Armours list

Wizard

AP 40 EP 80 FF 14 Gen. 3

Described in: Core book

The Wizard meta-armour was designed solely as a weapon against the Anathema, as radiant backup and support to banners of Knights fighting in the depths of its gloomstains. The basic idea was to create a meta-armour sporting the most effective tools against the darkness and its inhabitants. The resulting armour has sliding panels opening to let out dazzling beams of light and layers of anti-plasma coating tailored for ducts of hyper-radiant plasma set along its shoulders and arms. A frequently told tale is that its conception, and the development of its special equipment, took root in a vision of the future Merlin had just recently. In it, according to these rumours, he saw a meta-armour wreathed in light saving Humankind and the Earth, crushing the heart of the darkness.

Merlin worked feverishly on this meta-armour for months, like a man possessed, trying to build something that would be effective against the Anathema while still bringing some utility to a banner in other combat situations too. With support from Arthur and the Knights of the Round Table, the Wizard model has finally made it to production. The first few deployments have met with resounding success, and several divisions gladly welcome its inclusion in their ranks – especially when they are called upon to deal with situations related to Horror. Several Knights claim their peers in Wizard armour are great vectors of hope, and that some manage to purge the darkness gnawing at the hopeless. If true, these additional benefits are most welcome.

Wizard meta-armour looks like a Rogue model without the added plating. Light and fragile, its reactor core is one of the most powerful – an Infinity class core – providing the vast resources required to meet the plasma equipment’s energy consumption. Since the armour was designed to be a bearer of light, its main application is battling creatures and manifestations of Horror. Its radiant plasma bursts can be channelled and directed by runnels on the suit’s surface, and are particularly effective against the dark. Use of this unstable element has its risks, however, and stray bursts can prove harmful to target and user alike. Wizard armour has protective layers of coating and an energy field specially designed to contain plasma spatter, nullifying the dangers on the user’s end. A side effect of this protection is the enhanced force field it provides, giving Wizards the best energy defences Avalon has to offer.

Available slots
5
5
5
8
5
5

Borealis Mode

Molten plasma runs across the Wizard meta-armour’s surface via a network of shielded channels. When its wearer activates Borealis mode, large quantities of radiant plasma spews forth from vents set at key points along these ducts. By using the armour’s powerful force field and its speciallydesigned gloves, the Knight can seemingly effortlessly move the plasma through the air around them. Their mastery of its use is such that they can coat an ally’s weapons with it, or create a thin sheet of plasma in front of the muzzle of their firearms, coating any ammunition fired with blazing light. A nightmare for creatures that thrive in darkness, Borealis mode has three different applications.

Variants

Effect: An ally at short range or lower (or the user themselves) gains the anti-Anathema effect on all their currently held weapons (shoulder cannons and missile pods included, but not on their automated turrets). Several allies may be targeted at once for an additional 2 EP cost per ally after the first.

Energy 6 (+ 2 per ally or the Wizard)
Activation 1 turn
Duration One scene or one conflict phase

Wreaths of plasma may be used to damage nearby enemies at the cost of a combat action. A ranged or melee skill check is required to hit the target.

Effets : anti-Anathema / continuous damage (3)

Energy 2 per use
Activation Combat action
Duration Instantaneous
Damages 4D6 (12)
Violence 4D6 (12)
Reach Short - ≤50ft

The armour’s plasma can be shaped into various forms: a globe of floating light, an incandescent key-shaped tool to melt locks or a pool on the ground to start a fire. Capable of melting or burning almost anything, its user can give it simple shapes with a little effort. The extent of these shapes and how useful or damaging they are is up to the PC and GM.

Effect: The PC may manipulate plasma at short range, producing a variety of utility effects.

Energy 6
Activation 1 turn
Duration 6 turns during a conflict phase, one minute outside of conflict phases.

