HE-01S Infiltrator Power Armor

The Infiltrator Power Armor was designed by a new company, located in the pre-RIFTS area of Lake Tahoe, called Havoc Enterprises. There will only be 50 of them made before a new prototype is developed. This armors primary purpose is to infiltrate an enemy and somehow cause disorder among its troops. Whether it be by assassinating an evil leader, relieving them of something they shouldn't have, or to simply disable any of their systems vital to their operation.
Model Type: HE-01S
Class: Stealth Unit
Crew: One
M.D.C. by Location:
* Hands(2) -------- 50
* Arms(2) --------- 75
* Legs(2) --------- 100
* *Head ----------- 60
* **Main Body --- 150 * Destroying the head of the power armor will eliminate all forms of optical enhancement and sensory systems. The pilot must now rely on his own vision and senses. >>>Note: The head is a small and difficult target to hit. Thus, it can only be hit when a character makes a called shot and even then the attacker is -3 to strike. ** Depleting the M.D.C. of the main body shuts down the armor completely, making it useless.
Equivalent Attributes: PS: 30, PP: 45 (All attributes are considered supernatural. The bonuses received from these attributes are: PS: +15 dmg; PP: +15 strike, parry, dodge)
Speed:
Running: 200mph (330 kph) maximum.
>>>Note: The act of running DOES NOT tire its operator! That means not even a tire rate of 1/1000th of a percent!
Leaping: The robot legs allow its operator to jump 40ft (12 m) up or lengthwise unassisted. If at a running start, the robot legs allow for an 80ft (24 m) up or lengthwise jump.
Statistical Data:
* Height: 7ft. (2.1 m)
* Width: 3ft. (0.9 m)
* Length: 2ft. (0.6 m)
* Weight: 140 lbs. (63 kg) plus the operators weight. (Believe it or not you can prowl in this power armor with a +10% bonus! >>See Special Systems below<<)
* Cargo: None.
* Power System: Alien (Unknown to anyone who would possibly get their hands on it [except for Havoc Enterprises], but is effectively unlimited)
* Black Market Cost: UNAVAILABLE! The Black Market doesn't even know this power armor exists yet. (But if they had this suit, it would be worth approximately 500 million credits. Because there are only 50 of its kind.)
* Sensors and Optics: The HE - 01S has full optical systems, including laser targeting, thermo-imaging, infrared, ultraviolet, polarization, telescopic, and passive nightvision (light amplification). Also included is all other features common to power armor (See Special Systems below).
* Sensor Bonuses: Those bonuses from the Power Armor Elite Combat Training in the Robot Combat section of the RIFTS book in addition to the following: For long range combat: +3 strike, +2 dodge. (The laser targeting used for long range combat is already added in.) For hand to hand combat: +4 strike, + 3 dodge.
Weapon Systems
1. FL-01S (Finger Lasers) This weapon is exactly like the finger laser blasters in the Rifts(tm) book except there is one in each of the four fingers on both hands. It can be used similar to a weapon with five different settings. The finger lasers can be fired with one, two, three, four, or all eight fingers at one target.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 1d6, 2d6, 3d6, 4d6, or 8d6 M.D.(counts as two attacks)
Rate of Fire: Equal to the number of hand to hand attacks of pilot.
Effective Range: 300ft. Max. (90 m)
Payload: Effectively Unlimited
2. FVS-01S (Forearm Vibro-Sword) Located in the right forearm is a large, retractable vibro-sword.
Primary Purpose: Defense
Mega-Damage: 4d6 M.D.
Bonuses: +1 to strike and +1 to parry when engaged in hand to hand combat.
3. PFB-01S (Palm Fusion Blasts) This weapon is located in the palm of each hand. (obviously) When fired it shoots out a ball of energy towards its target.
Primary Purpose: Assault and Anti-Armor (tanks, robots, dragons, etc.)
Secondary Purpose: Defense
Mega-Damage: 1d4 x 10 M.D. per single blast.
Rate of Fire: Equal to the number of hand to hand attacks of pilot.
Effective Range: 2000ft. Max. (610 m)
Payload: Effectively Unlimited
4. EMP-01S (Electro Magnetic Projector) The job of the EMP - 01S is to cause a complete electromagnetic distortion in all external electrical equipment, including the pilots external equipment. (i.e.: weapons, helmets, goggles, binoculars, medical, sensory, communications, surveillance, and miscellaneous equipment) All external weapons or devices not built into the robot, power armor, or person are affected. Power armor, robots, and other vehicles are not affected.
Primary Purpose: Defense
Secondary Purpose: Anti-Communication
Mega-Damage: None; Complete shutdown for 1 1/2 hours!
Rate of Fire: Once every 15 minutes.
