Power Armors

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Rifts Power Armor FT-005 Flying Titan Manufacturer: Titan Robotics Availability: Uncommon, Legal Cost: 1,000,000 credits Weight : 170 lbs Coverage: 100% Resistance: 20 Durability: 270 Breach Value: 65 Internal Structure (IS): 125 Breach Value: 30 DC Modifier: -4 (-1 for size, -3 for being unwieldy) Gross Motor Modifier: -5% Fine Motor Modifier: -10% Power Source: Micro Fusion Generator Run Time: 20 years Charge Cost: N/A Strength Attribute: 24 Perception Modifiers: -2 see, -2 hear and -10 smell when wearing the helmet. Standard Piloting: 2 APs (when flying) Evasive Maneuvers: 2 additional APs (when flying) Defensive Responsiveness: 15 (when flying using Evasive Maneuvers) Vehicle Dodge: 2 APs. Characters dodge using their Personal Flight Systems skill at -15% (when flying) Maximum Combat Flight Speed :1100 ft per turn Features: The armor and weapon weights do not count against the wearer's encumbrance because it's exoskeleton is designed to support itself. The armor incorporates good heat and cold resistant systems, fair radiation resistance, a good air filtration system and a good chemical seal, D band radio receiver, D band radio transmitter with 50 mile range and soft radio signal encryption system. The suit can work up to a non combat 50 MPH running speed. The suit has a jump capability of 15 ft high / long without thrusters, and 100 ft high and 200 across with thruster assist. Flight capability is 150 mph cruising speed with a 400 mph maximum. The flight ceiling is 4000 ft high. Flying faster than 150 mph can only be maintained for 2 consistent hours due to over heating issues. Leaping is a 4 AP action. A thruster assisted leap is a 8 AP action. Wing Rocket Launchers (Targeting: 3 APs to acquire, Payload, 6 or 12; 6 mini-missiles or 3 short range missiles per wing, Volley Capability: 1, 2, 4, 6 or 12, Accuracy Rating 20, Governing Skill: Vehicle Missile Systems, Range, Damage, Penetration and Ammunition Cost are as per the missiles. ) This weapon system is designed for use against larger targets and incurs a -5 attack penalty. Wing Lasers. (Targeting: 3 APs to acquire, Damage 3D6, Penetration 20, Accuracy Rating 20, Range Increment 1000 ft, Payload unlimited, Burst Capability: semi automatic or 2 round bursts, Governing Skill:Vehicle Cannon Systems)

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RPG power armors

Transcript of Power Armors

  • Rifts Power ArmorFT-005 Flying Titan

    Manufacturer: Titan Robotics Availability: Uncommon, Legal Cost: 1,000,000 credits Weight : 170 lbs Coverage: 100% Resistance: 20 Durability: 270 Breach Value: 65 Internal Structure (IS): 125 Breach Value: 30 DC Modifier: -4 (-1 for size, -3 for being unwieldy) Gross Motor Modifier: -5% Fine Motor Modifier: -10%

    Power Source: Micro Fusion Generator Run Time: 20 years Charge Cost: N/A Strength Attribute: 24 Perception Modifiers: -2 see, -2 hear and -10 smell when wearing the helmet. Standard Piloting: 2 APs (when flying) Evasive Maneuvers: 2 additional APs (when flying) Defensive Responsiveness: 15 (when flying using Evasive Maneuvers) Vehicle Dodge: 2 APs. Characters dodge using their Personal Flight Systems skill at -15% (when flying) Maximum Combat Flight Speed :1100 ft per turn Features: The armor and weapon weights do not count against the wearer's encumbrance because it's exoskeleton is

    designed to support itself. The armor incorporates good heat and cold resistant systems, fair radiation resistance, a good air filtration system and a good chemical seal, D band radio receiver, D band radio transmitter with 50 mile range and soft radio signal encryption system. The suit can work up to a non combat 50 MPH running speed. The suit has a jump capability of 15 ft high / long without thrusters, and 100 ft high and 200 across with thruster assist. Flight capability is 150 mph cruising speed with a 400 mph maximum. The flight ceiling is 4000 ft high. Flying faster than 150 mph can only be maintained for 2 consistent hours due to over heating issues. Leaping is a 4 AP action. A thruster assisted leap is a 8 AP action.

    Wing Rocket Launchers (Targeting: 3 APs to acquire, Payload, 6 or 12; 6 mini-missiles or 3 short range missiles per wing, Volley Capability: 1, 2, 4, 6 or 12, Accuracy Rating 20, Governing Skill: Vehicle Missile Systems, Range, Damage, Penetration and Ammunition Cost are as per the missiles. ) This weapon system is designed for use against larger targets and incurs a -5 attack penalty.

