Power armor: Difference between revisions
From Gempunks
Foxwarrior (talk | contribs) No edit summary |
Foxwarrior (talk | contribs) No edit summary |
||
| Line 7: | Line 7: | ||
|special=Power armor counts as an obstacle for firing through, or [[total cover]], attacker's choice. Its [[AD]] is the same as its wearer's, and it has 3 [[HP]] and 5 [[Toughness]]. | |special=Power armor counts as an obstacle for firing through, or [[total cover]], attacker's choice. Its [[AD]] is the same as its wearer's, and it has 3 [[HP]] and 5 [[Toughness]]. | ||
|effect1=While active, you get +1 to [[unarmed]] damage and +80 [[Kilograms]] to your carrying capacity, but the Power Armor drains 2 [[Power]] per round. Activating or deactivating the Power Armor is a [[move action]]. | |effect1=While active, you get +1 to [[unarmed]] damage and +80 [[Kilograms]] to your carrying capacity, but the Power Armor drains 2 [[Power]] per round. Activating or deactivating the Power Armor is a [[move action]]. | ||
|effect2=You get +2 [[Power Regeneration]], but | |effect2=You get +2 [[Power Regeneration]], but can be detected by [[TEMPEST]] from 4 times the distance. | ||
}} | }} | ||
Revision as of 21:38, 8 March 2014
| Power Armor Armor
| |
| Coins 100 Weight 60 Kilograms
| |
| Technologies: Miniaturized Fission | |
| +1 GD, -1 AD, -2 Stealth, -4 Initiative Bonus, -4 Acrobatics, -4 Legerdemain | |
| Effects: While active, you get +1 to unarmed damage and +80 Kilograms to your carrying capacity, but the Power Armor drains 2 Power per round. Activating or deactivating the Power Armor is a move action. | |
| You get +2 Power Regeneration, but can be detected by TEMPEST from 4 times the distance. | |
| Special: Power armor counts as an obstacle for firing through, or total cover, attacker's choice. Its AD is the same as its wearer's, and it has 3 HP and 5 Toughness. |
