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
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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 | ||