TEXT: Weapons of Power Armor Destruction
  Requires the use of the d20 Future™ Roleplaying Game, published by Wizards of the Coast, Inc.
  LPJ9859
  
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  Weapons of Power Armor Destruction
  With the advent of more and more Japanese anime and 
  manga influences on the American pop cultures, in 
  particular science fiction, it was only a matter of time 
  until this would also develop into and effects RPGs and 
  gaming in general.  With this influence, the conception 
  and development of the mecha rules of D20 Future were 
  created.  Now while many think of the term, mecha, 
  being only large battle suits that tower over skyscrapers 
  and office buildings and size is equal to several city 
  blocks, smaller armored suit of high technology battle 
  armor; similar to what Iron Man and War Machine 
  of Marvel Comics and even the Cyclone Armor from 
  Robotech: The New Generation wear; normal called 
  Power Armor was an oversight in the creation of these 
  rules.  This supplement and sourcebooks was created 
  with the development and creation of Power Armor for 
  small tactical military groups in mind in a skirmish type 
  setting.  These Power Armor rules have been created to 
  close the gap between the typical infantry soldier and the 
  large-scale mecha weaponry.
  POWER ARMOR
  Power Armor technology can be found in societies of PL 
  6 or higher.
  POWER ARMOR BODY SIZE
  Power Armor bodies come in Small, Medium and Large 
  sizes. Power Armor’s size determines how many equip-
  ment slots (places where weapons and additional equip-
  ment can be installed) it has, and how well it measures 
  up in combat. See Table: Power Armor Sizes for a 
  summary of this information.
   •  Equipment Slots: The number of locations where 
  weapons and other Power Armor equipment can be 
  installed.
   •  Hit Points: The Power Armor’s hit points, and the 
  number of hit points the Power Armor provides its 
  operator.
   •  Base Speed: The Power Armor’s base land speed. 
  Certain types of armor reduce base speed (see Power 
  Armor).
   • Height: The Power Armor’s height in feet.
   • Weight: The Power Armor’s weight in pounds.
   • Fighting Space: The Power Armor’s fighting space.
   •  Reach: The Power Armor’s reach, even without 
  weapons.
   •  Purchase DC: The base purchase DC of the Power 
  Armor without armor, weapons, and other equip-
  ment.
   •  Restriction: The level of license required to 
  purchase the Power Armor legally.
  Small Power Armor
  Essentially small suits of light military armor, Small 
  Power Armor are created to add “more punch” to light 
  infantry and police groups and can add firepower of 
  several combatants with this armor.  Small Power Armor 
  is the easiest of al Power Armors to operate but suffer 
  from being not a durable, armed or resilient as other 
  Power Armors. 
  Combat Statistics: Small Power Armor adds a +2 equip-
  ment bonus to a character’s Strength score. Depending 
  on the material used, Small Power Armor has 25 bonus 
  hit points, which are added to the character’s total and 
  subtracted first when the character takes damage. It takes 
  a –1 penalty on Hide checks. 
  Small Power Armor has a single slam attack that deals 
  1d4 points of damage (plus the character’s increased 
  Strength modifier). Its reach is 5 feet, and its base speed 
  is 20 feet.
  Base Purchase DC: 25.
  Equipment Slots: Small Power Armor has 3 equipment 
  slots available. These slots are located as follows.
   • Right arm: 1 slot.
   • Torso: 1 slot.
   • Boots: 1 slot.
  Medium Power Armor
  The standard of Power Armor in use in the futuristic 
  battlefield by the military is the Medium Power Armor. 
  Medium Power Armor offers a solid mix of firepower 
  and effectiveness in power armors.  These armors are 
  great additions to any fighting force and can easily added 
  to any mobile fighting force whether it is on the ground 
  or even in space.
  Combat Statistics: Medium Power Armor adds a 
  +3 equipment bonus to a character’s Strength score. 
  Depending on the material used, Medium Power Armor 
  has 50 bonus hit points, which are added to the charac-
  ter’s total and subtracted first when the character takes 
  damage. It takes a –2 penalty on Hide checks.
  Medium Power Armor has a single slam attack that deals 
  1d6 points of damage (plus the character’s increased 
  Strength modifier). Its reach is 5 feet.