    Wing Lasers. (Targeting: 3 APs to acquire, Damage 3D6, Penetration 20, Accuracy Rating 20, Range Increment 1000 ft, Payload unlimited, Burst Capability: semi automatic or 2 round bursts, Governing Skill:Vehicle Cannon Systems)

  • USA G10 Glitter Boy Manufacturer: Old, Golden Age, American Empire & Free Quebec Availability: Very Rate, illegal Cost: 25,000,000 credits Weight : 2,400 lbs Coverage: 100% Resistance: 30 Durability: 1100 Breach Value: 110 Internal Structure (IS): 200 Breach Value: 20 DC Modifier: -6 (-4 for size, -2 for being unwieldy) Gross Motor Modifier: -10% Fine Motor Modifier: -25% Power Source: Micro Fusion Generator Run Time: 25 years Charge Cost: N/A Strength Attribute: 30 Perception Modifiers: +2 see, -2 hear and -20 smell when wearing the

    helmet. Features: The armor and weapon weight do not count against the wearer's

    encumbrance because it's exoskeleton is designed to support itself. The armor incorporates excellent heat and cold resistant systems, excellent radiation resistance, an excellent air filtration system and an excellent chemical seal. D band radio receiver, D band radio transmitter with 50 mile range. Radio signal soft encryption system. The suit can work up to a non combat 60 MPH running speed. The suit has a jump capability of 12ft high / long without thrusters, and 80 ft high and 80 ft across with booster assist. Thrusters can hold the glitterboy aloft at the height of a jump for up to 3 rounds. Leaping is a 4 AP action. A booster assisted leap is a 8 AP action.

    Polychromatic Laser Refracting Alloy- The glitter boys armor is made from a reflective alloy that disperses lasers directed against it. All laser damage is reduced by 50% (before considering Resistance vs. Penetration).

    RG-14 "Boom Gun"- (Weight 870 lbs (Heavy, 3 APs to Target), Damage 3D8 X 10, Penetration 30, Accuracy Rating 15, Range Increment 2,500 ft, Payload 1000, Burst Capability: single shot, Governing Skill: Heavy Assault Weapon: Rail Guns, Ammunition Cost: 50,000 credits and weighs 300 lbs, Required User Strength: 25 Firing the gun always breaks Targeting due to recoil. The recoil is so tremendous, that anchoring pylons fire from the legs into the ground at the moment of firing. If the pylons do not anchor the glitterboy, the recoil will throw it back 30 ft. The thundering sound from the firing Boom Gun will deafen people up to 200 ft away for nearly 10 minutes if they are not protected. ) This weapon system is designed for use against larger targets and incurs a -5 attack penalty.

    Life Support- 4 weeks supply of food and water as well as a waste removal and air filtration system that allows a wearer to remain in the power armor for a month if need be.

  • Coalition PA-06A SAMAS Manufacturer: Coalition States Military Availability: Common, Highly Illegal in the CS unless part of the military. Cost: 2,000,000 credits Weight : 340 lbs Coverage: 100% Resistance: 20 Durability: 350 Breach Value: 70 Internal Structure (IS): 125 Breach Value: 25 DC Modifier: -4 (-2 for size, -2 for being unwieldy) Gross Motor Modifier: -10% Fine Motor Modifier: -20% Power Source: Micro Fusion Generator

    Run Time: 20 years Charge Cost: N/A Strength Attribute: 30 Perception Modifiers: +/-0 see, -2 hear and -10 smell when wearing the helmet. Standard Piloting: 2 APs (when flying) Evasive Maneuvers: 2 additional APs (when flying) Defensive Responsiveness: 15 (when flying using Evasive Maneuvers) Vehicle Dodge: 2 APs. Characters dodge using their Personal Flight Systems skill at -20% (when flying) Maximum Combat Flight Speed :1000 ft per turn Features: The armor and weapon weight do not count against the wearer's encumbrance because it's exoskeleton is

    designed to support itself. The armor incorporates good heat and cold resistant systems, fair radiation resistance, a good air filtration system and a good chemical seal. D band radio receiver, D band radio transmitter with 50 mile range. Coalition radio signal soft encryption system. An audio & visual recording system. The suit can work up to a non combat 60 MPH running speed. The suit has a jump capability of 15 ft high / long without thrusters, and 100 ft high and 200 across with thruster assist. Flight capability is 150 mph cruising speed with a 300 mph maximum. The flight ceiling is 500 ft high. Flying can only be maintained for 10 consistent hours (2.5 hours at speeds over 150 mph) due to over heating issues. Leaping is a 4 AP action. A thruster assisted leap is a 8 AP action. The armor integrates the C-40R Rail Gun.

    C-40R Rail Gun. (Weight 92 lbs (Heavy, 3 APs to Target) , Damage 1D6, Penetration 30, Accuracy Rating 15, Range Increment 1000 ft, Payload 2000, Burst Capability: semi automatic or 3, 4, 5 & 10 round bursts, Governing Skill: Heavy Assault Guns, Ammunition Cost: C-40R ammo drum costs 1,000 credits and weighs 10 lbs, Required User Strength: 25 )

    CM-2 Rocket Launchers (Weight: N/A (Medium, 2 APs to Target), Payload, 2 mini-missiles, Volley Capability: 1 or 2, Accuracy Rating 20, Governing Skill: Ordinance Weapon: Rocket launcher, Range, Damage, Penetration and Ammunition Cost are as per the mini-missiles. )This weapon system is designed for use against larger targets and incurs a -5 attack penalty.

