Suitable Campaign Age: Any
Adventure Tone: Action/Adventure
Recommended Power Level: Classic or High Powered
Content Warning: The following adventure contains classic superhero tropes and may feel derivative, but we’re here to have fun, and so let us have fun!
Overview
The Institute for Metahuman Research (IMR) has developed a new Omega battle armor, designed as a military adaptation of their current Zenith series. The armor is designed to be deployed in any field of battle, land, sea, air, or space, with advanced ballistics and laser technology. The trick is, it’s so advanced, that standard military testing isn’t cutting it, or rather the Omega armor is easily cutting through tanks, up armored vehicles, and any other challenge the US government can throw at it. This is where the heroes come in…
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Getting The Call (Personal Scenes)
Allow the players to set up a scene where they are doing something heroic in the public. This might be on their own, or with other team members, but a task that can be easily resolved.
Possible Scenarios:
- Preventing a getaway (Competitive Rolls, Metahumans Rising core book page 89.)
- Stopping a house or building fire Size 1 or 2 Ferocity 2 or 3 Disaster (Disasters, Metahumans Rising core book page 91)
- Taking down a mob of gang members (Street Gangs, Metahumans Rising core book page 137.)
Towards the end, or during the aftermath, of the scene Colonel Maxine Long, an official from the army will arrive to request the aid of the heroes. GMs can use the adventure overview as her explanation. She will make sure to note that for this test, the Omega armor will be operating at capacity, but the heroes will not be acting alone.
Negotiating Terms
Allow the heroes time to go over the proposal, Colonel Long is willing to share some data, including testing footage of the prototype, although some parts are redacted. However, they cannot share the schematics or logistical data as that is a higher level of classification than she is authorized to share. Other points of information she will share include the location, Sanderson Ridge, a rocky mountainous area outside the city. This location is negotiable, and can be moved based on the hero’s needs. However, the Colonel will insist that it be at or near a military base. If the heroes request added protection, Colonel Long will provide armored vests which work like an Improved Power Trick for Armor or Boost Armor if they already have the Armor Power Boon.
Note: This has no added effect if the hero already possesses Boost Armor.
The Omega Battle Armor – Preview
Standing at just under three and a half meters, or just over eleven feet, the Omega battle armor is deeply plated, with overlapping shields to deflect incoming attacks. The arms house energy blasters. Mounted on the shoulders are what appear to be modified twin GAU-19 gatling guns. On the back is a jetpack and a small battery of missiles.
Reviewing The Footage Sense + Forensics versus an Expert (20) Difficulty
Heroes can make this roll if they acquire performance videos.
- Failure: The arm lasers cut through tanks.
- Partial: The missile pack uses cluster bombs for maximum spread.
- Success: M16 fire has no impact on the battle armor.
- 1 Degree: The jetpack allows the suit to perform long jumps, but the pilot does not fly for any extended periods.
- 2 Degree: The gatling guns appear to track with based on the pilot’s head positioning.
- 3 Degrees: The missiles appear to be smart, and will track targets.
- 4 Degrees: The arm lasers are not single shots but can be maintained for extended periods of time.
- 5 Degrees: Based on the suit’s performance videos the armor may be able to engage three completely independent targets at the same time.
- 6 Degrees: The Colonel is not exaggerating, the Omega suit has not been pushed to its limits and may be capable of more.
Test Day
When the heroes arrive, the area has been cleared except for the battle armor. Roughly 500 meters from the testing ground is a large bunker, barely head height above the ground. There is a line of JLTVs by the bunker, along with other civilian vehicles. The Colonel will meet the heroes along with Sergeant Curtis McMasters, and IMR lead scientist Gregory Thornton, PHD.
Colonel Long will explain that McMasters is the pilot and that should there be any signs of critical injuries all parties are to call off the test. The Colonel, along with other army brass and representatives from IMR will be waiting from the bunker.
