ArmorLite

==Weight Class==
Ultralight - HP 15, AV 2
Light - HP 20, AV 4
Heavy - HP 25, AV 6
Superheavy - HP 30, AV 8
==Interface==
*Manual - 0 pts
*Nerve Suit - 5 pts
*Brain Implant - 10 pts
*Neural Q-Link - 15 pts
==Movement==
*Upgraded Servos - 5 pts. Speed and superjump
*Adhesion - 5pts
*Flight - 20pts
*Hydrojets - 10 pts
*Grappling Cable - (5 pts)
*Teleport Beacon - 15 pts
==Weapons==
===Class 1===
*9mm Machine Gun - Range 8, Burst, Reliable
*Grenade Launcher - Range 8, Blast, Reliable
*Kinetic Response Pistons - Melee, Reliable
*Shock Probe - Melee, EMP
===Class 2===
*7.62mm Machine Gun - Range 10, Burst, Reliable
*Light Laser - Range 10, Beam
*Rocket Launcher - Range 10, Blast, Reliable
*Cutting Blades - Melee, Reliable
===Class 3===
*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 4===
*Plasma Cannon - Range 10, Plasma
*Fusion Missiles - Range 10, Blast, Plasma, Guided
*Plasma Torch - Melee, Plasma
===Class 5===
*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 Rules===
*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;
==Defenses==
===Passive===
*Armored Shield
*Thermal Shielding
*Hazardous Environment Module
===Active===
*Flares - Reliable
*Smokescreen - Reliable
*Displacement Field - Defense bonus vs. ballistics, particle beam, and railgun.
*Holographic Disguise
*Cloaking Generator
*Self-Repair System
==Utility==
===Sensors===
*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)
===Comms===
*Local Voice - (0 pts)
*Subspace Voice - (5 pts)
*Data Uplink - (10 pts)
*Command and Control Node - (15 pts)
===Targeting===
*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 Intelligence===
*Basic AI - (5 pts)
*Sentient AI - (15 pts)
===Suit Extensions===
*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)
===Biology===
*Hydra Nanites
*Stasis
Category:Orphaned