By Bob Cooper (andorax@idibbs.com)
I have been long perplexed by the lack of diversification in the HIT Mark5. It seems as if there are two available possibilities -- either use thestandard HM5 or a dramatic departure such as the Cyber-Tooth Tiger. Forthis reason, I have come up with a list of potential modifications to thestandard HM5.
The basic concept revolves around dividing the HM5.1 into five separateareas of note, and then offering alternatives in those areas. In allcases, the "standard package" is described in the first entry of eachchart. Storytellers are strongly discouraged from "random rolling" unlessthe players have entered into Iteration X production factory -- HM5.1'srepresent a considerable investment and are not going to be assigned toparticular roles haphazardly.
The five areas of significance in the HM5.1 are as follows: External Cover(the "skin"), Internal Payload (the "Chest/Back cavity"), InternalStructure (the "Skeleton"), Limb Enhancements (the "hands" -- occasionallythe "feet") and Programming (the "Mind"). Additionally, due to somefurther enhancements of the original design, up to four "dots" ofadditional Talents, Skills, or Knowledges can be imbued in a given HM5.1after "Programming" is selected. This is done only in specific instances,and "generic" HM5.1's will not have this benefit.
Internal Payload:
Internal Structure:
Limb Enhancements:
Programming:
Magic Resistant: This replaces the standard HM5 Armor withadditional Primium plating. While not as durable as "standard" armor(Armor rating of only 2) it confers an additional die ofCountermagick.
Thermal Resistant: Another alternative to the standard HM5Armor, this variant takes the form of an armor plating that is specificallydesigned to resist forces-based attacks (mostly fire and lightning). Whileonly conferring an Armor rating of 2, it also provides 4 dice of "soak"against fire and lightning based attacks (which normally ignore armorcompletely).
Stealth: In place of armor entirely, the HM5.1 can becovered in a light-redirecting substance which renders it virtuallyinvisible. This can be activated and deactivated at the option of theHM5.1, and operates in similar manner to the Forces 2 effect (Assume 5successes upon activation, reduced by the innate countermagick of theHM5.1).
Additional Limbs: This represents two additional armswhich can be retracted into the interior of the HM5.1. Each of theseadditional limbs can be further enhanced with Limb Enhancements, asdescribed below.
Missile Launcher: A single-missile Missile Launcher, italso has adequate space for a single reload (reloading the Launcher takes afull turn's actions) (Diff. 7, Dam. 14, Range 2 mi., Rate 1, Clip 1+1). Use the skill Heavy Weapons with this weapon. Firing this weapon causes a"back-blast" 2 yards behind the HM5.1 inflicting 4 dice of firedamage.
Magic Sink: A large additional mass of Primium allows theHM5.1 to be far more resistant to magick (2 additional countermagickdice).
Damage Sink: A reinforced internal structure, giving theHM5.1 a +1 Stamina and 2 additional Health Levels.
Bio-Realistic: The innards of the HM 5.1 are designed toresemble actual organs. Thus, the HM5.1 can suffer considerable wounds andwill still appear (dependant on actions, of course) to be a normal human. Onlookers shouldn't be able to notice anything unusual at all, and medicalpersonnel on site need to roll Int + Medicine at a difficulty of (10 -Health Levels Lost) to tell the difference. The difficulty increases by 2if Bio-Realistic Internal Structure is also taken, but is only useful ifthe injuries are not to the head or the limbs where other enhancementswould be obvious.
Flotation: Ordinarily, HM5's are useless for underwateroperations. Simply put, they don't float. They're far too heavy for eventheir own considerable strength to be able to swim effectively. Thisenhancement counteracts this problem by providing the HM5.1 with aninternal flotation device allowing it to swim readily (normally, HM5.1'swith this enhancement will have some or all of their extra 4 Abilities diceplaced in Swimming).
Explosive: A very straightforward (but rarely used becauseof the price involved) modification, the HM5.1's payload in this case is avery large explosive device (Dam. 15, reduced by 1 per yd. from theHM5.1). This can be set to go off from a pre-programmed set ofcircumstances (after entering the center of the Chantry), upon thedestruction of the HM5.1, or both. A variation on this concept, for usewith the Flame Thrower, is an additional tank of fuel that will support 15minutes of use (obviously, firing both will use it up twice as fast) andwill explode if the HM5.1 is destroyed with Forces, or if the tank (Stamina3) can't soak the leftover damage that destroys it, for damage equal to the# of minutes of fuel left in the tank.
Additional Processing Power: Simply put, this HM5.1 modelhas got brains in other places than its head. The internal payload hassufficient room in it to store a full 3 additional programs. When a HM5.1has access to multiple programs, it may make use of the best attributes ofeach at all times (example: The HM5.1 has both the Seduction andInformation Gathering programs. It has an effective Charisma of 4 andPerception of 5).
Parachute/Hang glider/Rocket Pack: Depending on the needfor subtlety (both in terms of reality and in terms of attractingattention), the HM5.1 can carry a variety of devices allowing it to survivefalls and/or escape a difficult situation. The Rocket Pack option onlycarries about 30 minutes worth of fuel, or 10 minutes if the HM5.1 iscarrying a passenger as well. The Hang glider option is not capable ofcarrying a passenger, and the Parachute will only reduce fall damage to 4health levels if a passenger is carried (easily soakable by the HM5.1, notnecessarily so for the passenger.
