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The Armoury.

Posted by MerLNFor group 0
MerLN
GM, 8 posts
Protector and Guide
of the Wyrmgates
Tue 22 Apr 2014
at 22:11
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The Armoury

MerLN>Access>Warfare>Technical Readouts>Common Armour Variants

Venusian armour
The designs of the Morningstar Matriarchy appear as beautiful sculptures, graceful and fluid in movement, and deadly to any who oppose them. Colors are bright, curves are deliberate, and some designs look as if they should be displayed in a museum instead of docked in an armour bay. Valkyrie designs tend towards a militaristic style, while Vesper armour often features concealed weapons to surprise
knights in battle.

Knights of the other worlds will spend extravagantly to have a single piece of Venusian design on their armour, like a weapon or a breastplate. Acquiring a full suit undamaged can set up a smithy for life…assuming they survive the attempts by its household to get it back.

Morningstar
One of the most famous Vesper designs. the signature weapon of the design is the Gravity Flail, which packs a mean wallop and can also be used to entangle and capture opponents for ransom back to their household. Lady Octavia Du Guirrer designed the suit and allowed the design to flourish amongst other Venusian smithys.

Head: Reflex Enhancer (+2 to Mark when determining initiative order)
Front: Distortion Strobe (+2 to Cunning to create advantages involving visual distractions)
Back: Neutron Blaster (+2 to Blast vs. targets two zones away)
Arms: Gravity Flail (+2 to Melee to create advantages that bind or entangle the target)
Legs: Carbinium Alloy (Fair Zeal/Fair Vigor)

Javelin
A Valkyrie design built for toughness and speed. the back-mounted Quiverpack harasses the enemy at long range, and the thick Orsonite Shield allows the knight to draw the enemy back towards heavier battle armour.

Javelin armour was most often used on fast scouting missions to Earth and her moon during the Emergent occupation. Many suits still guard Arthur’s Avaluna Base to this day.

Head: Geophase Imager (Great Mark)
Front: Orsonite Shield (Fair Zeal/Fair Vigor)
Back: Quiverpack (+2 to Blast vs. targets two zones away)
Arms: Heat-Seeking Spear (Use Melee instead of Blast vs. targets one zone away)
Legs: Scout Package (Fair Lore/Fair Skulking)

Earth armour
Earth’s armoursmythes have a reputation for solid, well-designed armour, and are
famous for their ability to maintain and repair it with few parts or materials at
hand. Early designs of armour on Earth were often sent straight into the gnashing
maw of the Emergent, so it had to be designed right the first time. Earth armour
may not be flashy, but it is certainly hardy and battle-tested.

Broadsword
This armour was originally built in one of the first Martian factories freed by Arthur and L4-NC3-L07. Dozens of suits were secretly built there and smuggled back to Earth. the Broadsword has since become a symbol of Arthur’s new reign, the suit of choice for many of the knights who bear his standard. the Energy Gunblade is one of the most innovative elements of the design: when a Broadsword is felled, duels often commence over who takes the weapon as a trophy.

Head: Death’s Head (Use Armour instead of Daunt to intimidate an opponent if you haven’t done so already in this scene)
Front: Kiloton Breastplate (+2 to Armour defense vs. Blast attacks)
Back: Self-Repair Pack (Spend a fate point to bring a system back online)
Arms: Energy Gunblade (Use Melee for Blast attacks one zone away)
Legs: Stabilization Spurs (+2 to Vigour when on solid footing)

Mace
A short mobile armour built to harass multiple targets. Maces are built to move and strike on the run. the missile packs let them keep the pressure on, coming and going.

Head: Spiked Pilot Armor (Fair Zeal/Fair Daunt)
Front: Xenon Scrambler Dish (+2 to Cunning when creating advantages)
Back: Dual Shoulder Missile Packs (Great Blast)
Legs: Vibranium Armor (+2 to Armour to defend vs. Blast attacks)
Arms: Spiral Shredder (+2 to Melee vs. armour with all systems shutdown)

Martian armour
The factories of Mars continue to manufacture armour. Original Martian armour
was created from the wrecks of Emergent suits and captured pieces. Knights taken
alive were sent to fight in the arenas against new Emergent designs. Post-occupation
armour keeps the industrial style of the original armour but offers more reliability
in battle. Martian armour signifies a knight who has little fear of fighting, and is
often keen to say the just the right word to provoke an opponent into making a
mistake.

