ARMOR Infantry Equipment List

Heavy Body Armor: 100 MDC. Full environmental, with option of two different faces for the helmet. The open face allows 2nd Gen Terrines to track by smell, the closed faced completely seals the helmet. It takes 1 melee action for a Terrine to switch the helmet faces. Helmet: 50 MDC, Radio Range: 5 Miles.
ECM Attachments: Affects all tracking missiles aimed at the wearer, -4 to strike. This self-charging unit activates for one round, then must charge for two more. The range of the unit is 50 feet. Main unit attaches to the utility belt, secondary units attach to the front and back of all limbs and the head.

Battle Armor. Main Body: 250 MDC, Head: 75 MDC. Full environmental Powered Armor. Has all features of Powered Armor. All weapons and equipment are carried on the armor or in the hands, has no integral weapon systems.
Speed: 35 MPH maximum. Running tires operator at 30% normal rate.
Leaps 30 feet high or across.
Height: 10 feet.
Width: 5 feet
Length: 5 feet
Weight: 250 lbs.
PS: Robotic 30
Power System: Nuclear, 25 year life.
Optional Self Destruct Unit: Unit explodes, doing 1D6x10 MD to everything within 10 feet of the unit.

Battle Armor with Fields. Main Body: 350 MDC. Head: 100 MDC. Full environmental Powered Armor. Has all features of Powered Armor. All weapons and equipment are carried on the armor or in the hands, has no integral weapon systems.
Speed: 45 MPH maximum. Running tires operator at 25% normal rate.
Leaps 35 feet high or across.
Height: 10 feet.
Width: 5 feet
Length: 5 feet
Weight: 300 lbs.
PS: Robotic 30
Power System: Nuclear, 25 year life.
Optional Self Destruct Unit: Unit explodes, doing 1D6x10 MD to everything within 10 feet of the unit.
Fields: Integrated ECM Field, as ECM Attachments with -7 to strike. Range is 100 feet. 75% chance to jam all unscrambled, unencrypted radio communications for 20 miles. Built in Aerosol Mist dispenser. Enough Mist for 5 minutes of use, covers a 20 foot radius. Built in fog dispenser. Enough Fog for 5 minutes of use, covers 35 foot radius.
 

Quick Weapons List

Laser Rifle: 2D10 MD, 3000 feet, 50 shots per clip, 15 MDC. Single shot, or 5 round bursts.
Rocket Rifle: 2D12 MD, 2000 feet, 5 foot blast radius, 15 shots per clip, 25 MDC. Single Aimed Shot, or 5 round bursts. Fires Smart Rounds: +3 to strike, can hit hidden or obscured targets at -4 to hit.
Bolt Gun: 1D4x2 MD, 400 feet, 100 shots, 5 MDC.
Rocket Launcher: 1D10x10 MD, 1 mile, 10 foot blast radius, 2 rockets in launcher, 45 MDC. 1 action to load each missile.
Plasma Thrower: 4D10 MD, 1000 feet, 25 foot blast radius, 50 shots. Fires single shots only, must recharge for 1 action between shots. 60 MDC.
Mono-Sword: 2D10 MD. This sword is made out of a 2 foot long sheet of artificial diamond. The blade has been sharpened to a point that is one molecule thick. While the blade itself is 2 MDC, an instantly regenerating 30 MDC forcefield has been included in the hilt to further protect the sword from shattering during use. It cannot be destroyed when used to parry an attack, only a direct attack on the sword, doing more than 32 MD, will destroy it.
Aerosol Mist Grenade: A grenade about the same size as a smoke grenade. Covers a 100 foot radius area with an aerosol mist. Dissipates the damage from all energy attacks, including lasers, particle beam weapons, ion weapons, or Energy Bolt. Duration: 2D6 minutes in a calm area, 1D6 rounds in a breezy area.
Chaff Grenades: A grenade about the same size as a smoke grenade. Covers a 30 foot radius with tiny, reflective, millimeter long metallic strips that float in the air. In actuality, these are miniaturized ECM devices. They generate an electronic scrambling field that fools all missiles and electronic projectiles into thinking that they have reached their target. Any projectile or object that has any form of electronics onboard; be it a timer, radar tracking, image recognition, laser tracker, etc., can be affected by the chaff grenade: have its electronics scrambled and be detonated prematurely at the edge of the area of effect. The only projectiles not affected are dumb-fire mini-missiles, grenades, and simple explosives. Duration 1D4 minutes in a calm area, 2 rounds in a breezy area.
 

Weapon Proficiency Notes

The Laser Rifle falls under the Energy Rifle Weapon Proficiency, while the Rocket Rifle and Rocket Launcher fall under the Heavy Weapons W.P. The Plasma Thrower falls under the Heavy Energy Weapons W.P.

W.P. Bolt Gun: The Bolt Gun is a specialized, metallic bolt throwing pistol, who's rate of fire is effectively increased as the user becomes more proficient in its use. With every other level of experience, the user is able to fire an additional round to get an extra hit with every attack. So while at first level the damage is only 1D4x2, at third level the damage is 2D4x2 MD, at fifth level the damage is 3D4x2 MD, and so on. In order to get this extra hit, the user must have both hands free to work the pistol, much like a gunslinger does. 1