  • Northern Gun Samson Power Armor Manufacturer: Northern Gun Availability: Common, Legal Cost: 1,000,000 credits Weight : 1,000 lbs Coverage: 100% Resistance: 25 Durability: 360 Breach Value: 70 Internal Structure (IS): 100 Breach Value: 20 DC Modifier: -3 (-2 for size, -1 for being unwieldy) Gross Motor Modifier: -10% Fine Motor Modifier: -20% Power Source: Micro Fusion Generator Run Time: 15 years Charge Cost: N/A Strength Attribute: 30 Perception Modifiers: -2 see, -2 hear and -10 smell when wearing the helmet. Features: The armor and weapon weight do not count against the wearer's

    encumbrance because it's exoskeleton is designed to support itself. The armor incorporates good heat and cold resistant systems, good radiation resistance, a good air filtration system and a good chemical seal. D band radio receiver, D band

    radio transmitter with 50 mile range. Radio signal soft encryption system. The suit can work up to a non combat 150 MPH running speed. The suit has a jump capability of 25 ft high / long without thrusters, and 100 ft high and 200 across with booster assist. Leaping is a 4 AP action. A booster assisted leap is a 8 AP action.

    NG-202 Super Rail Gun. (Weight 210 lbs (Heavy, 3 APs to Target), Damage 1D8, Penetration 30, Accuracy Rating 15, Range Increment 1000 ft, Payload 6000, Burst Capability: semi automatic or 3, 4, 5 & 10 round bursts, Governing Skill: Heavy Assault Weapon: Rail Guns, Ammunition Cost: NG202 ammo drum costs 1,000 credits and weighs 300lbs, Required User Strength: 25 )

    Forearm Rocket Launchers (Weight: N/A (Medium, 2 APs to Target), Payload, 4, 2 mini-missiles per arm, Volley Capability: 1 or 2, Accuracy Rating 20, Governing Skill: Ordinance Weapon: Rocket launcher, Range, Damage, Penetration and Ammunition Cost are as per the mini-missiles. )This weapon system is designed for use against larger targets and incurs a -5 attack penalty.

  • TPA-101 Titan Footman Manufacturer: Titan Robotics Availability: Rare, Legal Cost: 1,400,000 credits Weight : 650 lbs Coverage: 100% Resistance: 25 Durability: 360 Breach Value: 70 Internal Structure (IS): 100 Breach Value: 20 DC Modifier: -3 (-2 for size, -1 for being unwieldy) Gross Motor Modifier: -15% Fine Motor Modifier: -20% Power Source: Micro Fusion Generator Run Time: 15 years Charge Cost: N/A Strength Attribute: 24 Perception Modifiers: -2 see, -4 hear and -10 smell when wearing the

    helmet. Features: The armor and weapon weight do not count against the wearer's

    encumbrance because it's exoskeleton is designed to support itself. The armor incorporates good heat and cold resistant systems, good radiation resistance, a good air filtration system and a good chemical seal. D band

    radio receiver, D band radio transmitter with 50 mile range. Radio signal soft encryption system. The suit can work up to a non combat 50 MPH running speed. The suit has a jump capability of 12 ft high / long without thrusters, and 100 ft high and 200 across with booster assist. Leaping is a 4 AP action. A booster assisted leap is a 8 AP action.

    Mini-missile Backpack Launcher(Targeting: 3 APs to acquire, Payload, 20, 10 mini-missiles per back tower, Volley Capability 1 or 2, Accuracy Rating 20, Governing Skill: Vehicle Missile Systems, Range, Damage, Penetration and Ammunition Cost are as per the mini-missiles. ) This weapon system is designed for use against larger targets and incurs a -5 attack penalty.

    Retractable Vibro-Blades: (2) Light Melee Weapons, Damage: 2D8, Penetration: 20, Accuracy Rating: 15, Defensive Rating: 20 (for the pair), Governing Skill: Small Melee Weapon

  • NG-X13 Samson Missileman Manufacturer: Northern Gun Availability: Uncommon, Legal Cost: 1,200,000 credits Weight : 900 lbs Coverage: 100% Resistance: 25 Durability: 430 Breach Value: 85 Internal Structure (IS): 100 Breach Value: 20 DC Modifier: -3 (-2 for size, -1 for being unwieldy) Gross Motor Modifier: -10% Fine Motor Modifier: -20% Power Source: Micro Fusion Generator Run Time: 15 years Charge Cost: N/A Strength Attribute: 28 Perception Modifiers: -2 see, -4 hear and -10 smell when wearing the

    helmet. Features: The armor and weapon weight do not count against the

    wearer's encumbrance because it's exoskeleton is designed to support itself. The armor incorporates good heat and cold resistant systems, good radiation resistance, a good air filtration system and a good chemical seal. D band radio receiver, D band radio transmitter with 50 mile range.

    Radio signal soft encryption system. The suit can work up to a non combat 80 MPH running speed. The suit has a jump capability of 5 ft high and 10 ft long. Leaping is a 4 AP action.