McMasters is dressed in a skintight black suit made of a rubbery material with connection ports along the limbs, chest, and head; he is polite, for the most part, but there is an air of cockiness. He will explain that the suit uses a neural interface that allows the armor to perform like an extension of his body. Once engaged with the armor, he can sense the weapons, think, and they will fire. Thornton will remain silent during this exchange, but is happy to field any questions that don’t break trademark or company secrets.
McMasters seems particularly proud of this. At this point, Long will interrupt, reminding everyone that the test ends should anyone become seriously injured. After fielding any other outstanding questions, Sergeant McMasters will shake hands with everyone gathered, before saluting the Colonel, and head to the Omega armor. Likewise Long will salute and head to the bunker, stating that she will give a signal once it is safe to begin.
The Omega Battle Armor – Battle Profile
High Powered Mech Power Armor + Advanced (2) Reinforced (2) + Devastator (2) + Shooter + Tough + Immune (3) + Maneuver Specialist + Size (Minor Mob) + Evader + Mobile (2) + Weapons Platform + Tools (3)
IMRs most advanced power suit, standing at 3.25 meters it is the size of a large SUV. With its neural link, the Omega battle armor is capable of reacting at the speed of thought.
Basic Rolls 20 + 4d6
Stamina 48
Defense 36 Dice 6 Armor 10 Notes Immune to Mental Control Powers, Immune to small arms, Immune to not “power” melee
Psyche Defense 44 Dice 6 Armor 11 Notes The suit is shielded from outside control.
Offense Arm Lasers 41 Dice 5 Range Medium Line Damage 16 Notes Continuous for 4 Turns, 8 Penetrating once per Session
Offense Cluster Missiles 41 Dice 5 Range Long Damage 16 Notes Strikes all Targets in a Close Radius
Offense Gatling Guns 41 Dice 5 Range Long Damage 20
Offense Melee 33 Dice 4 Range Close Damage 12
Mobile Move 2 Range Increment and Attack at no penalty
Weapons Platform Make a Cluster Missile, Gatling Gun, and either Arm Laser or Melee Attack each Turn.
Battle On!
The heroes are free to arrange themselves however they are most comfortable, up to 50 meters from the Omega battle armor (Medium Range). Normally, engagements would be at longer range, but because the suit can be dropped into any situation, they will accept Danger Close scenarios.
Turns 1 and 2: Sergeant McMasters will focus on keeping as many heroes at Medium Range as possible. Keeping their distance, they will fire their weapons array using their Cluster Missiles to target any groups, and their Arm Lasers and Gatling Guns to take out strays. If the heroes are close together, he will be able to fire all weapons on the group.
Turn 3: At the start of his Turn McMasters screams as the suit jitters momentarily. After that, the suit immediately begins flying towards the city. This initiates a Competitive Roll with the following:
- Victory Conditions: The suit reaches an undisclosed location in the nearby city.
- Success Threshold: Default 5, move this up or down, if the location chosen by the heroes is closer or further from the city.
- Starting Advantages
- The action is unexpected 1 Success
- The Omega suit’s speed 2 Successes (This can be offset if a hero has New Movement, reduce the Advantage by 1 for Boost Speed Advancement the hero possesses.)
- Roll: The suit is effectively on rails, treating their roll as a 55 each Turn. It will automatically gain a Success every Turn if no one rolls higher than a 55.
Turn 4+: Assuming the heroes chase the suit, once they exit the military controlled zone, it is joined by a group of power armored protectors. (While not identical, use a Typical Mob of Zenith Troops, without the adhesion pellets, Metahumans Rising core book page 135.) These power armored troops have no markings or insignias that would indicate affiliation.
The suit will fire its weapons at the heroes as well. If the heroes do not spend an Action to continue the chase, this is an automatic success for the Omega battle suit.