  Base Purchase DC: 30.
  Equipment Slots: Medium Power Armor has 4 equip-
  ment slots available. These slots are located as follows.
   • Right arm: 1 slot.
   • Shoulders: 1 slot.
  Table: Power Armor Sizes
   
  Equip. 
  Hit 
  Base 
   
   
  Fighting 
   
  Purchase
  Size 
  Slots 
  Points 
  Speed 
  H 
  W 
  Space 
  Reach 
  DC 
   Restriction
  Small 
  3 
  25 
  20 ft 
  8 
  400 
  5ft. by 5ft. 
  5ft. 
  25 
   Res (+2)
  Med. 
  4 
  50 
  20 ft 
  8 
  1,000 
  5ft. by 5ft. 
  5ft. 
  30 
   Res (+2)
  Large 
  6 
  75 
  25 ft 
  10 2,000 
  5ft. by 5ft. 
  5ft. 
  35 
   Res (+2)
  
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  Weapons of Power Armor Destruction
   • Torso: 1 slot.
   • Boots: 1 slot.
  Large Power Armor
  Large Power Armor is the most advanced of Power 
  Armors in PL 7 and higher societies.  This Power Armor 
  can be as large as the smallest pieces of Power Armor 
  on battlefield and can turn the tire of any small unit and 
  skirmish combat situations.
  Combat Statistics: A Large Power Armor adds a +3 
  equipment bonus to a character’s Strength score and a 
  –1 penalty to Dexterity. It imposes a –2 size penalty on 
  attack rolls and to Defense. Depending on the material 
  used, Large Power Armor has 75 bonus hit points, which 
  are added to the character’s total and subtracted first 
  when the character takes damage. It takes a –3 penalty 
  on Hide checks. Large Power Armor has a single slam 
  attack that deals 1d8 points of damage (plus the charac-
  ter’s increased Strength modifier). Its reach is 5 feet.
  Base Purchase DC: 35.
  Equipment Slots: Large Power Armor has 6 equipment 
  slots available. These slots are located as follows.
   • Back: 1 slot.
   • Left arm: 1 slot.
   • Right arm: 1 slot.
   • Shoulder: 1 slot.
   • Torso: 1 slot.
   • Boots: 1 slot.
  POWER ARMOR 
  SUPERSTRUCTURE
  Power Armor’s superstructure—its exoskeleton, interior 
  braces, and other structural parts—can be made from any 
  sufficiently advanced metal alloy. Whatever its compo-
  sition, Power Armor’s superstructure has a hardness 
  that reduces the damage the Power Armor takes from 
  weapons and collisions.
  To build Power Armor superstruc-
  ture from scratch, a character must 
  succeed at a Craft (Power Armor) 
  check (DC 25) and a Craft (struc-
  tural) check (DC 25) after investing 
  the requisite amount of assembly 
  time, based on the Power Armor’s 
  size: Small 50 hours, Medium 75 
  hours and Large 125 hours.  A char-
  acter without Power Armor tool 
  kit takes a –4 penalty on both skill 
  checks. The character must also make a Wealth check 
  against the Power Armor’s base purchase DC.
  Prototype
  The Power Armor of this type is normally the first trial 
  of a new type of Power Armor design and will normally 
  not be as advanced as the standard issue make and model 
  of that same Power Armor.  These types of Power Armor 
  will have one less equipment slot (player’s choices) then 
  other comparative Power Armor body sizes; so a Large 
  Power Armor with prototype will only have 6 equipment 
  slots instead of the normal 5 slots.
  Base Purchase DC: -5
  Equipment Slots: -1 (player’s choices)
  Next Generation Construction
  This Power Armor is on the cutting edge of technology 
  in direct comparison to other Power Armor of a similar 
  model and make.  Normally, this Power Armor has been 
  just finished prototype construction and is the first active 
  Power Armor types to come right off the assembly line.  
  In gaming terms, all Power Armor with Next Genera-
  tion Construction will have its hardness increased by 10 
  points.
  Hardness: +5
  Base Purchase DC Modifier: +10
  Outdated
  This Power Armor is quite outdated, in direct comparison 
  to other Power Armor of a similar model and make.  
  Normally this Power Armor has been though several 
  major conflicts and has suffered and slightly survived 
  through them.  In gaming terms, all Power Armor with 
  outdated will have its hardness reduced by 5 points.