    NG-202 Super Rail Gun. (Weight 210 lbs (Heavy, 3 APs to Target), Damage 1D8, Penetration 30, Accuracy Rating 15, Range Increment 1000 ft, Payload 6000, Burst Capability: semi automatic or 3, 4, 5 & 10 round bursts, Governing Skill: Heavy Assault Weapon: Rail Guns, Ammunition Cost: NG202 ammo drum costs 5,000 credits and weighs 300lbs, Required User Strength: 25 )

    Forearm Rocket Launchers (Weight: N/A (Medium, 2 APs to Target), Payload, 4, 2 mini-missiles per arm, Volley capacity 1 or 2, Accuracy Rating 20, Governing Skill: Ordinance Weapon: Rocket launcher, Range, Damage, Penetration and Ammunition Cost are as per the mini-missiles. )This weapon system is designed for use against larger targets and incurs a -5 attack penalty.

    Shoulder Rocket Launchers (Targeting: 3 APs to acquire, Payload, 4, 2 medium range missiles per pod, Volley Capability: 1,2 or 4, Accuracy Rating 20, Governing Skill: Vehicle Missile Systems, Range, Damage, Penetration and Ammunition Cost are as per the medium range missiles. )This weapon system is designed for use against larger targets and incurs a -10 attack penalty.

    Retractable Vibro-Blades: (2) Light Melee Weapons, Damage: 2D8, Penetration: 20, Accuracy Rating: 15, Defensive Rating: 20 (for the pair), Governing Skill: Small Melee Weapon

  • NG-X10 Gladius Manufacturer: Northern Gun Availability: Common, Legal Cost: 150,000 credits Weight : 80 lbs Coverage: 100% Resistance: 25 Durability: 270 Breach Value: 70 Internal Structure (IS): 75 Breach Value: 18 DC Modifier: -2 (-1 for size, -1 for being unwieldy) Gross Motor Modifier: -10% Fine Motor Modifier: -15% Power Source: Battery Run Time: 4 days Charge Cost: 2,000 credits Strength Attribute: 20 Perception Modifiers: -2 see, -2 hear and -10 smell when wearing the helmet. Features: The armor's weight does not count against the wearer's encumbrance

    because it's exoskeleton is designed to support itself. The armor incorporates good heat and cold resistant systems, good radiation resistance, a good air filtration system and a good chemical seal. The suit can work up to a non combat 40 MPH running speed. Unlike most other suits of power armor, running tires the wearer at 30% normal rather than 10%.

    CAI-50 Challenger Manufacturer: Chipwell Availability: Common, Legal Cost: 90,000 credits Weight : 130 lbs Coverage: 100% Resistance: 20 Durability: 180 Breach Value: 36 Internal Structure (IS): 50 Breach Value: 10 DC Modifier: -3 (-1 for size, -2 for being unwieldy) Gross Motor Modifier: -10% Fine Motor Modifier: -20% Power Source: Battery Run Time: 1 day Charge Cost: 1,000 credits Strength Attribute: 20 Perception Modifiers: -4 see, -6 hear and -8 smell when wearing the helmet. Features: The armor's weight does not count against the wearer's encumbrance

    because it's exoskeleton is designed to support itself. The armor incorporates good heat and cold resistant systems, good radiation resistance, a good air filtration system and a good chemical seal. The suit can work up to a non combat 40 MPH running speed. Unlike most other suits of power armor, running tires the wearer at 20% normal rather than 10%. Armor users can leap 15 ft up and/or across as a 4 AP action. The helmet includes passive night vision as well as a C band radio receiver / transmitter with a 20 mile range.

  • D-20 Light Combat Exo-Skeleton Manufacturer: Colombian Military Availability: Very Rare, Illegal in Columbia Cost: 150,000 credits Weight : 180 lbs Coverage: 100 % Resistance: 20 Durability: 225 Breach Value: 55 Internal Structure (IS): 75 Breach Value: 18 DC Modifier: -2 (-1 for size, -1 for being unwieldy) Gross Motor Modifier: -10% Fine Motor Modifier: -15% Power Source: Battery Run Time: 12 hours Charge Cost: 750 credits Strength Attribute: 24 Perception Modifiers: -2 see, -2 hear and -10 smell when wearing the helmet. Features: The armor's weight does not count against the wearer's encumbrance

    because it's exoskeleton is designed to support itself. The armor incorporates good heat and cold resistant systems, good radiation resistance, a good air filtration system and a good chemical seal. The suit can work up to a non combat 50 MPH running speed. Unlike most other suits of power armor, running tires the wearer at 20% normal rather than 10%. Armor users can leap 10 ft up and/or across as a 4 AP action. The helmet includes passive night vision as well as a C band radio receiver / transmitter with a 20 mile range.

