By Bob Cooper (andorax@idibbs.com)
I have been long perplexed by the lack of diversification in the HIT Mark 5. It seems as if there are two available possibilities -- either use the standard HM5 or a dramatic departure such as the Cyber-Tooth Tiger. For this reason, I have come up with a list of potential modifications to the standard HM5.
The basic concept revolves around dividing the HM5.1 into five separate areas of note, and then offering alternatives in those areas. In all cases, the "standard package" is described in the first entry of each chart. Storytellers are strongly discouraged from "random rolling" unless the players have entered into Iteration X production factory -- HM5.1's represent a considerable investment and are not going to be assigned to particular roles haphazardly.
The five areas of significance in the HM5.1 are as follows: External Cover (the "skin"), Internal Payload (the "Chest/Back cavity"), Internal Structure (the "Skeleton"), Limb Enhancements (the "hands" -- occasionally the "feet") and Programming (the "Mind"). Additionally, due to some further enhancements of the original design, up to four "dots" of additional Talents, Skills, or Knowledges can be imbued in a given HM5.1 after "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 with additional Primium plating. While not as durable as "standard" armor (Armor rating of only 2) it confers an additional die of Countermagick.
Thermal Resistant: Another alternative to the standard HM5 Armor, this variant takes the form of an armor plating that is specifically designed to resist forces-based attacks (mostly fire and lightning). While only conferring an Armor rating of 2, it also provides 4 dice of "soak" against fire and lightning based attacks (which normally ignore armor completely).
Stealth: In place of armor entirely, the HM5.1 can be covered in a light-redirecting substance which renders it virtually invisible. This can be activated and deactivated at the option of the HM5.1, and operates in similar manner to the Forces 2 effect (Assume 5 successes upon activation, reduced by the innate countermagick of the HM5.1).
Additional Limbs: This represents two additional arms which can be retracted into the interior of the HM5.1. Each of these additional limbs can be further enhanced with Limb Enhancements, as described below.
Missile Launcher: A single-missile Missile Launcher, it also has adequate space for a single reload (reloading the Launcher takes a full 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 fire damage.
Magic Sink: A large additional mass of Primium allows the HM5.1 to be far more resistant to magick (2 additional countermagick dice).
Damage Sink: A reinforced internal structure, giving the HM5.1 a +1 Stamina and 2 additional Health Levels.
Bio-Realistic: The innards of the HM 5.1 are designed to resemble actual organs. Thus, the HM5.1 can suffer considerable wounds and will still appear (dependant on actions, of course) to be a normal human. Onlookers shouldn't be able to notice anything unusual at all, and medical personnel on site need to roll Int + Medicine at a difficulty of (10 - Health Levels Lost) to tell the difference. The difficulty increases by 2 if Bio-Realistic Internal Structure is also taken, but is only useful if the injuries are not to the head or the limbs where other enhancements would be obvious.
Flotation: Ordinarily, HM5's are useless for underwater operations. Simply put, they don't float. They're far too heavy for even their own considerable strength to be able to swim effectively. This enhancement counteracts this problem by providing the HM5.1 with an internal flotation device allowing it to swim readily (normally, HM5.1's with this enhancement will have some or all of their extra 4 Abilities dice placed in Swimming).
Explosive: A very straightforward (but rarely used because of the price involved) modification, the HM5.1's payload in this case is a very large explosive device (Dam. 15, reduced by 1 per yd. from the HM5.1). This can be set to go off from a pre-programmed set of circumstances (after entering the center of the Chantry), upon the destruction of the HM5.1, or both. A variation on this concept, for use with the Flame Thrower, is an additional tank of fuel that will support 15 minutes of use (obviously, firing both will use it up twice as fast) and will explode if the HM5.1 is destroyed with Forces, or if the tank (Stamina 3) 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 model has got brains in other places than its head. The internal payload has sufficient room in it to store a full 3 additional programs. When a HM5.1 has access to multiple programs, it may make use of the best attributes of each at all times (example: The HM5.1 has both the Seduction and Information Gathering programs. It has an effective Charisma of 4 and Perception of 5).
Parachute/Hang glider/Rocket Pack: Depending on the need for subtlety (both in terms of reality and in terms of attracting attention), the HM5.1 can carry a variety of devices allowing it to survive falls and/or escape a difficult situation. The Rocket Pack option only carries about 30 minutes worth of fuel, or 10 minutes if the HM5.1 is carrying a passenger as well. The Hang glider option is not capable of carrying a passenger, and the Parachute will only reduce fall damage to 4 health levels if a passenger is carried (easily soakable by the HM5.1, not necessarily 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 magic resistance, Hyper-Steel gives the HM5.1 two additional Health Levels.