  Hardness: -5
  Base Purchase DC Modifier: -10
  Unique
  The Power Armor of this type has been radically changed 
  from the stand issue Power Armor that was developed 
  and available.  These types of Power Armor are normally 
  for those Power Armor Pilots who want to personalize 
  their Power Armor even more.  Due to the customiza-
  tion of this vehicle, these types of Power Armor will 
  have two more equipment slot (player’s choices) then 
  other comparative Power Armor body sizes; so a Large 
  Power Armor with prototype will have 6 equipment slots 
  instead of the normal 8 slots.
  Base Purchase DC: +10
  Equipment Slots: 2 (player’s choices)
  Different types of superstructure materials are presented 
  below and summarized in Table: Superstructure Mate-
  rials.
  Hardness: The amount of damage the material absorbs 
  from a weapon hit or collision.
  Base Purchase DC Modifier: The modifier applied to 
  the Power Armor’s base purchase DC.
  Restriction: Since Power Armor requires a license to 
  own and operate; the materials used for making them do 
  not require special licenses to purchase.
  Table: Superstructure Materials
   
  Material  
   Modified Base Purchase DC
  Superstructure 
  Hardness 
  Small 
  Medium 
  Large
  Duralloy (PL 6)  
  8 
  20 
  21 
  12
  Neovulcanium (PL 7)  
  11 
  20 
  21 
  12
  Neutronite (PL 7)  
  12 
  22 
  24 
  26
  Vanadium (PL 6)  
  10 
  22 
  24 
  26
  
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  Weapons of Power Armor Destruction
  Duralloy (PL 6)
  Duralloy is harder, heavier, and more durable than 
  alumisteel used on some mecha. It can also be used to 
  fashion armor (see Power Armor, below).
  Hardness: 8.
  Base Purchase DC Modifier: None.
  Neovulcanium (PL 7)
  Similar to duralloy, neovulcanium uses plasma-forging 
  techniques to create an alloy of unparalleled resilience. 
  Neovulcanium can also be used for armor (see Power 
  Armor, below).
  Hardness: 11.
  Base Purchase DC Modifier: +3
  Neutronite (PL 7)
  Neutronite is a tough steel alloy into which a weave of 
  free neutrons has been pressed. It is extremely resilient 
  but also incredibly massive, weighing approximately five 
  times more than a similar volume of lead.
  Hardness: 12.
  Base Purchase DC Modifier: +4.
  Vanadium (PL 6)
  Vanadium alloy absorbs a respectable amount of damage 
  and is easy to mold.
  Hardness: 10.
  Base Purchase DC Modifier: +2.
  ARMOR
  Armor can be welded or otherwise fixed securely to 
  Power Armor’s superstructure, providing an equipment 
  bonus to the Power Armor’s Defense. Power Armor does 
  not impose a maximum Dexterity bonus upon the Power 
  Armor operator (as worn armor does) and does not 
  require a special proficiency feat to use.  Installing armor 
  on Power Armor requires a Craft (Power Armor) check 
  (DC 20). The check is made after investing an amount 
  of time determined by the Power Armor’s size: Small 1 
  hour, Medium 2 hours and Large 3 hours. Armor can be 
  removed in half the time with a successful Repair check 
  (DC 20).
  Different types of Armor are presented below, along with 
  the following statistics:
  Equipment Bonus: The equipment bonus that the armor 
  provides to the operator’s Defense.
  Armor Penalty: Armor applies this penalty on its oper-
  ator’s Balance, Climb, Escape Artist, Hide, Jump, Move 
  Silently, and Tumble checks.
  Speed Penalty: The amount by which the armor reduces 
  the Power Armor’s base speed.
  Purchase DC: The cost of the armor.
  Restriction: Since Power Armor requires a license 
  to own and operate, Armor does not require a special 
  license to purchase.
  Alumisteel Armor (PL 5)
  This easy-to-acquire alloy is lightweight and reasonably 
  strong.
  Equipment Bonus: +1.
  Armor Penalty: –2.
  Speed Penalty: None
  Purchase DC: 5 + one-half the Power Armor’s base 
  purchase DC.