  • NG-11F Red Hawk Manufacturer: Northern Gun Availability: Rare (new), legal Cost: 2,000,000 credits Weight : 550 lbs Coverage: 100% Resistance: 20 Durability: 280 Breach Value: 55 Internal Structure (IS): 120 Breach Value: 20 DC Modifier: -4 (-2 for size, -2 for being unwieldy) Gross Motor Modifier: -10% Fine Motor Modifier: -20% Power Source: Micro Fusion Generator Run Time: 12 years Charge Cost: N/A Strength Attribute: 28 Perception Modifiers: -1 see, -2 hear and -10 smell when wearing the

    helmet. Standard Piloting: 2 APs (when flying) Evasive Maneuvers: 2 additional APs (when flying) Defensive Responsiveness: 15 (when flying using Evasive Maneuvers) Vehicle Dodge: 2 APs. Characters dodge using their Personal Flight Systems skill at -20% (when flying) Maximum Combat Flight Speed :1000 ft per turn Features: The armor and weapon weight do not count against the wearer's encumbrance because it's exoskeleton is

    designed to support itself. The armor incorporates good heat and cold resistant systems, fair radiation resistance, a good air filtration system and a good chemical seal. D band radio receiver, D band radio transmitter with 50 mile range. Soft encryption system. An audio & visual recording system. The suit can work up to a non combat 60 MPH running speed. The suit has a jump capability of 15 ft high / long without thrusters, and 100 ft high and 200 across with thruster assist. Flight capability is 150 mph cruising speed with a 290 mph maximum. The flight ceiling is 2000 ft high. Flying can only be maintained for 10 consistent hours (2.5 hours at speeds over 150 mph) due to over heating issues. Leaping is a 4 AP action. A thruster assisted leap is a 8 AP action.

    Super Thruster- The thrusters can engage for as long as 90 seconds, moving the suit to a max speed of 490 MPH. That's 720 ft per second or 3600 ft per round. When the thruster is engaged at that speed, movement must be straight and all actions and all tasks incur roughly a 50% penalty at GM's discretion. The super thruster can bring the suit as high as 4000 ft.

    NG-202 Super Rail Gun. (Weight 210 lbs (Heavy, 3 APs to Target), Damage 1D8, Penetration 30, Accuracy Rating 15, Range Increment 1000 ft, Payload 6000, Burst Capability: semi automatic or 3, 4, 5 & 10 round bursts, Governing Skill: Heavy Assault Weapon: Rail Guns, Ammunition Cost: NG202 ammo drum costs 5,000 credits and weighs 300lbs, Required User Strength: 25 )

    Wing Rocket Launchers (Targeting: 3 APs to acquire, Payload, 6 mini-missiles, Volley Capability: 1, 2, 4 or 6, Accuracy Rating 20, Governing Skill: Vehicle Missile Systems, Range, Damage, Penetration and Ammunition Cost are as per the missiles. )This weapon system is designed for use against larger targets and incurs a -5 attack penalty.

    Retractable Vibro-Blades: (2) Light Melee Weapons, Damage: 2D8, Penetration: 20, Accuracy Rating: 15, Defensive Rating: 20 (for the pair), Governing Skill: Small Melee Weapon

  • CAI-77 Flying Power Armor Manufacturer: Chipwell Availability: Uncommon, Legal Cost: 165,000 credits Weight : 200 lbs Coverage: 100% Resistance: 15 Durability: 220 Breach Value: 55 Internal Structure (IS): 75 Breach Value: 18 DC Modifier: -4 (-1 for size, -3 for being unwieldy) Gross Motor Modifier: -10% Fine Motor Modifier: -20% Power Source: Batteries Run Time: 24 hours, Batteries for flight are separate.

    Charge Cost: 2,000 to charge, 5,000 for the battery. Strength Attribute: 25 Perception Modifiers: -4 see, -6 hear and -10 smell when wearing the helmet. Standard Piloting: 3 APs (when flying) Evasive Maneuvers: 3 additional APs (when flying) Defensive Responsiveness: 20 (when flying using Evasive Maneuvers) Vehicle Dodge: 2 APs. Characters dodge using their Personal Flight Systems skill at -25% (when flying) Maximum Combat Flight Speed :350 ft per turn Features: The armor and weapon weights do not count against the wearer's encumbrance because it's exoskeleton is

    designed to support itself. The armor incorporates good heat and cold resistant systems, fair radiation resistance, a good air filtration system and a good chemical seal. D band radio receiver, D band radio transmitter with 50 mile range. Soft radio signal encryption system. The suit can work up to a non combat 40 MPH running speed. The suit has a jump capability of 15 ft high / and 60 ft long, Flight capability is 50 mph cruising speed with a 130 mph maximum. The flight ceiling is 3000 ft high. Flying faster than 50 mph can only be maintained for 1 consistent hours due to over heating issues. The suit can only fly for 10 hours or 600 miles on a single battery charge. 2,000 credits to charge the battery, 5,000 for a new/spare fully charged battery. Leaping is a 4 AP action.

