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Weight ClassEdit

Ultralight - HP 15, AV 2

Light - HP 20, AV 4

Heavy - HP 25, AV 6

Superheavy - HP 30, AV 8

InterfaceEdit

  • Manual - 0 pts
  • Nerve Suit - 5 pts
  • Brain Implant - 10 pts
  • Neural Q-Link - 15 pts

MovementEdit

  • Upgraded Servos - 5 pts. Speed and superjump
  • Adhesion - 5pts
  • Flight - 20pts
  • Hydrojets - 10 pts
  • Grappling Cable - (5 pts)
  • Teleport Beacon - 15 pts

WeaponsEdit

Class 1Edit

  • 9mm Machine Gun - Range 8, Burst, Reliable
  • Grenade Launcher - Range 8, Blast, Reliable
  • Kinetic Response Pistons - Melee, Reliable
  • Shock Probe - Melee, EMP

Class 2Edit

  • 7.62mm Machine Gun - Range 10, Burst, Reliable
  • Light Laser - Range 10, Beam
  • Rocket Launcher - Range 10, Blast, Reliable
  • Cutting Blades - Melee, Reliable

Class 3Edit

  • 12.7mm Machine Gun - Range 10, Burst, Reliable
  • Heavy Laser - Range 10, Beam
  • Guided Missile Launcher - Range 10, Blast, Guided
  • EMP Cannon - Range 10, EMP
  • EMP Field - Melee, Blast, EMP
  • Displacer Gauntlet - Melee

Class 4Edit

  • Plasma Cannon - Range 10, Plasma
  • Fusion Missiles - Range 10, Blast, Plasma, Guided
  • Plasma Torch - Melee, Plasma

Class 5Edit

  • Railgun - Range 12, Burst, Experimental
  • Particle Beam - Range 12, Beam, Experimental
  • Annihilator Missiles - Range 12, Blast, Experimental, Guided
  • Tesla Cannon - Range 12, EMP, 2d6+5 damage

Special RulesEdit

  • Reliable - May be used while under the effect of EMP
  • EMP - Disables all Weapons and Active Defenses without Reliable and all Sensors, Communications, and Targeting Utilities until the user’s next turn. Deal no damage unless otherwise noted.
  • Burst - May fire two shots at the same target in the same shooting action. Each shot hits on 8+.
  • Beam - When calculating damage, roll an additional die and discard the lowest. If target is screened, discard the highest instead.
  • Guided - May fire out of line-of-sight.
  • Blast - See "Shooting" below.
  • Plasma - When calculating damage, roll an additional die and discard the lowest. If target has thermal shielding, discard the highest instead.
  • Experimental - When calculating damage, roll an additional die and discard the lowest;

DefensesEdit

PassiveEdit

  • Armored Shield
  • Thermal Shielding
  • Hazardous Environment Module

ActiveEdit

  • Flares - Reliable
  • Smokescreen - Reliable
  • Displacement Field - Defense bonus vs. ballistics, particle beam, and railgun.
  • Holographic Disguise
  • Cloaking Generator
  • Self-Repair System

UtilityEdit

SensorsEdit

  • Night Vision - (5 pts)
  • IR/Thermal Vision - (5 pts)
  • X-Ray Vision - (10 pts)
  • GPS/Navigation - (5 pts)
  • Active Radar - (5 pts)
  • Enhanced Reality HUD - (5 pts)

CommsEdit

  • Local Voice - (0 pts)
  • Subspace Voice - (5 pts)
  • Data Uplink - (10 pts)
  • Command and Control Node - (15 pts)

TargetingEdit

  • Aim Assist Servos - (15 pts) May fire an additional unguided weapon as part of a shooting action. May never fire more than two weapons in one action. Burst weapons hit on 7+ when firing two shots.
  • Target Lock - (15 pts) May fire an additional guided weapon as part of a shooting action. May never fire more than two weapons in one action. Flares force scatter on 8+.
  • Multitracker - (10 pts) If firing two weapons in one shooting action, may fire each weapon at a different target.
  • IFF Module - (5 pts) May reroll one or both dice in a failed Danger Close roll, but must accept the second result.

Artificial IntelligenceEdit

  • Basic AI - (5 pts)
  • Sentient AI - (15 pts)

Suit ExtensionsEdit

  • Prehensile Tail (Hardpoint) - (5 pts)
  • Prehensile Tail (Data Interface) - (10 pts)
  • Drone (Hardpoint) - (5 pts)
  • Drone (Data Interface) - (10 pts)
  • Drone (Comm/Sensor) - (5 pts)
  • Drone (Repair) - (10 pts)

BiologyEdit

  • Hydra Nanites
  • Stasis

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