  Crystal Carbon Armor (PL 7)
  Grown in orbital laboratories, crystal carbon is a 
  composite fiber material that narrowly outperforms 
  neovulcanium on the battlefield.
  Equipment Bonus: +3.
  Armor Penalty: –3.
  Speed Penalty: None.
  Purchase DC: 7 + one-half the Power Armor’s base 
  purchase DC.
  Duralloy Armor (PL 6)
  Duralloy is harder, heavier, and more durable than 
  alumisteel. It can also be used as a building material for 
  Power Armor superstructures.
  Equipment Bonus: +2.
  Armor Penalty: –2.
  Speed Penalty: –5 feet.
  Purchase DC: 5 + one-half the Power Armor’s base 
  purchase DC.
  Duraplastic Armor (PL 5)
  Duraplastic armor is made of advanced plastic polymers, 
  such as carbon fiber and high-grade fiberglass. Although 
  relatively cheap and light, it doesn’t offer tremendous 
  protection.
  Equipment Bonus: None.
  Armor Penalty: –1.
  Speed Penalty: None.
  Purchase DC: 3 + one-half the Power Armor’s base 
  purchase DC.
  Resilium Armor (PL 6)
  Resilium is a more malleable alloy than duralloy, 
  although not as strong.
  Equipment Bonus: +1.
  Armor Penalty: –3.
  Speed Penalty: None.
  Purchase DC: 3 + one-half the Power Armor’s base 
  purchase DC.
  Neovulcanium Armor (PL 7)
  Similar to duralloy, neovulcanium uses plasma-forging 
  techniques to create an alloy of surprising resilience. It is 
  also used as a building material for Power Armor super-
  structures.
  Equipment Bonus: +5.
  Armor Penalty: –5.
  Speed Penalty: –5 feet.
  Purchase DC: 10 + one-half the Power Armor’s base 
  purchase DC.
  
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  Weapons of Power Armor Destruction
  Reactive Armor (PL 8)
  Consisting of layers of insulating gel or compressed gas 
  between cerametal sheets, reactive armor provides the 
  same protection as crystal carbon armor but is consider-
  ably cheaper and easier to produce.
  Equipment Bonus: +4.
  Armor Penalty: –3.
  Speed Penalty: None.
  Purchase DC: 5 + one-half the Power Armor’s base 
  purchase DC.
  POWER ARMOR 
  EQUIPMENT
  Power Armor equipment falls into several categories: 
  flight systems, sensor systems, defense systems, weapons 
  (both hand-held and integrated), and miscellaneous 
  systems.
  Installing a piece of equipment on Power Armor—be 
  it a weapon or some other integrated system—requires 
  a Craft (Power Armor) check (DC 15). The check is 
  made after investing an amount of time determined by 
  the Power Armor’s size: Small 2 minutes, Medium 5 
  minutes, and Large 8 minutes. If the weapon or system 
  occupies more than one equipment slot on the Power 
  Armor, multiply the installation time by the number of 
  slots it takes up. An integrated weapon or system can be 
  removed in half the time with a successful Repair check 
  (DC 15).
  In addition to a general description, each piece of equip-
  ment includes the following information:
  Equipment Slots: The number of equipment slots 
  needed to install the equipment. Some pieces of equip-
  ment are limited to specific body slots, as noted here.
  Activation: How long it takes to activate the piece of 
  equipment (usually an attack action).
  Range/Range Increment: A range listing indicates the 
  maximum distance out to which the equipment functions. 
  If a range increment is listed instead, it represents the 
  distance at which accuracy begins to decline, as per the 
  rules on range increments.
  Unless otherwise noted, equipment with a range incre-
  ment has a maximum of ten increments.
  Target or Targets/Effect/Area: This entry starts with 
  one of three headings: Target, Effect, or Area. If the 
  target of the component is you, you do not receive a 
  saving throw (and there is no saving throw entry for the 
  piece of equipment). If a component is a weapon capable 
  of autofire, it will be noted here.
  Duration: The amount of time a piece of equipment 
  continues to operate before it needs to be reactivated, or 
  how long its effect lasts. Duration of persistent means the 
  equipment functions until the Power Armor is destroyed 
  (reduced to 0 hit points) or the Power Armor’s operator 
  turns it off (usually as a free action). 
