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Armour Variant rule possibilities


AfroCampbell

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Mk2 - move through cover (lighter armour) or something like that.

I was not aware that the MK II had the reputation for being particularly agile.

 

Mk3 - void hardened armour

Weren't all marks after MK I void capable?

 

Mk4 - standard

Isn't the MkIV the most technologically advanced armour until the MkVII?

 

Mk5 - pariah armour

What does that mean?

 

Mk6 - stealth

I'm not sure that the corvus pattern is particularly good for stealth.

 

Mk2 - move through cover (lighter armour) or something like that.

I was not aware that the MK II had the reputation for being particularly agile.

 

Mk3 - void hardened armour

Weren't all marks after MK I void capable?

 

Mk4 - standard

Isn't the MkIV the most technologically advanced armour until the MkVII?

 

Mk5 - pariah armour

What does that mean?

 

Mk6 - stealth

I'm not sure that the corvus pattern is particularly good for stealth.

 

 

Void hardened is a zone mortalis rule.  It would be potentially fluffy for mkIII's.  But to answer Quixus question, while non void hardened armor can be used in space, strength 4+ weapons can still get the chance to rend if 'blood in the void' rules are being used. 

 

Pariah armor is downgraded power armor used by black shields.

 

as for the Mk VI.... it is actually known for its agility and sensors when compared to other power armors.  Though I'd give it move through cover as opposed to stealth.

^Ditto.

 

While Mk2 might not be necessarily the most agile armour was to give the old suit something. That's why I said "or something" at the end.

 

And about the Mk6 & stealth, is just Raven Guard fault. They have a fetish for the Mk 6 and infiltrate stuff.

 

At the end, is just a brain exercise trying to follow the OP line of thought, not anything that would end in actual rules since we're just forumites, but you're welcome to disagree :P

Void hardened is a zone mortalis rule.  It would be potentially fluffy for mkIII's.  But to answer Quixus question, while non void hardened armor can be used in space, strength 4+ weapons can still get the chance to rend if 'blood in the void' rules are being used.

Nevermind then.

 

Pariah armor is downgraded power armor used by black shields.

I don't think the fluff or rules of Pariah armour really fits the MkV. The MkV basically tries to emulate the features of "proper" armour marks with whatever can be found, whereas the Pariah amrour deliberately differs from the normal properties of power armour.

 

as for the Mk VI.... it is actually known for its agility and sensors when compared to other power armors.  Though I'd give it move through cover as opposed to stealth.

I think that makes a lot more sense.

FWIW, the Rites of Battle supplement to the Deathwatch RPG mentioned above had rules for the different marks.  Note: AP reduces damage by the AP value; Penetration value on weapons ignores AP up to the Pen value - Boltguns have Pen 4 and Power Swords have Pen 6 for comparison.  The hit location is determined by the actual to hit roll; basically the body is the most commonly hit followed by the limbs with the head having the smallest chance to be hit.

 

MkI Thunder Armour - AP 8/6/4 for the Body, Head/Arms and Legs respectively. +15-25 Strength (variable, depending on the quality/state of the armour).  Only mark without Autosenses, Osmotic Gill or Pain Suppressors.  Additional -10 Penalty to Concealment and Move Silently.  Doesn't interface with the Black Carapace, so enemies have a bonus to hit with ranged weapons since you count fully as a Hulking target.  Unlike the other marks its not a full integrated set of armour, so it might be acquired missing the legs or helmet meaning it would be AP0 on those locations.

 

MkII Crusade - AP 9/7 for Body and Legs/Arms/Head respectively.  +25 to Strength, +5 to Awareness from Auto Senses, Additional -10 to Concealment/Move Silently but a +20 Fellowship bonus when dealing with Space Marines.

 

MkIII Iron - AP 10/9 for Body and Legs/Arms/Head.  Drops to AP6 on all locations when attacked from behind.  +25 Strength, +5 Awareness.  Additional -20 to Concealment/Move Silently, +20 Fellowship when dealing with Space Marines.  Heaviest of all the armour marks (300kg compared to 180kg for MkVII)

 

MkIV Maximus - AP 9/7 for Body and Legs/Arms/Head respectively.  +20 Strength, +10 Awareness, +15 Fellowship dealing with Space Marines.  Roll 3 times on the Power Armour History table (gives various bonuses to reflect the long history of the armour).

 

Mk V Heresy - AP 9/8.  +20 Strength, +5 Awareness, +10 Fellowship dealing with Space Marines but -10 Fellowship when dealing with the Inquisition.  Roll 2 times on the History Table.

 

Mk VI Corvus - AP 9/8.  +20 Strength, +15 Awareness, +10 Agility.  Roll 2 times on the History Table.

 

Mk VII Aquila - AP 10/8.  +20 Strength, +10 Awareness.  No further rules over the basic Power Armour rules.  Roll once on the History Table.

 

Mk VIII Errant - AP 11/8.  +20 Strength, +10 Awareness.  When a shot hits the head location, there's a 30% chance that it hits the body instead.  +5 to Command.  Roll once on the History Table.

I could see MK 2 armor marines having a +1 to leadership score....

 

as for the Mark V, since it covers a smorgasbord of ad hoc repairs as well quicker to manufacture components... I can see why there was the suggestion to make mk V pariah armor.  However, some Mk V armor is as capable as mk II or even MK IV (if harder to maintain).  So I don't think it would be wise to slap mk V armor with the pariah rule.

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