Mobile
Assault Armour
MAA
suits are technological advanced suits of powered armour, mounting
external weapons systems and enabling an individual soldier to wield
high powered weaponry.
The
pilot:
Each
MAA suit is piloted by a crew member that can be generated like any
other character.
Pilots
will maintain two sets of skills, the first are personal skills
applicable to the pilot operating outside their suit, the second are
pilot skills and apply when operating the suit.
Skills
are selected from the same list. When a pilot receives a skill, the
player may select whether to take a pilot or personal skill. The
choice must be made before rolling for the skill.
Getting
in and out:
While most missions will be
undertaken wearing the suit, there may be instances where a pilot
needs to disembark to conduct missions on foot or embark during a
surprise attack. This takes a full activation where no other actions
are possible.
This cannot be done during a Fire
fight or Scurry turn.
To embark, the pilot must be
within 1” of the suit. When disembarking, place the pilot up to 3”
from the suit, permitting them to take some basic cover.
Suit
movement:
Despite good mobility, a heavy
armoured suit can only be propelled so far. Suits move at the same
pace as regular infantry though they can push through rough ground
without penalty.
The leg modules of the suit can
project significant power, permitting them to leap up to 6” instead
of normal movement. The leap can take the suit over gaps and unsafe
ground or over infantry figures.
Leaps must be taken in a straight
line and replace regular movement.
Jump
jets:
Suits fitted with jump jets may
activate them instead of regular movement. This permits the suit to
leap up to 12” forward, clearing obstacles up to its own height.
Jumping unto a single story building reduces the forward jump to 6”.
Jumping unto a two story building
requires being in contact.
Jets also permit the suit to
descend safely from heights. Jets can be activated twice per mission
before burning out.
Over
run:
Suits cannot be engaged in hand
to hand fighting in any effective manner. A suit that moves in a
straight line and contacts an opposing infantry figure will knock
them 2” out of the way. Roll a Kill die for the infantry figure.
Firing
from suits:
MAA suits can mount heavy weapons
with ease. Typical armaments include auto cannon, machine guns and
even light anti tank weapon. Suits may fire one weapon system while
moving and may still guard fire with a machine gun.
All fire is conducted as if the
weapon was fully crewed and stationary.
Firing
at suits:
MAA suits are resistant to small
arms fire but tend to be vulnerable to anti tank devices. Firing at a
suit follows the vehicle rules in the Heavy Metal supplement.
Suit
brawling:
Two suits ending up in contact
with each other may trade blows. Roll a Threat die for each suit. The
attacking suit rolls first and resolves the die before the defender
gets to roll.
Suits are not locked in combat
and may move off when activated.
Autonomous
Control systems:
Advanced suits feature
rudimentary AI routines, allowing them to fight even if the pilot is
injured. If a suit features an AC system, it may be activated with no
crew but may only move OR fire on such activations.
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