  Saving Throw: If a piece of equipment calls for a saving 
  throw, the type of saving throw is listed here, along with 
  the effect of a successful save.
  Purchase DC: The purchase DC for the Wealth check to 
  acquire the equipment.
  Restriction: The level of license required to purchase the 
  equipment legally.
  Unlike Power Armor, Power Armor wears do not have 
  use on of their equipment slots for the armor’s operator.
  POWER ARMOR 
  FLIGHT SYSTEMS
  All Power Armor is equipped with legs that allow 
  them to walk and run. Power Armor’s size determines 
  its base speed, as noted in Table: Power Armor Sizes. 
  This section describes various optional flight systems. 
  To build a flight system from scratch, a character must 
  succeed at a Craft (Power Armor) check (DC 25) after 
  investing 30 hours in its assembly. A character without 
  Power Armor tool kit takes a –4 penalty on the skill 
  check. The character must also make a Wealth check 
  against the flight system’s purchase DC.
  Jetpack (PL 6)
  A jetpack combines vectored thrust with simple avionics, 
  granting the Power Armor a fly speed of 50 feet (clumsy). 
  The jetpack carries enough fuel for the Power Armor to 
  travel a total of 500 feet; refueling has a purchase DC of 
  12.
  Equipment Slots: 1 must be back or boots.
  Activation: Free action.
  Range: Personal.
  Target: You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 5 + one-quarter the Power Armor’s base 
  purchase DC.
  Restriction: None.
  Jet-Assist Wings (PL 7)
  Jet-assist wings allow a flying Power Armor to maneuver 
  more effectively, but do not provide the Power Armor 
  with the ability to fly. Power Armor with jet-assist wings 
  improves its flight maneuverability by one category 
  (clumsy to poor, poor to average, and so on).
  Equipment Slots: 1 must be shoulders.
  Activation: None.
  Range: Personal.
  Target: You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 3 + one-quarter the Power Armor’s 
  purchase DC.
  Restriction: None.
  Jump Jets (PL 6)
  Jump Jets are normally incorporated with any jetpack 
  flight systems, but not always.  This gives any Power 
  Armor with this modification the ability to instead of a 
  “jump” instead of using normal flight with the jetpack.  
  
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  Weapons of Power Armor Destruction
  Jump Jets make is possible for the Power Armor to leap 
  to 25 feet up and 35 feet across.  To land safely the pilot 
  must make a Pilot skill (DC 22) and land from the leap 
  safely.  If the pilot fails the roll or lands on some like 
  another Power Armor, the “attacking” Power Armor is 
  considered to be Overrun (See Overrun in Chapter 5 of 
  the D20 Modern Roleplaying Game).  A jump jet carries 
  enough fuel for a Power Armor perform no more that 15 
  of this “jumps” before needing to refuel the Jump Jets; 
  refueling has a purchase DC of 16.  
  Equipment Slots: 1 must be boots (Small or Medium); 
  2, must be boots, back or shoulders (Large)
  Activation: None
  Range: Personal
  Target: You
  Duration: Instantaneous
  Saving Throw: None
  Purchase DC: 10 + one-quarter the Power Armor’s 
  purchase DC
  Restriction: None
  POWER ARMOR 
  SENSOR SYSTEMS
  Sensor systems make it easier for Power Armor operators 
  to perceive their surroundings; however, not all Power 
  Armor is equipped with sensors (or even require them). 
  In such cases, Power Armor operators must rely on their 
  own acute vision and hearing.
  Power Armor equipped with sensors conducts passive 
  scans of the surrounding area constantly, without the 
  operator’s attention. A passive scan extends in all 
  directions at once, providing the operator with data on 
  surrounding terrain, obstacles, and the location of other 
  creatures, vehicles, and Power Armor within several 
  miles of the Power Armor’s position.
  A sensor system can also be used to conduct an active 
  scan of a single target. With a successful Computer Use 
  check (DC 15) and a move action, Power Armor’s oper-
  ator can use the onboard sensor system to actively scan 
  a single nonliving target (usually another Power Armor, 
  mecha or vehicle) and determine specific information 
  about that target, as specified in the sensor system’s 
  description.