Bio-Realistic: The bones of the HM 5.1 are designed to resemble actual bones. Thus, the HM5.1 can suffer moderate wounds and will still 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 or upper arm is broken, and medical personnel on site need to roll Int + Medicine at a difficulty of (10 - Health Levels Lost) to tell the difference (again, only for leg or upper arm injuries). See Bio-Realistic under "Internal Payloads" for further use of this modification. A HM5.1 with this modification has a -1 Stamina.
Disconnective: The Internal Structure of this HM5.1 is designed to come apart -- this is similar to a contortionist's ability to put limbs out of their sockets. This modification, in addition to allowing the HM5.1 to get in, out, or through spaces that should be too small for it to fit through, confers an additional +1 to Dexterity with a -1 to Stamina.
Extra Musculature: This model of HM5.1 is greatly over-muscled. Designed for sheer, raw punishing power at the sacrifice of modest amounts of mobility, this variety of HM5.1 has a +2 to Strength and a -1 to Dexterity.
Claws: A standard HM5 has retractable claws in its forearms, allowing it to inflict Strength + 3 Damage on a Claw attack.
Hand-Gun: As an alternative, the HM5.1 can have a handgun inset into the forearm (Diff. 7, Dam. 6, Range 35 yd, Rate 2, Clip 6).
Shotgun: Another alternative is to provide the HM5.1 with a shotgun for additional punch (at close ranges) (Diff. 6, Dam. 8, Range 20 yd, Rate 1, Clip 5+1).
Flame-thrower: Sometimes, a more dramatic approach is called for. HM5.1s can also insert a Flame-thrower into their arm. Nasty weapon. Diff. 6, Range 60 yd. A single die determines damage. Roll the die and multiply by 10. That's the % of the body covered in napalm, and the # of health levels suffered per turn for 10 turns. Large objects suffer damage in like manner, but with obviously smaller %s of surface covered. The flame-thrower attachment only has enough fuel for 2 minutes of operation, but see the Internal Payload "Explosive". Use the skill Heavy Weapons with this weapon.
Lockpicking Tools: The hand of the HM5.1 has several hidden (self-retracting) lockpicking tools that can be used to break through most any sort of lock with much greater subtlety. They can also be used for disabling security systems (reduce all Lockpicking and Security difficulties by 3).
Data-Access Tools: Serial, Parallel, and Network connections? No problem. Hidden in the HM5.1's forearm are all sorts of direct data connections, and powerful cracking/decryption equipment as well (allows the HM5.1 to plug directly into a computer without using a keyboard/mouse interface, and reduces all Computer and Computer Hacking difficulties by 3).
Additional Processing Power: Just like the module of the same name in "Internal payload", but to a smaller scale. The limb enhancement has sufficient room in it to store 1 additional program. See Additional Processing Power under "Internal Payload".
Heavy Weaponry: Designed to handle larger weapons (such as the Rocket Launcher and Flame-thrower enhancements). Cha 1 Man 1 Per 3 Int 2 Wits 2 Replace Brawl 3 with Heavy Weapons (BoS) 3
Infiltration: Intended to enter into enemy strongholds to recover 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 do not pertain directly to the mission (Etiquette would be retained if an Embassy were infiltrated, as would Lore if it were a Mage Chantry).
Seduction: Rather straightforward. Also somewhat modified by the extremely powerful to create "personal companions". Cha 4 Man 1 Per 2 Int 2 Wits 3 Seduction 4 (BoS). Some models have a custom "External Cover" which increases Appearance to 5 or even 6.
Information Gathering: Need a secret recovered, or data retrieved? This is the program for the job. Cha 1 Man 1 Per 5 Int 2 Wits 2 . Alertness is increased to 5, and some models even have 1-2 dots of Awareness. Research and Investigation are also increased to 5, but combat skills (Brawl, Melee, and Firearms) are reduced to 2.
A HIT Mark 5.1 designed to infiltrate a Cabal and recover a captured Technomancer would have Stealth, a Rocket Pack, Primium structure, Lockpicking Tools and Additional Processing Power for the Limb Enhancements, and both the Standard Combat and Infiltration programs (even bare-handed, a HIT Mark is a dangerous foe, and weapons can be carried readily).
A HIT Mark 5.1 designed for hand to hand combat (this is a popular model in the Asiatic Constructs) would have Armor 4, either a Damage Sink or Extra Limbs, Extra Musculature, Claws on both (or all four) arms, and the Standard Combat Programming, replacing Brawl with Martial Arts and adding 2 dots of Dodge.
A HIT Mark 5.1 designed for ongoing observation in a delicate setting (such as an embassy or a deep-cover around other mages) would have Magic Resistant, Realistic Organs and Bones, Data Access tools and Additional Processing Power, and have both the Seduction and Information Gathering programs.