Turn n: If the heroes are successful and prevent the suit from reaching its target, the final confrontation can happen outside the city. Otherwise, the battle will continue here:
The suit lands in a populated business park. It will then fire its cluster missiles at a nearby building. If there is a hero within Close or Short Range, they can take the Defend Others Action to prevent this. If not, this initiates the following Disaster:
Collapsing Buildings
The suit has targeted a building that will cause a chain reaction, bringing down multiple structures.
- Stakes: Prevent the destruction, or at least save as many people as possible.
- Size 3 – The business park
- Ferocity 5 – Lethal to any normal person in the area.
- Target 40
- Damage 8
- Success Threshold 11
- Starting Advantage 8
- Notes: Area of effect powers that can prevent the building(s) from collapsing gain a free degree of Success.
Turn n+1: Depending on what has happened on Turn n the suit will take the following actions based on the conditions.
- Disaster Started + No Heroes Engaging The Suit: The Omega suit will attempt to escape using the same Competitive Roll as listed in Turn 3, with a Victory condition of escaping to either a moving train, or container ship (based on campaign location) in the chaos. Heroes that follow the Omega battle suit, but fail to reach it in time will notice the Moldavian markings on the escape vehicle.
- Disaster Started, Heroes Engage The Suit: The Omega suit will attempt to take down any heroes before making their escape.
- Disaster Not Started: Using their Cluster Missiles the suit will continue to kick off the Collapsing Buildings Disaster. If the heroes engage it during this time, it will use its other attacks on the heroes.
If the suit is brought to 0 Stamina it will stop functioning. Inside they will find Sergeant McMasters unconscious
Campaign Age Adjustment: Depending on the Age, they may have broken bones from resisting the suit, or are dead instead of simply being unconscious.
Modern Technology
Someone installed an override in the Omega battle suit, allowing it to be controlled remotely. This bypasses the suits’ shielding, allowing whoever was behind the override to take complete control.
Characters with technopathic, or other similar abilities can attempt to override this. Use the suit’s Psyche Defense to resist being controlled. If the heroes take control, the remote operator has 7 Willpower to break free. However, if the heroes are able to isolate and destroy the rider, it will lock out the hidden mastermind.
Aftermath
There are a number of possible outcomes from the adventure. This section will lay things out by major plot points:
Preventing the Omega battle suit from being taken
If the suit is recovered (not completely destroyed) the heroes can uncover the remote control device (Sense + Forensics versus a Very Advanced (30) Difficulty) It is mounted by slipping between panels, and clearly installed by someone, that’s why it’s so easy to miss.
With the device in hand, it takes a few day’s worth of research to identify the controller was built by GEO, an illegal corporate city-state that has annexed part of Romania along the Moldavian border.
If McMasters survives he is traumatized, having “seen inside the machine” and will need several months to recover.
Colonel Long will thank the heroes, and cancel the contract with IMR as they cannot identify how the suit was compromised. Heroes Receive: Contact: Colonel Maxine Long 1 or Favors TY if they already have a military contact or Area of Influence.
Stopping the Disaster before it starts
The city will never know how close it came to hundreds, possibly thousands dying this day.
Heroes Receive: 3 Experience
Preventing the Disaster
On the First Turn: Local news catches some great shots of the events, and the heroes preventing the worst from happening. Heroes Receive: Area of Influence: News Reporters
On Turns Two or Three: There is widespread recognition of the heroes actions and a ton of good will. Heroes Receive: Area of Influence: The Heart of the City
On Turn Four or Later: The heroes are seen as ineffective, or possibly exacerbating the disaster. Heroes Receive: Drive: Enemy: Hard Harry Huntsman (A local news commentator that lambasts heroes and frames their actions in the worst light. This Drive can be used to Turn any win into a PR nightmare.)
Taking Down The Assailants
If the heroes are able to lock down the assailants in power armor, not simply defeat them, they can be captured by the military. This will confirm that members of GEO orchestrated the battle suit heist.