor ASA (••••)
Dur: 4, Siz: 5, SL: 9
Notes: Armor 4/4, camouflage (+2 Stealth), light (ignore up to -2 darkness penalties), tactical computer (allows for basic Computer rolls with -1 penalty), GPS Navigation (Res •••, like Direction Sense Merit), camera surveilance, wireless communication with tactical helmet-display (perception penalty), vital signs monitor, integrated tranquets (+1 Medicine rolls to stabilize wearer); requires one AAPP to work. Incurs a -3 mobility penalty and -2 perception penalty until the wearer has spent three points of willpower on three seperate missions, then both penalties drop to -1.
  • Urban Response Bike (Prototype Vehicle/Advanced Armory ••••)
Cost: Res ••••• •
Dur: 6, Siz: 8, SL: 14, Acc: 52, Safe Spe: 117 (80 mph), Max Spe: 348 (216 mph), Handling: +6, Crew: 1+1, Cover: half, Craft/Enchantment Pen: -3
Special: Security ••••, Runflat Tires (Res •••), Integrated Weaponry •• (handle-mounted SMG +2L 9-again Armor Piercing 2, Rng 30/60/120), Cache ••, Computer Network ••, GPS Navigation (Res •••, like Direction Sense Merit)
  • Urban Response Jeep (Prototype Vehicle/Advanced Armory •••••)
Cost: Res ••••• ••
Dur: 8, Siz: 16, SL: 24, Acc: 15, Safe Spe: 110 (75 mph), Max Spe: 176 (120 mph), Handling: +1, Crew: 1+3+1, Cover: full, Craft/Enchantment Pen: -3
Special: Security ••••, Off-Road Runflat Tires (Res •••, ignore up to -3 terrain penalties), Cache ••••, Integrated Weaponry (.50 caliber machine gun on pop-up, 180 degree swivel mount turret +5L 8-again Armor Piering 6 Rng 300/600/1200), Computer Network ••, Searchlight (Res ••, ignore up to -3 darkness penalty), Military Winch, Internal Oxygen Supply.