  To build a sensor system from scratch, a character must 
  succeed at a Craft (electrical) check (DC 30) after 
  investing 20 hours in its assembly. A character without 
  an electrical tool kit takes a –4 penalty on the skill check. 
  The character must also make a Wealth check against the 
  sensor system’s purchase DC.
  Class Alpha Sensor System (PL 6)
  This sensor system includes air/space radar that allows 
  Power Armor operator to scan the basic topography of 
  the surrounding area and pick out targets well enough 
  to aim weapons at them. A Class Alpha sensor system 
  grants a +2 equipment bonus on the operator’s Navigate 
  and Spot checks.
  With a successful Computer Use check (DC 15) and a 
  move action, the operator can use the sensor system to 
  actively scan a single nonliving target (usually another 
  Power Armor, mecha or vehicle) and determine all the 
  following information about that target:
   • The target’s size.
   • The target’s locomotive capabilities.
   • The target’s present direction or trajectory.
  Equipment Slots: None.
  Activation: Move action (active scan mode only).
  Range: 500 feet radius emanation centered on your 
  Power Armor.
  Area: 1 nonliving target (active scan only).
  Duration: Persistent (passive scan mode) or 1 round 
  (active scan mode).
  Saving Throw: None.
  Purchase DC: 8.
  Restriction: None.
  Class Beta Sensor System (PL 6)
  This sensor system includes an electromagnetic (EM) 
  detector array that localizes electromagnetic emissions, 
  and an infrared detector that tracks targets by their heat 
  signatures. It also incorporates a high-resolution video 
  system that differentiates targets by their visual profile. 
  The hi-res video system incorporates a zoom feature, 
  allowing close inspection of distant targets. A Class Beta 
  sensor system grants a +2 equipment bonus on the opera-
  tor’s Navigate and Spot checks.
  With a successful Computer Use check (DC 15) and a 
  move action, the operator can use the sensor system to 
  actively scan a single nonliving target (usually another 
  Power Armor, mecha or vehicle) and determine all the 
  following information about that target: 
   • The target’s size.
   • The target’s locomotive capabilities.
   • The target’s present direction or trajectory.
   • The number of living creatures aboard, if applicable.
   •  The composition of the target’s hull or superstruc-
  ture, as well as the type of its armor, if any.
  Equipment Slots: 1.
  Activation: Move action (active scan mode only).
  Range: 1,000 feet radius emanation centered on your 
  Power Armor.
  Area: 1 nonliving target (active scan only).
  Duration: Persistent (passive scan mode) or 1 round 
  (active scan mode).
  Saving Throw: None.
  Purchase DC: 9.
  Restriction: None.
  Class Delta Sensor System (PL 7)
  This system includes electromagnetic (EM), infrared 
  detector, hi-res video, and nightvision sensors similar 
  to those found on the Class Beta and Class Gamma 
  systems. It also incorporates a ladar system that uses 
  low-powered laser beams to quickly locate and identify 
  difficult terrain, distant obstacles, and targets.
  The Power Armor operator gains darkvision to a range 
  of 120 feet. A Class Delta sensor system also grants a +4 
  equipment bonus on the operator’s Navigate and Spot 
  checks.
  
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  Weapons of Power Armor Destruction
  With a successful Computer Use check (DC 15) and a 
  move action, the operator can use the sensor system to 
  actively scan a single nonliving target (usually another 
  Power Armor, mecha or vehicle) and determine all the 
  following information about that target: 
   • The target’s size.
   • The target’s locomotive capabilities.
   • The target’s present direction or trajectory.
   • The number of living creatures aboard, if applicable.
   •  The composition of the target’s hull or superstruc-
  ture, as well as the type of its armor, if any.
   •  The target’s weapon systems (both functional and 
  nonfunctional).
   •  How much damage (in hit points) the target has 
  taken.
  Equipment Slots: 1.
  Activation: Move action (active scan mode only).
  Range: One-quarter mile-radius emanation centered on 
  your Power Armor.
  Area: 1 nonliving target (active scan only).
  Duration: Persistent (passive scan mode) or 1 round 
  (active scan mode).
  Saving Throw: None.
  Purchase DC: 10.
  Restriction: Licensed (+1). 
