Armor Operation
Armor that’s bulky, heavy, and cumbersome hinders the character using it. This is reflected by a penalty to the character’s action check (AP) and the lessening or negating of a character’s Dexterity resistance modifier. The Armor Operation broad skill and its specialty skills help to alleviate these penalties.
Base Effect
Having just the broad skill allows a character to reduce the action check and Dexterity resistance modifier penalty of any type of armor by 1 step.
- Example: A +1 AP penalty is reduced to 0.
- Limitation: This benefit never provides a bonus.
Strenuous Activity
Some strenuous physical activities (jumping, running, climbing, etc.) while armored may require an Armor Operation check.
- Ordinary: Half effect (e.g., run at one-half the normal rate).
- Good or better: Full effect (e.g., run at the normal rate).
Untrained
Characters untrained in Armor Operation suffer the full penalty of any armor.
- Restrictions: They can only walk and make simple attacks (no rank benefits allowed).
- Powered Armor: Untrained characters cannot use powered armor.
Note: The AP penalty of armors and shields is cumulative.
Combat armor
This specialty represents the level of mastery in the use of armor, as well as the specialized training needed to use powered armors, allowing the character to obtain the most of any armor.
⊗ Rank 1, 4, 6, 10 [Improved Operation]: The reduction to action check and Dexterity resistance modifier penalties becomes 2 steps. This improves to 3 steps at Rank 4, 4 steps at Rank 6, and 5 steps at Rank 10.
⊗ Rank 2, 4, 6, 8, 10, 12 [Shaking Off Stuns]: Stun damage (including secondary) is reduced by 1 point. This increases by 1 for every 2 ranks attained (max 6 points at Rank 12).
▶ Rank 7 [Powered Armor Operation]: The character has mastered the synchronization required to operate Powered Armor suits.
Tactical armor
This specialty skill enters into play when armors with integrated equipment are used (sensors, communications, etc.). It does not apply to mounted weaponry, which uses its own specific skill. It can also be used to resist electronic attacks like sensor hacking or jamming.
▶ Rank 2 [Tactical Multi-tasking]: The character can perform one operation with integrated suit equipment (cycling sensors, changing frequencies) without spending an action. One additional free operation is gained at Rank 6 and Rank 10.
▶ Rank 5 [Sensor Proficiency]: Receive a -1 step bonus to checks involving the operation or interpretation of integrated suit sensors.
▶ Rank 7 [Counter-Intrusion]: Gain a -1 step bonus to resist electronic warfare or hacking attempts directed at the suit. This improves to -2 steps at Rank 11.
Propulsion systems
This specialty skill represents mastery in the use of integrated propulsion systems, such as jetpacks, underwater drives, or gravitic assisted deceleration systems (GADS).
▶ Rank 2 [Thermal/Fuel Management]: Optimize fuel or heat dissipation, extending operational time of propulsion units by 50%.
▶ Rank 4 [Vector Calibration & Aerobatics Integration]: Adjust thrust nozzles for specific tasks, providing a -1 step bonus to maneuvering checks. Additionally, the character is sufficiently familiarized with armor propulsion systems to use the Aerobatics specialty skill for complex maneuvers while wearing the suit.
▶ Rank 7 [Maximum Burn]: Make a Propulsion Systems check to increase speed for the round: Ordinary (+25%), Good (+50%), or Amazing (+100%). Each consecutive round of forcing the engine incurs a cumulative +1 step penalty. The penalty is reduced by 1 for each round the propulsion is not used.
Shields
Focuses on the tactical use of physical, energy, or ballistic shields.
▶ Rank 3 [Reactive Block]: Spend the next available action to perform an opposed check against an attacker. If successful, the attack is negated. (Note: Only Ballistic or Large shields of the appropriate PL can block ranged fire).
⊗ Rank 4 [Resistance Modifier]: Provides a +1 improvement to the Strength resistance modifier. This does not stack with Melee Weapons benefits.
▶ Rank 6 [Tactical Charge]: Negates the standard +2 step bonus opponents receive to hit a charging target.
▶ Rank 8 [Recoil Anchor]: Reduce the situation die penalty for Burst or Autofire by 1 step when using one-handed weapons with a shield.
▶ Rank 12 [Overlapping Coverage]: Share the shield’s resistance modifier bonus with an ally within 2 meters against one ranged attack per round.