Oriflamme Mode

Taken from the Latin name given to the battle standard of the kings of France in the Middle Ages, ’Golden Flame,’ Oriflamme mode sends sparks of plasma and concentrated magnesium powder flying from the armour. Any creatures of the Anathema caught within take heavy damage from this aura of burning light. Its only drawback is its high energy consumption.

Effect: Upon activation, the meta-armour produces a short-range field of blazing light. Any creature of the Anathema caught within it takes damage (or violence in the case of a band). Enemies at medium range suffer half damage (or violence). No skill check is required to hit, but enemies in cover take no damage. Since it only requires a move action to activate, the PC can also choose to activate an Oriflamme burst for a combat action, by downgrading it to a move action. The attack stems from the use of a mode, and as such, it doesn’t count as a ranged or a melee attack.

Variants

Reminder : only affects creatures of the Anathema

Effect:Anti-anathema / Radiance (2)

Energy 12
Activation Move action
Duration Instantaneous
Damages 6D6 (18) + 6
Violence 6D6 (18) + 12
Reach Short - ≤50ft
GP Description
150

Borealis mode now works up to medium distance.

200

All EP costs for Borealis and Oriflamme mode are reduced 3 points, with a minimum of 1 EP.

250

LOriflamme mode now affects targets up to medium distance.

Can Oriflamme mode be used twice in one turn? – page 164
Q&A > Meta-armour questions > Wizard - Jan. 17, 2025, 12:31 p.m.

Yes, provided the Wizard can spend the required EP and actions.

Does Oriflamme mode require a Combat/Ranged skill check? – page 164
Q&A > Meta-armour questions > Wizard - Jan. 17, 2025, 12:31 p.m.

No. Damage is automatically dealt to all enemies in short range (medium range at 250 GP). Oriflamme mode affects anything not hiding behind cover when it is activated.

Does Borealis mode require a Combat/Ranged skill check? – page 164
Q&A > Meta-armour questions > Wizard - Jan. 17, 2025, 12:31 p.m.

It might require a Ranged based skill check, depending on the shapes given to the wreaths of plasma.

Why does Borealis mode not have a radiance X effect? – page 164
Q&A > Meta-armour questions > Wizard - Jan. 17, 2025, 12:31 p.m.

The wreaths of plasma it creates do not give off light powerful enough to dazzle or hinder creatures of the Anathema, but they are radiant enough to pierce their dark defences. Use flare rocket pods or other modules to create radiance X instead!

How does Borealis mode work (clarifications)? – page 164
Q&A > Meta-armour questions > Wizard - Jan. 17, 2025, 12:31 p.m.

All three Borealis effects are independent uses of the mode.

  • 1 full round activation time and 6 EP gives one ally (+2 EP per additional ally) the anti-Anathema effect on their currently held weapons for the duration of the conflict phase.
  • 1 full round to use the plasma wreaths as a tool for 6 EP (per turn).
  • 1 combat action and 1 EP to use the plasma wreaths to attack.
  • None of these require activating any of the others. All EP costs are calculated and spent separately.
Can Borealis mode be used on a Monk meta-armour’s gauntlets to give their AEC attacks the anti-Anathema effect? – page 164 and 2038 – pag
Q&A > Meta-armour questions > Wizard - Jan. 17, 2025, 12:31 p.m.

Yes.

How does Borealis mode interact with an ally using two weapons (two cesti, for example)? – page 164
Q&A > Meta-armour questions > Wizard - Jan. 17, 2025, 12:31 p.m.

Borealis mode covers all an ally’s weapons (including pods and turrets) when used, not just one weapon. This means it works with all manner of akimbo and ambidextrous fighting styles or additional weapons.

How does Oriflamme mode interact with the heroic abilities wrath of the righteous and fearsome blows? – page 164 and Codex – page 15
Q&A > Meta-armour questions > Wizard - Jan. 17, 2025, 12:31 p.m.

Oriflamme is not a targeted attack. This means that neither of those heroic abilities affect the Oriflamme.