Lash
This armour is built by a Venusian armoursmythe for those knights
out of favor with the Morningstar Matriarchy. the identity of the smythe is
known to few, lest the Matriarchy send Valkyries to smash the workshop (and
the smythe) to pieces.

Head: Medusa Lancepack (+2 to Blast to attack targets one zone away)
Front: Nanodyne Breastplate (+2 to Armour to defend vs. Melee attacks)
Back: Sonic Disrupter (Fair Blast/Fair Skulking)
Arms: Tungsten Whip (+2 to Melee to create advantages involving binding or entangling the target)
Legs: Venusian Craftsmanship (Fair Armour/Fair Vigour)

Hatchet
The Power Booster channels extra energy into the neurohelm. This armour was often given to slaves who never fought before. It is a common sight for security and patrol knights.

Head: Advanced Offensive Suite (Great Melee)
Front: Short Range Rockets (Use Blast to defend vs. Melee)
Back: Neural Disruptor Axe (When succeeding with style on a Melee attack roll, target must reroll their initiative)
Arms: Gauss Kite Shield (+2 to Armour to defend vs. Melee)
Legs: Power Booster (Average Melee, Average Blast, Average Vigor, Average Devotion)

Wreck armour
The armour used by knights of the Wreck usually comes in from other worlds. Armour uniquely crafted within the Wreck is cobbled together from scrap parts, rocks, or whatever materials can be found, resulting in larger conglomerations built from the remains of smaller armour.

Ballista (Siege Armor)
The Ballista is built from the wrecks of other armour, lashed together for extra energy and firepower. This armour looks like a floating torso with giant arms cobbled together from dozens of smaller pieces. Limbs dangle loosely and the hollow eyes of armour heads stare out from its superstructure. Wreck knights typically use Ballistae as mobile bases.

• Alpha Section
- Shoulder: Superstructure Pylon
- Front: Gorgon Greaves (Great Blast)
- Front: Engineering Bay (Once per battle, spend a fate point to bring a
system back on line)
- Back: Bozon Torpedo Bays (+2 to Blast vs. targets two zones away)
- Hand: Arc Laser Cannons (+2 to Blast vs. targets one zone away)

• Beta Section
- Shoulder: Superstructure Pylon
- Front: Gorgon Greaves (Great Blast)
- Front: Engineering Bay (Once per battle, spend a fate point to bring a
system back on line)
- Back: Bozon Torpedo Bays (+2 to Blast vs. targets two zones away)
- Hand: Arc Laser Cannon (+2 to Blast vs. targets one zone away)

• Charlie Section
- Head: Boarding Bay (Produce a Fair Vassal Squadron once per round
as an action)
- Front: Command Deck (Fair Mark/Fair Daunt)
- Back: Reciprocating Turret (Use Mark instead of Blast to create advantages
involving covering fire)
- Legs: Superstructure Pylon
- Arms: Superstructure Pylon

• Siege Armour Aspects
- Massive Size
- One Body, Many Parts

Stiletto
Stilettos take after their namesake: small, fast, and deadly. Most knights that join a brigand band start with a Stiletto as their first armour. If they survive, they build upon it and upgrade its systems.

Head: Boosted Reflexes (Great Mark)
Front: Streamlined Armour (Use Armour instead of Zeal when overcoming a zone obstacle)
Back: Lockjammer Delta (+2 to Armour to remove a Target Lock)
Arms: Double Mag Blades (+2 to Melee to when attacking a target that has already been attacked this round)
Legs: Rapid Swing Boosters (Good Melee/Average Zeal)

Jovian armour
The designs of Jupiter are classic, among the first built by humanity in the outer
planets to defend against the Emergent. Built to last, much of this early armour still stands today, maintaining a silent watch in the throne rooms of the Titans. Fathers passed their armour to their sons, and many sons rebuilt the armour of their dead fathers. Some are combinations of various parts passed down through the generations.

Jovian designs make use of external systems more heavily than those of the other planets. Often, a rivalry begins when one house claims another house’s armour off the battlefield. What some knights consider to be mere technology, the Titans of Jupiter consider a matter of honor deserving of the utmost contention.

Dirk
Scout armour is often built for second children who want to learn the art of war. the Dirk is a quick armour, armed with a stealth field and a stateof-the-art sensor array.