Effective Range: 1000ft. radius centered on self. (305 m)
Payload: Effectively Unlimited
5. ESVS-01S (Energy Sponge / Vomit System) This weapon does exactly what the name implies. The Energy Sponge absorbs anything considered an energy attack. Any energy based attack against this power armor will cause half damage to the armor and the rest will be absorbed and stored in the holding cells for later use. (lasers, ion cannons, pulse rifles, magical, psionic, etc.) Of course the Glitter Boys boom gun is one that can not be absorbed. The Vomit System is used only when the storage cells have reached their maximum limit of 200 M.D. Once this is reached the system "vomits" the energy out in all directions. (except down; unless in the air) Because of the alien metal on this power armor the pilot will not be affected by this discharge.
Primary Purpose: Power Supply
Secondary Purpose: Defense
Mega-Damage: Varies; for every 50ft (15 m) away from pilot the damage decreases by 5 M.D.(1st 50ft = 200 M.D.; Last 50ft = 5 M.D.)
Rate of Fire: Once every time the system reaches its limit.
Effective Range: 2000ft. radius Max. (610 m)
Payload: Varies
***Note: All of the weapons listed above (not including the FVS-01S or the ESVS-01S because they are not "powered up") are powered by the ESVS-01S. Enough stored energy that would equal 5 M.D. worth of damage is used to power these weapons for 30 minutes. The armor has a specific system that helps the pilot keep track of the amount stored in the cells.
Special Systems
One of the main advantages this power armor has over others is that it is very light for its size while not giving anything away in the M.D.C. department. This is due to the fact that it is made of a very strong and lightweight alloy of alien origins.
AGU - 01S (Anti-Gravity Unit) Located on the bottom of the power armors feet are devices that provide a kind of cushioned effect. They look similar to small jet thrusters built into the bottoms of the feet. When the foot is lowered the device activates causing the step to land softer then a normal step would. This in turn allows the pilot to prowl with a +10% to his/her prowl skill.
The following are modifications to some of the standard features all power armor has: A. The armor itself has no radio built in, but instead has an alien communication device that allows the pilot to communicate telepathically with whom he/she is trying to contact. What is amazing is that the receiver of this can actually talk back without this form of alien communication device or using their radio! It is a two-way telepathic communication! With this the pilot does not have to worry about the "enemy" intercepting their communication. B. As far as the oxygen supply goes, areas of low oxygen or contaminated air environments have no effect on the pilot. The oxygen supply is never depleted.
ST - 01S (Cloaking Device) This device adds to the power armors ability to be undetected. Its purpose is to render the armor invisible during appropriate situations. The pilot of this stealth equipped armor may use an action to activate the cloak. The armor will then begin to fade. During this time the armor will be blinking in and out until the pilots next action comes. While this is taking place, all attacks are made at -4 to strike. All missiles loose their locking capabilities and have a 50% chance of loosing a lock on the armor if they already had one. Once fully cloaked the HE - 01S can only be attacked for the next three seconds at a -10 to strike. After this only blind shots (a natural 20 is considered a normal attack) have a chance. HA! While cloaked the pilot can move around, etc., but cannot fire or take any hostile action! When the pilot fires, he/she will become uncloaked and have surprise and initiative. After the pilot makes their attack, they must wait until his/her enemy fires back before cloaking again.
***Note: The only weapon that can be used in conjunction with the Infiltrators ST - 01S Cloaking Device is the EMP-01S Electro Magnetic Projector. It is not considered an attack against a particular "person". Though the pilot will be heard when the weapon is used giving someone a slightly better chance to attack the pilot.
***Note: If the pilot is hit while cloaked, he/she will become visible for only a split second due to the impact of the weapon fired at it. Thus possibly allowing another attack in that limited amount of time.
This ability is the most awesome one of all. Damage taken from energy attacks can be "regenerated"! Yes, you heard me right. The alien metal can also "regenerate" damage taken by any form of energy attack! So don't think you can take out a Glitter Boy that easily. The way this works is by the ESVS-01S system. The energy absorbed can be used for this "regeneration" instead of its weapon systems. Of course partial energy can be used for "regeneration" AND its internal weapons. The amount of damage regenerated cannot exceed the maximum amount for each part of the armor. The rate at which the power armor "regenerates" is 10 M.D. per hour. (i.e.: The leg takes 50 M.D. damage. That means the energy sponge absorbed 50 of the 100 M.D. This energy absorbed can be used to "regenerate" the damaged leg to its maximum M.D.C. if the pilot feels it is necessary. Of course it would take about 5 hours to accomplish this.)
Hand to Hand Combat
Restrained Punch - 5d6 S.D.C.
Full Strength Punch - 4d6 M.D.
Power Punch - 1d4 x 10 M.D.(counts as two attacks)
Body Block - 1d6 M.D.
Kick - 3d6 M.D.
Leap Kick - 4d6 M.D.
Power Leap Kick - 6d6 M.D. (running start, counts as two attacks)
Additional bonuses: +4 on initiative
Energy Rifles and other normal weapons can be used as back-up or in an emergency.