  • PA-09 Wild Weasel Manufacturer: Bandito Arms Availability: Very Rare, Highly Illegal Cost: 4,800,000 credits Weight : 540 lbs Coverage: 100% Resistance: 20 Durability: 480 Breach Value: 95 Internal Structure (IS): 150 Breach Value: 30 DC Modifier: -4 (-2 for size, -2 for being unwieldy) Gross Motor Modifier: -10% Fine Motor Modifier: -20% Power Source: Micro Fusion Generator Run Time: 10 years Charge Cost: N/A Strength Attribute: 30 Perception Modifiers: +2 see, +2 hear and -10 smell when wearing the

    helmet. Standard Piloting: 2 APs (when flying) Evasive Maneuvers: 2 additional APs (when flying) Defensive Responsiveness: 15 (when flying using Evasive Maneuvers) Vehicle Dodge: 2 APs. Characters dodge using their Personal Flight Systems skill at -20% (when flying) Maximum Combat Flight Speed :1000 ft per turn Features: The armor and weapon weight do not count against the wearer's encumbrance because it's exoskeleton is

    designed to support itself. The armor incorporates good heat and cold resistant systems, fair radiation resistance, a good air filtration system and a good chemical seal. The suit can work up to a non combat 60 MPH running speed. The suit has a jump capability of 15 ft high / long without thrusters, and 100 ft high and 200 across with thruster assist. Flight capability is 150 mph cruising speed with a 220mph maximum. The flight ceiling is 6000 ft high. Flying can only be maintained for 10 consistent hours (2.5 hours at speeds over 150 mph) due to over heating issues. Leaping is a 4 AP action. A thruster assisted leap is a 8 AP action.

    Arm, Mounted Short Plasma Ejectors (2): (Light, 1 AP to Target), Damage 4D8, Penetration 25, Accuracy Rating 15, Range Increment 250 ft, Payload unlimited, Burst Capability: semi automatic, Governing Skill: Handgun, Ammunition Cost: N/A). Because there is a plasma ejector in each arm, they can be used at the same time using the "Paired Fire Arms" combat rules.

    Radio and Jamming Suite: D band receiver / transmitter with a 50 mile range. It has a regulator, can transmit on all frequencies, 50 frequency reception, jamming, excellent signal skip, soft encryption system, excellent interference filter and an excellent scanner.

    Radar: 100 mile range and can track 150 different targets. Can link with as many as 24 other similar systems in radio range to share tracking data.

    Point to Point Communication: A microwave / laser system allows secure point to point communication with a 50 mile range.

    Smart Missile Jamming: Engaging this system will make any smart / guided missiles or other ordinance within a mile range -7 to strike.

  • PA-09 Sidewinder Manufacturer: Bandito Arms Availability: Rare, Highly Illegal Cost: 3,600,000 credits Weight : 390 lbs Coverage: 100% Resistance: 20 Durability: 350 Breach Value: 70 Internal Structure (IS): 175 Breach Value: 35 DC Modifier: -4 (-2 for size, -2 for being unwieldy) Gross Motor Modifier: -10% Fine Motor Modifier: -20% Power Source: Micro Fusion Generator Run Time: 10 years Charge Cost: N/A Strength Attribute: 30 Perception Modifiers: +1 see, +1 hear and -10 smell when wearing the

    helmet. Standard Piloting: 2 APs (when flying) Evasive Maneuvers: 2 additional APs (when flying) Defensive Responsiveness: 15 (when flying using Evasive Maneuvers) Vehicle Dodge: 2 APs. Characters dodge using their Personal Flight Systems skill at -20% (when flying) Maximum Combat Flight Speed :1000 ft per turn Features: The armor and weapon weight do not count against the wearer's encumbrance because it's exoskeleton is

    designed to support itself. The armor incorporates good heat and cold resistant systems, fair radiation resistance, a good air filtration system and a good chemical seal. D band radio receiver, D band radio transmitter with 50 mile range. Coalition radio signal soft encryption system. An audio & visual recording system. The suit can work up to a non combat 100 MPH running speed. The suit has a jump capability of 15 ft high / long without thrusters, and 100 ft high and 200 across with thruster assist. Flight capability is 150 mph cruising speed with a 250 mph maximum. The flight ceiling is 6000 ft high. Flying can only be maintained for 10 consistent hours (2.5 hours at speeds over 150 mph) due to over heating issues. Leaping is a 4 AP action. A thruster assisted leap is a 8 AP action.

    MML 12 Mini-Missile Launchers (Targeting: 3 APs to acquire, Payload, 24 mini-missiles, Volley Capability: 1,2 or 4, Accuracy Rating 20, Governing Skill: Vehicle Missile Systems, Range, Damage, Penetration and Ammunition Cost are as per the mini-missiles. )This weapon system is designed for use against larger targets and incurs a -5 attack penalty.

    Arm, Mounted Short Range Lasers (2): (Light, 1 AP to Target), Damage 3D6, Penetration 20, Accuracy Rating 15, Range Increment 300 ft, Payload unlimited, Burst Capability: semi automatic, Governing Skill: Handgun, Ammunition Cost: N/A). Because there is a laser in each arm, they can be used at the same time using the "Paired Fire Arms" combat rules.