Head: Advanced Sensors (Good Mark/Average Lore)
Front: Nightcloak Field (Use Zeal instead of Skulking to create advantages involving surprise)
Back: Dilithium Booster Pack (+2 to Armour to defend vs. Blast attacks)
Legs: Retractable Spurs (+2 to Melee to attack after invoking an aspect)
Arms: Light Repeating Blaster (+2 to Blast to attack a target exactly one
zone away)

Gladius
This older design is still used by many of the Petty Titans. Because of its common nature in most Titan households, parts can be found everywhere. Most of its Systems are external, making modifications easy. the Gladius does have issues with power deployment, especially after taking a massive hit on the field.

Head: Double Redundant Systems (+2 to Smithy rolls to repair Systems)
Front: Tabard Armor (Use Armour instead of Daunt on first mental attack in a scene)
Back: C.R.O.S.S.bow (+2 to Blast on first physical attack in a conflict)
Arms: S.P.e.A.R. (Use Melee instead of Blast vs. targets one zone away)
Legs: MaGrav Stabilizers (+2 to Armour to attack when braced against metallic surface)

Saturnine armour
Saturnine armour designs feature sleek lines and advanced technology. The armour
may look intimidating, but rarely has it been tested in actual battle. Saturnine
armour is often used by multiple knights rather than a single one, with Systems
that let the armour do most of the work.

Bolt
Saturnine knights scoff at the chivalric code of battle. they move in,
blast away, and get out. Like its namesake, the Bolt flies around the battle-
field. the more mobile it remains, the more likely it is to turn the tide against
heavier armour.

Head: Snapfire Targeting Computer (When you succeed with style on an Armour defense, you may inflict a 2-stress hit on the attacker instead of getting a boost)
Front: Compressed Cryo Tanks (+2 to Blast when creating advantages involving covering fire)
Back: Multi-Phase Emitter Dish (Good Skulking/Average Mark)
Arms: Dual Laser Pistols (Good Blast/Average Zeal)
Legs: Rocket Boots (+2 to Armour to defend vs. Blast attacks)

Quarterstaff
Every knight starts somewhere, and the knights of Saturn use this armour to train. It also sees some action on guard patrols, or sold to those desperate for any armour they can get. Its parts, however, can be easily adapted for use in dozens of other designs.

Head: Short Range Attack Software (Average Blast/Average Zeal/Average Vigor/Average Mark )
Front: Galvatron Phase Armor (Great Vigor)
Back: Multi-Phase Emitter Dish (Fair Armour/Fair Melee)
Arms: Autofire Arc Rifle (+2 to Blast vs. targets one zone away)
Legs: Boost Boots (+2 to Melee to create advantages when charging)

Templar armour
The armour of the Zodiac Templars numbers only twelve at any given time. Each is built by the knight as their final step of their ascension as a Templar. Templar armour is controlled from within by knights fully submerged in meditation tanks. Those who study the Templars are curious as to where they get the materials to build these amazing suits.

Gemini
The twin pilots of the separated armour are a mystery. Some suggest they are the Polaris and the Temple’s newest apprentice. Others believe they are those with linked souls, like siblings or rivals, who must balance their relationship before reaching enlightenment. The armour links back to back, and each knight must learn to fight as an individual as well as half of a pair.

Head: Templar Meditation Tank (Great Armour)
Front: Arc Bolt Blasters (Fair Mark/Fair Blast)
Back: Connection Socket
Arms: Multi-Phase Targeting Computer (+2 to Mark to create advantages involving aiming or target locks)
Legs: Ionic Cloak (Good Skulking/Average Daunt)

Libra
Often built for balanced attacks. this version features devastating attacks at long range as well as close up. Libra is the Templar that prefers to hone all skills rather than specialize.

Head: Templar Meditation Tank (Great Armour)
Front: Andromeda Infiltration Suite (Good Skulking/Average Mark)
Back: Comet Striker (+2 to Blast targets two zones away)
Arms: Quantum Spike (On a success with style when defending with Armour, you may inflict a 2-shift hit on your attacker instead of getting a boost)
Legs: Evasion Boosters (+2 to Armour to defend vs. Blast attacks)

MerLN>Access>Warfare>Technical Readouts>Emergent Threats
Emergent armour
This armour is meant as inspiration for quick enemies to drop in, which can range
from small, human-sized infiltrators to a single giant formed from a swarm.

Mer-GN-B (Basilisk)
This scout armour is often the first encounter a knight has with the Emergent. they engage long enough to assess the enemy armour and retreat back to the master with the data.

