Armour: Updated

With the new map system and the new Attack System, the armour the Heroes wear will need to be updated to reflect this. So here we go:

Starting Armour

These are the armours the players can choose form before the first session of Spaceship 47 starts.

Refrigeration Armour
This armour is designed to keep you cool
Effect: You gain Resist 1 Thermal
Thermal Armour
This armour is designed to keep you warm
Effect: You gain Resist 1 Cold
Faraday Armour
This armour acts as a Faraday Cage
Effect: You gain Resist 1 Electric
Soundproof Armour
This armour insulates the wearer from concussive effects
Effect: You gain Resist 1 Thunder

Advanced Armour

These pieces of armour are some of the technology that the players gain as the game progresses.

Cyclic Armour
This armour adapts to the damage the wearer is taking
Effect: You gain Resist 1 X. Where X is the damage type you were last
damaged by.
Heisenberg Armour
Taking inspiration from the uncertainty principle this armour masks 
your position when you move, with the faster you travel – the more 
your position is obscured.
Movement Phase: Each time you move take an uncertainty token.
Effect: When you are targeted by an attack, before the dice are 
rolled, you may discard any number of uncertainty tokens to gain 
that amount of Resist for the attack.
Gravitic Armour
Gravity is just a play thing, something that bends space-time to your will
Movement Phase: Instead of moving, you may activate the armour. The
armour stays active for the rest of this round.
Effect: While the gravitic armour is active, you gain Resist 1 All. Any 
attack made with a weapon with the keyword Ballistic that would target 
a creature in a connected Section targets you instead.
Thunder Armour
A blast wave emanates from this armour, knocking back those close by
Movement Phase: Instead of moving, you may make the Thunder Armour 
Attack.
Thunder Armour Attack
Keywords: Ballistic, Thunder
Target: All creatures in connected Sections
Attack: 2d12 v Physique
Hit : The target is pushed one Section
Star: The target is pushed two Sections
Phase Armour
This armour produces a small field around you that briefly phases you 
into another dimension shattering physical projectiles into numerous
pieces, scattering these fragments in all directions.
Movement Phase: Instead of moving, you may activate the armour. The
armour stays active for the rest of this round.
Effect: While the armour is active, if you are the target of an
attack that has the Ballistic keyword, you ignore the attack 
instead, divide the damage that you would have recieved among all 
creatures in connected Sections rounding down (minimum of 1 damage).
Mirror Armour
This armour consists of thin, light, highly reflective metal that 
reflects lasers and other beam weapons
Movement Phase: Instead of moving, you may activate the armour. The
armour stays active for the rest of this round.
Effect: While the armour is active, whenever you are targeted by a 
Beam attack, you may deflect the attack. To do so, pick a section 
that is connected to the section you are in, the beam is deflected
to that section. If the deflected beam hits a creature, make an 
attack against that creature using the dice the original attacker 
would have used.

Grenades

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