Core Power Armor

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**Boarding Armor (PL 8)**

Boarding actions are frequently necessary in space combat. Capturing enemy leaders for interrogation, arrest of smugglers for trial and punishment, even capture of a ship so it may be added to a fleet are all potent tactical reasons why the boarding action has remained a vital strategy to space combat. This armor is sealed, containing an ALSS with a 12-hour air supply, a built-in magnetic grapple and magnetic boots to allow soldiers to conduct lightning quick boarding actions.

**Orbital Insertion Armor (PL 8)**

This recent innovation has changed the way combat is conducted. This armor, when combined with an Ablative Heat Shield allows troops to be dropped from orbit, reducing risk to valuable Starships, which tend to maneuver like rocks in atmosphere. The retro-thrusters on the suit can only be fired once before needing to be recharged, so this armor does not provide flight, only the means to conduct surprise raids. This armor contains an ALSS unit providing a 24-hour air supply, a built-in magnetic grapple, and magnetic boots.

**Hercules Exoskeleton (PL 6)**

These devices provide minimal protection but increase the wearer’s Strength score. A wearer without the proper proﬁciency (Armor Proﬁciency [powered]) only receives half the listed Strength bonus. The Mk 1 grants a Strength bonus of +2, the Mk 2 a Strength bonus of +4 and the Mk 3 a Strength bonus of +8.

**Servo Armor (PL 7)**

This armor is extremely heavy thick metal armor, with robotic servo motors that bear most of the armor’s weight, allowing the wearer great freedom of movement. This armor has built in ALSS allowing survival in vacuum for up to 12 hours.

**Chameleon Armor (PL 7)**

This armor was designed for special operations soldiers. The armor is extremely light; servomotors aid mobility to the point that this armor does not slow the wearer down at all. Chameleon Armor is sealed providing protection from sonic, blinding and radiation as well as physical and energy damage, has a 24 hour air supply (through a micro ALSS), and grants the wearer Darkvision out to 60 feet. Like all Armors built for Vacuum, Chameleon Armor reseals automatically if punctured or torn, keeping the internal pressure intact.

**Advanced Scout Armor (PL 7)**

Scout Armor units make up one-tenth of any Orbital Insertion mission team. This armor provides less protection, but has much bigger batteries for the retrothrusters, allowing flight speed of 60 ft per round for up to two hours sustained flight time. These units are then used to supply reconnaissance. Scout Armor has built in magnetic grapple, boots and ALSS just as Orbital Insertion Armor does.

**Atlas Battlesuit (PL 6)**

These battlesuits have been in existence since the 60’s when they were designed as a counter to the Soviet Shturmovik armor. At the time the Shturmovik suits were vastly ahead of their time and a trained soldier wearing one was considered a match for two soldiers in Atlas Mk 1 armor. These statistics represent the Mk 4, considered superior to the last model Shturmovik armor made before the breakup of the Soviet Union, the Mk 3. In addition to its (considerable) protective qualities, Atlas armor contains a built in radio allowing members of a team to communicate and a next generation nightvision visor that provides Darkvision to a range of 40 meters with no penalty on Spot skill checks. The suit is sealed against all environmental and radiation hazards (up to and including hard vacuum) with an air supply of 3 hours. The suit contains maneuvering thrusters that were primarily designed for mobility in zero gravity environments. These units have proven extremely valuable on Earth as well, negating the suit’s Armor Penalty with respect to Jump skill checks and providing up to 10 rounds of sustained ﬂight at a speed of 20 meters per round (clumsy maneuverability). In vacuum, the Atlas armor can sustain speeds of 10 meters per round for up to 3 hours. The suit also contains a Hercules Mk 3 strength- enhancing exoskeleton that makes the effective weight of the suit only 4.5 kg. for its wearer (the actual weight of the suit is 45.3 kg.). This exoskeleton also increases the wearer’s Strength by +6 (this is less than the exoskeleton worn alone- some Strength is lost supporting the Atlas armor’s bulk).

**Blue Knight Battlesuit (PL 6)**

These battlesuits are a new approach for U.S.H.E.R.. Faced with enemies who prefer the shadows to the light, a bomb to a direct assault, the agency decided to develop a new class of powered armor geared more for investigation than direct combat. In addition to its protective qualities, Blue Knight armor contains a built in radio allowing members of a team to communicate and a next generation nightvision visor that provides Darkvision to a range of 40 meters with no penalty on Spot skill checks. The suit is sealed against all environmental and radiation hazards short of hard vacuum with an air supply of 1 hour. The helmet of Blue Knight armor also contains a criminology computer with wireless links to national crime databases. This computer links to a heads up display (HUD) that allows the Blue Knight to simply look at a ﬁngerprint and transfer it to the armor’s heads-up display as a full round action (collecting a ﬁngerprint normally takes 1-4 minutes). Any ﬁngerprints scanned in this manner are transferred to the knight’s support team for analysis automatically and when a match is found for the print, the team can send that information to the knight’s helmet and a picture of the suspect will appear on his HUD. The helmet’s computer can track up to 30 separate identities in this fashion, and will automatically attempt to match any suspect photo to any face the knight looks at (this grants the knight a +4 equipment bonus to Spot skill checks when attempting to ﬁnd an identiﬁed suspect in a crowded area). The suit contains maneuvering thrusters similar to those found in Atlas armor but speciﬁcally designed to aid mobility on Earth. They negate the suit’s armor penalty with respect to Jump skill checks and provide up to 20 rounds of sustained ﬂight at 60 ft. per round (Poor maneuverability).

**Space Combat Armor (PL 7)**

Space combat armor is the first true powered armor to reach common use. Space combat armor consists of heavy body armor with an environmental seal and built-in communications gear. Additionally, space combat armor boasts a jetpack specifically designed to function in space, allowing the user to maneuver in zero-g conditions. Space combat armor can be difficult and unwieldy, but makes even individual soldiers a threat in ship-to-ship combat.

**Shturmovik Armor (PL 6)**

This armor was the ﬁrst of its kind when it appeared during the 60’s and for 11 tense months, before the appearance of the ﬁrst prototype suits of Atlas armor the Soviet forces pushed U.S.H.E.R. into retreat time and again. While the lead agencies of the two superpowers fought their secret war, each side upgraded their powered armor over the years. With each model the Soviet advantage was erased until ﬁnally, in the 80’s as the Soviet Union was crumbling it became clear the advantage of the Atlas armor was becoming insurmountable. In addition to its protective qualities, Shturmovik armor contains a built in radio allowing members of a team to communicate and nightvision visor that provides Darkvision to a range of 40 meters with a -4 penalty on Spot skill checks. The suit is sealed against all environmental and radiation hazards (up to and including hard vacuum) with an air supply of 2 hours. The suit contains maneuvering thrusters that provide movement of up to 10 meters per round in vacuum for up to 2 hours. The Shturmovik thrusters are powered by large bulky fuel tanks that are unusable except in vacuum so the suit gains no mobility beneﬁts on Earth. The suit also contains a strength-enhancing exoskeleton that makes the effective weight of the suit only 13.6 kg. for its wearer (the actual weight of the suit is 136 kg). This exoskeleton also increases the wearer’s Strength by +4.