TURTLE Armor

This is much like the advertisement in the rulebook. The concept of mass-produced power armor has only reciently been feasable and the TURTLE series is one of the more reliable. The cost is still prohibitive for all but the largest corporations, so don't expect to see them every day.

Basic TURTLE Armor
Pts.	Power
22	Multipower (45 pt/ reserve), OAF (gun w/grenade launcher)
 2	u1. 9D6 EB, 8 Charges
 1	u2. 4" Darkness (normal sight), "smoke grenade", 2 Charges (1 turn)
 1	u3. 3D6 NND, "tear gas grenades", Explosion (-1 DC/3"), 2 Charges (1 turn)

64	"TURTLE Armor", OIF
(16)	8/8 Armor	
 (9)	7/7 Force Field, 4 Charges (lasting 5 minutes)
 (4)	+2D6 HA
 (7)	Life Support, self-contained breathing
 (2)	7" Superleap
 (1)	+1" Running
 (3)	IR Vision	
 (3)	Radio XMIT/REC	
 (2)	+5 STR, doesn't add to figured
 (7)	+5 DEX, doesn't add to figured	
 (3)	+5 PRE	
 (7)	+1.0 SPD	
90   Total for armor

Standard TURTLE Security Guard
    Cha.  Pts.
20  STR   5
16  DEX   2
13  CON   6
10  BODY  0
10  INT   0
10  EGO   0
16  PRE   1
12  COM   1
 4  PD    1
 3  ED    0
 3  SPD  -1
 6  REC   0
26  END   0
25  STUN  0
   Total 15
  5   Profession (TURTLE security guard) 11-
  3   +1d6 Hand Attack (martial arts)
  3   1 level with Punch, Dodge and Grab
  3   +1 with Gun
  3   +1 Enhanced Perception (all senses)
  3   Useful Skill
 20   Total





 75   Base
 20   Normal Stats
  5   Distinctive Features: TURTLE Armor
 10   Subject to orders
 10   Watched by TURTLE Armor, Inc.
  5   Psychological quirk
125   Total
Energy Rifle (w/grenade launcher), OAF
 u1. 9D6 EB, 8 Charges
 u2. 4" Darkness, "smoke grenade", 2 Charges (1 turn)
 u3. 3D6 NND Explosion, "tear gas",  2 Charges (1 turn)

TURTLE Armor, OIF
 8/8 Armor	
 7/7 Force Field, 4 Charges (lasting 5 minutes)
 +2D6 HA (7d6 total punch)
 Life Support, self-contained breathing
 7" Superleap
 7" Running
 IR Vision	
 Radio XMIT/REC	
Characteristics (15) + Skills (20) + Equipment (90) = Base (75) + Disadvantages (50) = 125