Head: Glowing Red Eyes (Fair Daunt/Fair Mark)
Torso: Neutron Cone Driver (+2 to Blast attacks with two or more opponents in the same zone as each other)
Torso: Ozone Rocket Blasters (+2 to Blast on your first ranged attack in a conflict)
Legs: Reinforced Carbide Construction (Fair Devotion/Fair Vigor)
Tail: Mass Driver Cannon (Great Blast)

Mer-GN-C (Cerberus)
This multi-headed armour is built for heavy duty, often accompanied by two smaller armour. Rumors abound that an even deadlier model is in the works.

Head: Life-Form Scanner (Great Mark)
Head: Self-Repair (Once per scene, spend a fate point to reactivate a System that’s been shut down)
Torso: Double Grav Field (Once per scene, you may reduce the severity of one of your consequences by one step)
Legs: Energy Mace (Fair Melee/Fair Daunt)
Legs: Hyper-Kinetic Transmotors (Gain a boost with two free invocations when you defend with Armour and succeed with style)

MerLN>Access>Warfare>Technical Readouts>Common Armour Systems

Internal Systems
Focused  (Great  +4): these Systems illustrate a strength of the armour, like big guns, tough armour, and so on. Be careful about investing in too many Systems like these: if they are damaged in battle, the drop in skill can be the difference between life and death.
  • Quad Laser Guns (Great Blast)
  • Templar Meditation Chamber (Great Armour)
  • Plasma Chainsaw (Great Melee)
  • Fearsome Skeletal Paintjob (Great Daunt)

Wide (+3/+1, +2/+2): Wide Systems can be configured in two ways. An even split is a good mix of smaller Systems covering multiple areas in which the knight is found wanting. A tilted split shows something of secondary importance to the armour while shoring up a weakness.
  • Scout Scrambler Suite (Good Skulking/Average Mark)
  • Multi-Phase  Plasma  Riffe With  Bounty  Computer (Good Blast/Average Larceny)
  • Biosynthetic Enhancement (Fair Vigor/Fair Zeal)
  • Emergent Recognition Database (Fair Lore/Fair Mark)

Broad (+1/+1/+1/+1): these Systems deal with weaknesses in either the armour or the knight. A Broad System boosts skills that are Mediocre when out of the armour. Knights who aren’t devoted to being crack pilots often have a Broad System to keep them alive during battle.
  • Basic  Stealth  Package (Average Mark/Average Skulking/Average Lore/
  • Average Lineage)
  • Trainer’s  Loadout (Average Blast/Average Zeal/Average Vigor/Average
  • Melee)
  • Balanced Tactical Build (Average Melee/Average Armour/Average Vigor/
  • Average Devotion)
  • Short-Range Attack Software (Average Blast/Average Zeal/Average Vigor/
  • Average Mark )

External Systems
Strategic (Overcome): these Systems give a bonus to overcoming obstacles,
either built into the scene or attached to a knight.
  • Pneumatic Pitons (+2 to Zeal when climbing)
  • Ionic Scanner (+2 to Mark when dispelling stealth fields)
  • Streamlined Armour (Use Armour instead of Zeal when attempting to overcome a zone obstacle)
  • Reactive Boosters (Use Armour instead of Zeal in a contest involving speed)

Tactical (Advantage): Tactical Systems create advantages on the battlefield or assist in removing them from opponents.
  • Lockjammer Delta (+2 to Armour to remove a Target Lock)
  • Isolation Ba$es (+2 to Mark when detecting armour that has the aspect
  • Stealth Fields)
  • Double-Barreled Cryoblaster (+2 to Blast to create Frozen aspects)
  • Electromagnetic Trident (+2 to Melee when putting a Disarm aspect on an opponent)

Offensive (Attack): these Systems enhance attacks in specific situations.
  • Plasma Mace (+2 to Melee against armour with at least one shut-down
  • System.)
  • Autofire Delta Gun (+2 to Blast when attacking a target surrounded by
  • Vassals)
  • Sonic Destabilizer (Use Daunt instead of Melee on your first attack in a
  • conflict to inflict physical stress)
  • Holographic Sight (Use Mark instead of Blast to attack targets exactly two
  • zones away)

Defensive (Defend): these Systems enhance defense in specific situations.
  • Celestial Countermeasures (+2 to Armour against attacks from exactly two zones away)
  • Reactive Sensors (+2 to Zeal against explosives)
  • Recognition  Database (Use Lore instead of Armour to defend against attacks from Emergent opponents)
  • Knuckle Duster (On a success with style when defending with Armour, you may inflict a 2-shift hit on your attacker instead of getting a boost)

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