Primium: Normally, it's the Primium "bones" of the HM5,which gives it its innate 2 dice of countermagick.
Hyper-Steel: Opting for durability rather than magicresistance, Hyper-Steel gives the HM5.1 two additional HealthLevels.
Bio-Realistic: The bones of the HM 5.1 are designed toresemble actual bones. Thus, the HM5.1 can suffer moderate wounds and willstill appear (dependant on actions, of course) to be a normal human. Onlookers shouldn't be able to notice anything unusual at all if a leg orupper arm is broken, and medical personnel on site need to roll Int +Medicine at a difficulty of (10 - Health Levels Lost) to tell thedifference (again, only for leg or upper arm injuries). See Bio-Realisticunder "Internal Payloads" for further use of this modification. A HM5.1with this modification has a -1 Stamina.
Disconnective: The Internal Structure of this HM5.1 isdesigned to come apart -- this is similar to a contortionist's ability toput limbs out of their sockets. This modification, in addition to allowingthe HM5.1 to get in, out, or through spaces that should be too small for itto fit through, confers an additional +1 to Dexterity with a -1 toStamina.
Extra Musculature: This model of HM5.1 is greatlyover-muscled. Designed for sheer, raw punishing power at the sacrifice ofmodest amounts of mobility, this variety of HM5.1 has a +2 to Strength anda -1 to Dexterity.
Claws: A standard HM5 has retractable claws in itsforearms, allowing it to inflict Strength + 3 Damage on a Clawattack.
Hand-Gun: As an alternative, the HM5.1 can have a handguninset into the forearm (Diff. 7, Dam. 6, Range 35 yd, Rate 2, Clip6).
Shotgun: Another alternative is to provide the HM5.1 witha shotgun for additional punch (at close ranges) (Diff. 6, Dam. 8, Range20 yd, Rate 1, Clip 5+1).
Flame-thrower: Sometimes, a more dramatic approach iscalled for. HM5.1s can also insert a Flame-thrower into their arm. Nastyweapon. Diff. 6, Range 60 yd. A single die determines damage. Roll thedie and multiply by 10. That's the % of the body covered in napalm, andthe # of health levels suffered per turn for 10 turns. Largeobjects suffer damage in like manner, but with obviously smaller %s ofsurface covered. The flame-thrower attachment only has enough fuel for 2minutes of operation, but see the Internal Payload "Explosive". Use theskill Heavy Weapons with this weapon.
Lockpicking Tools: The hand of the HM5.1 has severalhidden (self-retracting) lockpicking tools that can be used to breakthrough most any sort of lock with much greater subtlety. They can also beused for disabling security systems (reduce all Lockpicking and Securitydifficulties by 3).
Data-Access Tools: Serial, Parallel, and Networkconnections? No problem. Hidden in the HM5.1's forearm are all sorts ofdirect data connections, and powerful cracking/decryption equipment as well(allows the HM5.1 to plug directly into a computer without using akeyboard/mouse interface, and reduces all Computer and Computer Hackingdifficulties by 3).
Additional Processing Power: Just like the module of thesame name in "Internal payload", but to a smaller scale. The limbenhancement has sufficient room in it to store 1 additional program. SeeAdditional Processing Power under "Internal Payload".
Heavy Weaponry: Designed to handle larger weapons (such asthe Rocket Launcher and Flame-thrower enhancements). Cha 1 Man 1 Per 3 Int2 Wits 2 Replace Brawl 3 with Heavy Weapons (BoS) 3
Infiltration: Intended to enter into enemy strongholds torecover or assassinate. Cha 2 Man 2 Per 3 Int 2 Wits 3 Add Stealth 3,Lockpicking (BoS) 3, Subterfuge 2. Remove all Skill and Knowledges that donot pertain directly to the mission (Etiquette would be retained if anEmbassy were infiltrated, as would Lore if it were a Mage Chantry).
Seduction: Rather straightforward. Also somewhat modifiedby the extremely powerful to create "personal companions". Cha 4 Man 1 Per2 Int 2 Wits 3 Seduction 4 (BoS). Some models have a custom "ExternalCover" which increases Appearance to 5 or even 6.
Information Gathering: Need a secret recovered, or dataretrieved? This is the program for the job. Cha 1 Man 1 Per 5 Int 2 Wits2 . Alertness is increased to 5, and some models even have 1-2 dots ofAwareness. Research and Investigation are also increased to 5, but combatskills (Brawl, Melee, and Firearms) are reduced to 2.
A HIT Mark 5.1 designed to infiltrate a Cabal and recover a capturedTechnomancer would have Stealth, a Rocket Pack, Primium structure,Lockpicking Tools and Additional Processing Power for the LimbEnhancements, and both the Standard Combat and Infiltration programs (evenbare-handed, a HIT Mark is a dangerous foe, and weapons can be carriedreadily).
A HIT Mark 5.1 designed for hand to hand combat (this is a popular model inthe Asiatic Constructs) would have Armor 4, either a Damage Sink or ExtraLimbs, Extra Musculature, Claws on both (or all four) arms, and theStandard Combat Programming, replacing Brawl with Martial Arts and adding 2dots of Dodge.
A HIT Mark 5.1 designed for ongoing observation in a delicate setting (suchas an embassy or a deep-cover around other mages) would have MagicResistant, Realistic Organs and Bones, Data Access tools and AdditionalProcessing Power, and have both the Seduction and Information Gatheringprograms.