Power Armors
All Power Armor features many high-density batteries for at least three days of continuous use. It also has a comm suite for a 20-mile-range radio and a heads-up display for advanced optics, which grants +1 to Perception checks. The armor is environmentally sealed and provides 48 hours of life support before requiring a one-hour recharging period outside of dangerous environments.
Jumper Power Armor
The jumper power armor has a jump pack and exceptional pace movement, but this jump capacity comes at the cost of the standard power armor's heavy armor.
Currency Cost: 4 dice. Weight: 100, only applies when out of power. Armor Rating: 4 Armor Die: d8 Stride: 12 + d6 Size: Stalker Applied Strength: d4 + 8 Energy: 3 days Rarity: d10 Properties:
- Jump Pack: Pace horizontally: 8 units, vertically: 4 units.
- Targeting System: Ignore up to 2 points of range penalties.
- Integrated Gear Laser Rifle (3 wounds, Energy, AP 2, Cap 20, ROF 1, Range 24, Two Hands.)
Enforcer Power Armor
The enforcer's power armor is a little slower, but it is a militia with heavy armor that protects the walls from external threats.
Currency Cost: 4 dice. Weight: 100, only applies when out of power. Armor Rating: 4 Armor Die: d8 Stride: 10 + d8 Size: Stalker Applied Strength: d4 + 8 Energy: 3 days Rarity: d10 Properties:
- Heavy Armor.
- Anti-Missile/Electronic countermeasures. +2 Defense Range against missiles.
- Targeting System: Ignore up to 2 points of range penalties.
- Integrated Gear Laser Rifle, Pulse (3 wounds, Energy, AP 3, Cap 60, ROF 3, Range 24, Heavy Weapon. Two Hands.)
Hunter Power Armor
This has become a standard purchase for hunter teams facing big prey. It features an integrated pulse laser rifle and an extended battery for nine continuous usage days.
Currency Cost: 4 dice. Weight: 200, only applies when out of power. Armor Rating: 5 Armor Die: d8 Stride: 6 + d6 Size: Stalker Applied Strength: d4 + 9 Energy: 9 days Rarity: d8 Properties:
- Heavy Armor.
- Energy Pod: +6 days of continuous operation.
- Targeting System: Ignore up to 2 points of range penalties.
- Integrated Gear Laser Rifle, Pulse (3 wounds, Energy, AP 3, Cap 60, ROF 3, Range 24, Heavy Weapon. Two Hands.)
Whirling Dervish Power Armor
This power armor is armed with a dual vambrace of long swords, enabling dual strikes against a target. It is a melee-only power armor.
Currency Cost: 4 dice. Weight: 200, only applies when out of power. Armor Rating: 5 Armor Die: d8 Stride: 8 + d8 Size: Stalker Applied Strength: d4 + 9 Energy: 3 days Rarity: d8 Properties:
- Heavy Armor.
- Integrated Gear Force Sword, Long (4 wounds, Kinetic, AP 5 Heavy Weapon.)
- Integrated Gear Force Sword, Long (4 wounds, Kinetic, AP 5, Heavy Weapon.)
Flying Viper Power Armor
This power armor features a VTOL flight system to hover and fly over rough terrain. It is the largest suit of power armor the enclave makes.
Currency Cost: 4 dice. Weight: 300, only applies when out of power. Armor Rating: 5 Armor Die: d8 Stride: 4 + d6 Size: Stalker Applied Strength: d4 + 10 Energy: 9 days Rarity: d6 Properties:
- Finicky: +1 DC level to Repair checks; repairs take twice as long.
- Heavy Armor.
- Energy Pod: +6 days of continuous operation.
- Flight, VTOL: Speed 60 mph.
- Targeting System: Ignore up to 2 points of range penalties.
- Stabilizer: Ignores Unstable Platform.
- Integrated Gear Laser Rifle, Pulse (3 wounds, Energy, AP 3, Cap 60, ROF 3, Range 24, Heavy Weapon. Two Hands.)