Armour (powered)
Powered armour provides the maximum protection, but it is so heavy that all movement is powered. The armour has sensors that respond to your body’s movements such that the movement is as close as possible to natural movement. Nonetheless, any skill roll performed, while in powered armour has either the Aegis or Vcl-Mech, and you will suffer the unranked penalty, if you are not qualified.
Don and doff. Powered armour also cannot be simply put on, there are too many interlocking pieces, so the armour must be constructed around you. Armour is normally sold in its disassembled state. To use the armour, you must:
- unpack it;
- click together a ring and power module on the floor; and
- stand in the ring and activate the construction.
The armour will then assemble around you. To take the armour off, you disassemble it again. It can be disassembled back to the ring on the floor, or to a wearable harness. Note that the harness weight is still half the full weight of the powered armour. So if the powered armour happens to be battle armour, the harness would weigh 100 kilograms, which will probably mean that you would struggle to lift it, let alone wear it.
Episodic. All powered armour has the episodic operational property for two reasons: it must be assembled and reassembled; and it autorepairs. This makes powered armour vulnerable to mishap.
Assault Armour
This is fairly standard infantry armour, giving suitable protection for heavy engagements by the professional soldier. The suit usually has colour schemes for visual camouflage and dress uniform variations.
Diminuitive base{i} vehicle
200K:3(cost), 0.1/200(wt), 15(CC)
Op: active, op(Aegis,Vcl-Mech)
Traits (resource): d|1|+3(size), 3(hardness), 3(HX), 4(EX), 2(FX), 130(wt)
Res: 12(hp), 8(ep) Rec: 0/day(hp), 0/day(ep) Con: 1(ep/hr)
Skills: 4(Health), 2(Energy), 0(Focus), +3(Strength), +0(Agility)
Traits (sensors): 20(lightsense), 2(audiosense)
Traits (defensive): 13(TC), +3/+1(rst,frc) +3/+1(rst,prc), +3/+1(rst,sls), +1(rst,fire), +1(rst,cold), +1(rst,heat), +1(rst,corr), +1(rst,psn), +½(rst,rad)
Speeds: 8(speed) stock(walk)
Cabin: 1(seats)
s2a: 20(hp), 20(ep) in 1 min\
Diminuitive base{i} vehicle
220K:3(cost), 0.1/200(wt), 15(CC)
Op: active, op(Aegis,Vcl-Mech)
Traits (resource): d|1|+3(size), 3(hardness), 3(HX), 4(EX), 2(FX), 130(wt)
Res: 12(hp), 8(ep) Rec: 0/day(hp), 0/day(ep) Con: 2(ep/hr)
Skills: 2(Health), 2(Energy), 0(Focus), +4(Strength), +1(Agility)
Traits (sensors): 20(lightsense), 2(audiosense)
Traits (defensive): 14(TC), +3/+1(rst,frc) +3/+1(rst,prc), +3/+1(rst,sls), +1(rst,fire), +1(rst,cold), +1(rst,heat), +1(rst,corr), +1(rst,psn), +½(rst,rad)
Speeds: 8(speed) stock(walk)
Cabin: 1(seats)
s2a: 21(hp), 22(ep) in 1 min\
Diminuitive base{i} vehicle
250K:3(cost), 0.1/200(wt), 15(CC)
Op: active, op(Aegis,Vcl-Mech)
Traits (resource): d|1|+3(size), 4(hardness), 4(HX), 4(EX), 2(FX), 130(wt)
Res: 20(hp), 12(ep) Rec: 0/day(hp), 0/day(ep) Con: 3(ep/hr)
Skills: 5(Health), 3(Energy), 0(Focus), +5(Strength), +2(Agility)
Traits (sensors): 20(lightsense), 2(audiosense)
Traits (defensive): 15(TC), +4/+1(rst,frc) +4/+1(rst,prc), +4/+1(rst,sls), +1(rst,fire), +1(rst,cold), +1(rst,heat), +1(rst,corr), +1(rst,psn), +½(rst,rad)
Speeds: 8(speed) stock(walk)
Cabin: 1(seats)
s2a: 22(hp), 25(ep) in 1 min\
Diminuitive base{i} vehicle
280K:3(cost), 0.1/200(wt), 15(CC)
Op: active, op(Aegis,Vcl-Mech)
Traits (resource): d|1|+3(size), 3(hardness), 3(HX), 4(EX), 2(FX), 130(wt)
Res: 15(hp), 12(ep) Rec: 0/day(hp), 0/day(ep) Con: 3(ep/hr)
Skills: 5(Health), 3(Energy), 0(Focus), +4(Strength), +3(Agility)
Traits (sensors): 20(lightsense), 2(audiosense)
Traits (defensive): 16(TC), +3/+1(rst,frc) +3/+1(rst,prc), +3/+1(rst,sls), +1(rst,fire), +1(rst,cold), +1(rst,heat), +1(rst,corr), +1(rst,psn), +½(rst,rad)
Speeds: 8(speed) stock(walk)
Cabin: 1(seats)
s2a: 26(hp), 28(ep) in 1 min\
Battle Armour
A heavier version of assault armour, used by marines or other troops that have to do a lot of breaching. Troops that man hardpoints or other gunnery positions, use this armour, because they are unlikely to go into hand-to-hand combat, but are likely to be hit by heavy weapons fire. The designs of this armour vary considerably. Most have the wearer’s legs inside the legs of the armour, but some, notably larger, variants, have the wearer entirely within the torso.
Tiny base{i} vehicle
400K:3(cost), 0.1/200(wt), 15(CC)
Op: active, op(Aegis,Vcl-Mech)
Traits (resource): t|2|+2(size), 4(hardness), 4(HX), 4(EX), 2(FX), 130(wt)
Res: 24(hp), 20(ep) Rec: 0/day(hp), 0/day(ep) Con: 5(ep/hr)
Skills: 6(Health), 5(Energy), 0(Focus), +3(Strength), +1(Agility)
Traits (sensors): 20(lightsense), 2(audiosense)
Traits (defensive): 13(TC), +4/+2(rst,frc) +4/+2(rst,prc), +4/+2(rst,sls), +2(rst,fire), +2(rst,cold), +2(rst,heat), +2(rst,corr), +2(rst,psn), +½(rst,rad)
Speeds: 8(speed) stock(walk)
Cabin: 1(seats)
s2a: 50(hp), 40(ep) in 1 min\