  • T-21 Terrain Hopper Manufacturer: Triax Availability: Uncommon, Legal Cost: 500,000 credits Weight : 100 lbs Coverage: 100% Resistance: 20 Durability: 250 Breach Value: 65 Internal Structure (IS): 50 Breach Value: 15 DC Modifier: -1 (-1 for being unwieldy) Gross Motor Modifier: -10% Fine Motor Modifier: -10% Power Source: Micro Fusion Generator Run Time: 1 year Charge Cost: New Micro Fusion Generator, 200,000 credits Strength Attribute: 20 Perception Modifiers: +/-0 see, -2 hear and -10 smell when wearing the

    helmet. Features: The armor's weight does not count against the wearer's

    encumbrance because it's exoskeleton is designed to support itself. The armor incorporates good heat and cold resistant systems, good radiation resistance, a good air filtration system and a good chemical seal. A radio with a C band receiver and a 25 mile transmission range is included as well as a soft encryption system. Radar with a 40 mile range capable of tracking as many as 75 targets in integrated. The helmet has a heads up display and a targeting computer that identifies opposition as if it had the Asset Recognition skill at 30% and serves as a scope with an accuracy rating of 15 for ranged weapons.

    Movement: The suit can work up to a non combat 40 MPH running speed. Running is enhanced with robot assist systems and only fatigues the user at 20% the normal rate. The suit has a jump capability of 15 ft high / long without thruster assist and 300 ft high / long with a booster assist. Leaping is a 4 AP action and a booster assisted leap is an 8 AP action. A ground speed of up to 170 MPH can be attained by a series of repetitive booster assisted bounding leaps. This requires a great deal of skill with Personal Flight Systems, particularly in difficult terrain. Flight at a speed of 100 MPH at a maxim altitude of 200 ft can be sustained for 2 hours.

  • Triax X-10 Predator Manufacturer: Triax Availability: Uncommon, Legal Cost: 1,900,000 credits Weight : 900 lbs Coverage: 100% Resistance: 25 Durability: 535 Breach Value: 105 Internal Structure (IS): 150 Breach Value: 30 DC Modifier: -5 (-2 for size, -3 for being unwieldy) Gross Motor Modifier: -15% Fine Motor Modifier: -40% Power Source: Micro Fusion Generator Run Time: 5 years Charge Cost: New Micro Fusion Generator, 500,000 credits Strength Attribute: 30 Perception Modifiers: -2 see, -2 hear and -10 smell when wearing the

    helmet. Standard Piloting: 2 APs (when flying) Evasive Maneuvers: 3 additional APs (when flying) Defensive Responsiveness: 20 (when flying using Evasive Maneuvers) Vehicle Dodge: 2 APs. Characters dodge using their Personal Flight Systems skill at -25% (when flying) Maximum Combat Flight Speed :750 ft per turn

    Features: The armor's weight does not count against the wearer's encumbrance because it's exoskeleton is designed to support itself. The armor incorporates good heat and cold resistant systems, good radiation resistance, a good air filtration system and a good chemical seal. A radio with a C band receiver and a 25 mile transmission range is included as well as a soft encryption system. Radar with a 40 mile range capable of tracking as many as 75 targets in integrated. The optics include a X10 telescopic infrared and low light vision modification system. The helmet has a heads up display and a targeting computer that identifies opposition as if it had the Asset Recognition skill at 30% and serves as a scope with an accuracy rating of 15 for ranged weapons.

    Movement: The suit can work up to a non combat 50 MPH running speed. Like most other suits of power armor, running tires the wearer at 10% the normal rate . The suit has a jump capability of 15 ft high / long without thruster assist and 100 ft high and / or 200 ft long with a booster assist. Leaping is a 4 AP action and a booster assisted leap is an 8 AP action. Flight capability is a 125 MPH cruising speed with a 250 MPH maximum. The flight ceiling is 500 ft high. Flying can only be maintained for 10 consistent hours (2.5 hours at speeds over 125 mph) due to over heating issues.

    X-10-453 Pulse Cannon: Light, 1 AP to target, Damage 3D6, Penetration 25, Accuracy Rating 15, Range Increment 1000 ft, Payload unlimited, Burst Capability: 1,2,3 or 4 round bursts, Governing Skill: Handgun.

    Shoulder Mini-Missile Launcher: Medium, 2 APs to target, Payload 2 mini-missiles, Volley Capability: 1 or 2, Accuracy Rating 20, Governing Skill: Ordinance Weapon: Rocket Launcher, Range, Damage, Penetration and Ammunition Costs are based on the Mini-Missiles used. This weapon is designed for use against larger targets and incurs a -5 attack penalty.

  • NG-JK1A Juicer Killer Manufacturer: Northern Gun Availability: Rare, Legal Cost: 3,600,000 credits Weight : 250 lbs Coverage: 100% Resistance: 25 Durability: 250 Breach Value: 45 Internal Structure (IS): 150 Breach Value: 30 DC Modifier: - 4 (-2 for size, -2 for being unwieldy) Gross Motor Modifier: -10% Fine Motor Modifier: -20% Power Source: Micro Fusion Generator Run Time: 5 years Charge Cost: New Micro Fusion Generator, 500,000 credits Strength Attribute: 30 Perception Modifiers: +/-0 see, -2 hear and -10 smell when wearing the

    helmet.

