Piloting and Moving

Steam armor operators use the Use Technological Device skill to operate their steam armor.

In general, steam armor operators don't need to make Use Technological Device checks to steer their suits around the battlefield. However, this skill comes into play in combat under the following circumstances:

• When trying to move past a foe without provoking an attack of opportunity, a steam armor operator can make a Use Technological Device check instead of a Tumble check.

• A steam armor operator can oppose a trip attempt with a Use Technological Device check.

• A character in a copilot cockpit can use the aid another action, making Use Technological Device checks to aid the operator's checks.

Steam Armor: Critical Hits m still rock a suit of steam-powered armor. Whenever steam an

A solid critical hit can still rock a suit of steam-powered armor. Whenever steam armor is struck in combat and a critical hit is confirmed, roll on the following table. Medium or smaller melee weapons take a penalty on this roll according to their size. Medium melee weapons take a -6 penalty, and a Small melee weapon takes a -12 penalty (minimum result 1). Tiny weapons automatically get a result of "1" on the table.

Table 5-3: Steam ArmoR CRitical Hits d20 Roll Effect(s)

Normal damage, operator dazed

Normal critical hit, operator dazed

Normal critical hit, steam armor knocked back

Severe critical hit, operator dazed, steam armor prone

Severe critical hit, steam armor prone d20 Roll Effect(s)

12 Operator hit (normal damage)

13-14 Normal damage, equipment malfunction

15-16 Normal damage, equipment destroyed

17-18 Normal critical hit, slot damaged

19-20 Normal critical hit, slot destroyed

Normal Damage: The attack deals normal damage (do not apply critical hit multipliers).

Operator Dazed: The operator must make a Fortitude save (DC = damage dealt) or be dazed for 1 round

Normal Critical Hit: Roll critical hit damage normally.

Steam Armor Knocked Back: The steam armor drops what it is holding and is knocked back 1d4 x 5 feet. j It can take no actions for 1 round.

Steam Armor Prone: The force of the attack knocks the steam armor prone in the same square. The operator takes 1d6 points of bludgeoning damage as he is knocked about the coffin.

Severe Critical Hit: Roll critical hit damage, and increase the weapon's critical hit multiplier by 2 steps (x2 becomes x4, for example).

Operator Hit: The attack bypasses the suit's armor and hardness. Apply normal damage to the operator ignoring the armor's bonus hit points; do not multiply the damage for the critical hit.

Equipment Malfunction: A piece of equipment (attacker's choice) is damaged and begins to malfunction until repaired. It can be a weapon (handheld or integrated), or system. The GM should determine the results using Table 11-3: Malfunction Effects in the World of Warcraft RPG book.

Repairing a malfunctioning device requires 1 hour of work and a DC 20 Craft (technological device) check.

Equipment Destroyed: One piece of equipment (attacker's choice) is destroyed and ceases to function. It can be a weapon (handheld or integrated), shield, or system. A destroyed piece of equipment cannot be repaired, only replaced.

Slot Damaged: One of the steam armor's equipment slots (attacker's choice) is damaged. Any piece of equipment wholly or partially installed in that slot does not function until the slot is repaired. Repairing a damaged equipment slot requires 1 hour of work and a DC 25 Craft (technological device) check.

Slot Destroyed: One of the steam armor's equipment slots (attacker's choice) is destroyed along with any piece of equipment wholly or partially installed in it. Rebuilding a destroyed equipment slot requires 12 hours of work and a DC 30 Craft (technological device) check.

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