Name: Phoenix Hawk
Class: Battlesuit
Size: Very Small (Human-sized)
Maneuver: +0
HP: 40
DR: 12
EP: 40
EPP: 0 (Relies on batteries.)
Cruise Spd: 30 mph on land
MaxAccel: +50% land
AccelRate: +10%
DecelRate: -10%
Method of Transport: Leg motors / jetpack and wings
Capable of returning to pocket dimension for repairs - will do so automatically (leaving the wearer behind) if it receives more than 85% damage, or power reaches 20%. (Until it hits 6 HP or less, or has 4 to 8 EP remaining.) It does not take the wearer with it for several reasons:
1. The extra weight is significant, and the unit would require more power to transport itself and the wearer.
2. People are cheap; battlesuits are not. Though few military advisors will admit it, battlesuits are often valued above the lives of the people within, enough that the additional expense necessary to bring the wearer back is deemed not worth the effort. After all, it's the wearer's fault for getting the 'suit damaged so badly.
Warning: The transport costs the suit 4 EP - if there is not enough power available, the suit cannot return for repairs and recharging until a method is found to recharge it to at least 4 EP.
[GM's Note: The suit does not spend 4 EP to 'port to the wearer, as the energy is provided by the maintenance machine. However, if the suit has been 'ported to home base for repairs, it will not return until all HP and EP have been restored. The maintenance machine repairs the suit at the rate of 1 HP per hour and 1 EP per 5 minutes. If the missles have been used, they will be reloaded during the maintenance cycle. Air tanks, if used, take one hour to refill regardless of damage inflicted to the machine.]
The Phoenix Hawk battlesuit has several built-in systems:
Pulse Laser (Left Arm)
EP use: 3
Damage: 4d40 normal damage.
Will always hit for at least one point of damage except on a roll of
1, but can still be dodged or blocked. Has a widebeam adjustment that allows
it to split damage between multiple targets; use of this weapon
Main Laser (Right Arm)
EP use: 4
Damage: 4d50 normal damage.
Primary weapon good for all ranges. Single target only.
Missile Launcher (Right Shoulder)
EP use: Minimal. (But limited ammo.)
Ammo: 2 missles.
Damage: 4d40 normal damage.
Ranged combat only to avoid catching self and friends in the explosion.
Explosion is considered hit-many (all targets in range of the blast take
damage rolled); double damage is inflicted on the actual target if hit.
A miss that still scores hits explodes within the general area of the target
rather than directly hitting it.
Jump Jets
EP use: 1
Used to jump over obstacle, onto roofs or into canyons. Maximum
distance is 150 meters.
Flight Mode
EP use: 1 per minute of use.
Jump jets further applied. Wings deploy on command from back-mounted
engine for atmospheric and space flight.
Deflector Screen
EP use: 2 per turn + 1 per impact.
Block Dice: 4d45. (Not halved.)
Used to deflect energy and physical attacks. There is also a
wrist version for the wielder of the suit when he is not wearing the suit,
which can be used twice before needing to be recharged.
Sensor Package
EP use: Minimal.
Telescopic vision, infrared-ranged detection, a low-light adjustment
system, and parabolic hearing provide the wearer with significant benefits;
the wearer's Perception is raised to the 4d level, and penalties for darkness
and range are halved.
Life Support
EP use: Minimal.
Included in the basic package is a rebreather and filtration system
that allows the wearer to breathe in hostile environments (GM's call as
to whether the filtration system works - general call is on a 7 or less
on 1d10, or automatically against minor problems such as smoke.) In addition,
if the air is considered unbreathable, the suit has a built-in air tank
that, with the rebreather, lasts approximately four hours.
Additional Design Notes:
Like all battlesuits, the Phoenix Hawk enhances the wearer's innate
strengths; he is considered effectively 4d for combat purposes (except
in areas such as mental resistance and spellcasting.) This is an important
boon, as hand-to-hand combat is occasionally necessary when more utilitarian
systems fail or cannot be used due to low power.
The suit has an automatic system (which can be overriden by the wearer); if power reaches 25% or less, it warns the wearer of low power automatically. If power reaches 20% or less and the override is not set, the suit will proceed to immediately 'port back to base; if the wearer is presently in flight mode, it will warn the wearer to land immediately, then attempt to port as soon as the wearer is on stable ground.
This unit is designed for combat; people expecting long-term service from it are usually severely disappointed, not to mention deceased. Military advisors suggest either an alternative model or a different plan if use for over an hour is a requirement. The current model is also hardwired to return to base if the wearer is killed, to prevent theft.
The battlesuit itself takes all damage; however, 1/5 of this damage applies to the wearer within as well, from being battered about within it. If the wearer rolls a 1, though, the battlesuit and the wearer both take full damage (and there's probably a nice hole in the battlesuit.)
Recharging the battlesuit may be done, possibly, by providing a power
feed (which on the suit would be where the maintenance system normally
connects power); the speed at which EP is restored is up to the GM, but
is rarely as good as the maintenance machine.