    Features: Due to it's robotic exoskeleton, the weight of the armor and integrated weapon systems do not count against the wearer's encumbrance. The armor incorporates good heat and cold resistant systems, good radiation resistance, a good air filtration system and a

    good chemical seal. A radio with a C band receiver and a 25 mile transmission range is included as well as a soft encryption system. Radar with a 40 mile range capable of tracking as many as 75 targets in integrated. The optics include a X10 telescopic infrared and low light vision modification system. The helmet has a heads up display and a targeting computer that identifies opposition as if it had the Asset Recognition skill at 30%

    Movement: The suit can work up to a non combat 90 MPH running speed. Running is enhanced with robot assist systems and only fatigues the user at 10% what is normal. The suit has a jump capability of 30 ft high / long without thrusters or 100 ft high and 200 ft long with booster assist. Leaping is a 4 AP action. A booster assist is an 8 AP action. The suit can fly at speeds of 100 MPH at a maximum height of 300ft for 5 minute stints. Consider this a 75ft AP Move when flying in combat.

    Automated Response Laser System: These two guns are automated and controlled directly by the armor suit and fire at targets designated by the wearer. The system has 6 APs, 1 AP to target, 2 APs to fire. (2 APs to target both guns and 3 APs to fire both guns) +2 to strike, Damage 3d8, Penetration 25, Range increment 1000 ft, Payload Unlimited, Burst Capability: single shot,

    Automated Response Particle Beam System: These two guns are automated and controlled directly by the armor suit and fire at targets designated by the wearer. The system has 4 APs, 1 AP to target, 2 APs to fire. (2 APs to target both guns and 3 APs to fire both guns) +4 to strike, Damage 5d8, Penetration 25, Range increment 500 ft, Payload Unlimited, Burst Capability: single shot,

    * Note that the Automated Response Laser System and the Automated Response Particle Beam System both get their APs in addition to those the wearer gets.

  • J.A.P.E II Manufacturer: Northern Gun Availability: Uncommon, Legal Cost: 1,100,000 credits Weight : 800 lbs Coverage: 100% Resistance: 25 Durability: 325 Breach Value: 80 Internal Structure (IS): 100 Breach Value: 25 DC Modifier: - 3 (-1 for size, -2 for being unwieldy) Gross Motor Modifier: -10% Fine Motor Modifier: -20% Power Source: Micro Fusion Generator Run Time: 10 years Charge Cost: New Micro Fusion Generator, 500,000 credits Strength Attribute: 30 Perception Modifiers: +/-0 see, -3 hear and -8 smell when wearing the

    helmet. Features: The weight of the armor and its integrated weapon systems do not count against the wearer's encumbrance because an integrated exoskeleton is designed to support itself. The armor incorporates good

    heat and cold resistant systems, good radiation resistance, a good air filtration system and a good chemical seal. A radio with a C band receiver and a 25 mile transmission range is included as well as a soft encryption system. Radar with a 40 mile range capable of tracking as many as 75 targets in integrated. The optics include a X10 telescopic infrared and low light vision modification system. The helmet has a heads up display and a targeting computer that identifies opposition as if it had the Asset Recognition skill at 30% and serves as a scope with an accuracy rating of 15 for ranged weapons.

    Movement: The suit can work up to a non combat 120 MPH running speed. Running is enhanced with a robotic assist system and only tires the wearer at 10% of what is normal. The suit has a jump capability of 30 ft high/long without thrusters, and 120 ft high and 200 ft across with boosters. Leaping costs 4 AM, A booster assisted leap costs 8 APs

    Neural Disruptor Rifle: (Medium, 2 APs to target). Damage 3D6, Penetration : special, Accuracy Rating: 15, Range Increment: 300 ft, Payload: unlimited, Burst Capability: single shot, Governing Skill: combat rifle, Ammunition Cost: n/a, Stun weapons use electrical charge to assault the victim's nervous system and effects submission. A victim looses 1D6 of his APs for the next 15 minutes. A successful Fortitude check at -4 resists this. Victims gain a bonus of 1 to their Fortitude roll for every 20 full points of Durability their armor has remaining. Targets in armor with "Good" or "Excellent" radiation resistance are immune.

    Shoulder Mounted Grenade Launchers (2): Targeting: 3 APs to acquire, Payload: 24, 12 grenades per pod, Volley Capability: 1,2,4 or 6, Accuracy Rating: 20, Governing Skill: ordinance weapon (grenade launcher), Range Increment: 300 ft, Damage, Penetration and Ammunition Cost are based on the grenades used. This weapon incurs a -5 penalty to strike.

    Arm Mounted Variable Frequency Lasers (2): (Light, 1 AP to target) Damage 3D6, Penetration 20, Accuracy Rating 15, Range Increment 500 ft, Payload unlimited, Burst Capability: semi automatic, Governing Skill: Handgun. Because each arm has one, they can be used together as described under Paired Fire Arms. These lasers follow the same rules as the CV-212 Variable Light Frequency Laser Rifle.