  Class Epsilon Sensor System (PL 7)
  This system improves upon earlier sensor systems by 
  replacing the air/space radar with powerful multiband 
  radar that quickly and effortlessly identifies and tracks 
  Power Armor, creatures, and vehicles. It also combines 
  the electromagnetic, infrared, and video scanners into a 
  single, more powerful array. The Class Epsilon sensor 
  system also extends the Power Armor’s nightvision capa-
  bility.
  The Power Armor operator gains darkvision to a range 
  of 180 feet. A Class Epsilon sensor system also grants a 
  +6 equipment bonus on the operator’s Navigate and Spot 
  checks.
  With a successful Computer Use check (DC 15) and a 
  move action, the operator can use the sensor system to 
  actively scan a single nonliving target (usually another 
  Power Armor, mecha or vehicle) and determine all the 
  following information about that target:
   • The target’s size.
   • The target’s locomotive capabilities.
   • The target’s present direction or trajectory.
   • The number of living creatures aboard, if applicable.
   •  The composition of the target’s hull or superstruc-
  ture, as well as the type of its armor, if any.
   •  The target’s weapon, defense, and sensor systems 
  (both functional and nonfunctional).
   •  How much damage (in hit points) the target has 
  taken.
  Equipment Slots: 2.
  Activation: Move action (active scan mode only).
  Range: One-half mile-radius emanation centered on your 
  Power Armor.
  Area: 1 nonliving target (active scan only).
  Duration: Persistent (passive scan mode) or 1 round 
  (active scan mode).
  Saving Throw: None.
  Purchase DC: 12.
  Restriction: Licensed (+1).
  Class Gamma Sensor System (PL 6)
  This system combines the features of the Class Beta 
  sensor system with an advanced night-vision unit.
  The Power Armor operator gains darkvision to a range 
  of 90 feet. A Class Gamma sensor system also grants a 
  +2 equipment bonus on the operator’s Navigate and Spot 
  checks.
  With a successful Computer Use check (DC 15) and a 
  move action, the operator can use the sensor system to 
  actively scan a single nonliving target (usually another 
  Power Armor, mecha or vehicle) and determine all the 
  following information about that target:
   • The target’s size.
   • The target’s locomotive capabilities.
   • The target’s present direction or trajectory.
   • The number of living creatures aboard, if applicable.
   •  The composition of the target’s hull or superstruc-
  ture, as well as the type of its armor, if any.
   •  The target’s weapon systems (functional and 
  nonfunctional).
  Equipment Slots: 1.
  Activation: Move action (active scan mode only).
  Range: One-quarter mile-radius emanation centered on 
  your Power Armor.
  Area: 1 nonliving target (active scan only).
  Duration: Persistent (passive scan mode) or 1 round 
  (active scan mode).
  Saving Throw: None.
  Purchase DC: 9.
  Restriction: Licensed (+1).
  Enigma Sensor Suite (PL 6)
  Using a combination of thermal imaging, X-rays, and 
  vibration sensors, the Enigma sensor suite enables the 
  operator to effectively see through solid objects. Fine 
  details can’t be detected, but Power Armor using the 
  Enigma suite could tell, for example, that three Medium-
  size humanoids were crouched behind a closed door, or 
  that an escape tunnel runs from one building to another.
  Power Armor with the Enigma suite reduces the effects 
  of concealment by two grades. Thus, an object with total 
  concealment (50% miss chance) would have three-quar-
  ters concealment (30% miss chance) instead.
  Equipment Slots: None.
  Activation: None.
  Range: 150 feet.
  Area: Cone-shaped emanation.
  Duration: 1 round.
  Saving Throw: None.
  Purchase DC: 8.
  Restriction: None.
  
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  Weapons of Power Armor Destruction
  Oracle Targeting System (PL 6)
  The standard computer-assisted targeting system for 
  Power Armor combines holographic displays and 
  heuristic target-prediction profiling to increase Power 
  Armor operator’s accuracy. The system grants an 
  enhancement bonus on attack rolls (+1) when using 
  a specific ranged weapon selected by the operator. 
  Switching the bonus from one weapon to another 
  requires a move action.
  Equipment Slots: None
  Activation: Move action (to activate or switch).
  Range: Personal.
  Target: You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 7
  Restriction: None.
  POWER ARMOR 
  DEFENSE SYSTEMS
  Defense systems include energy shields, life support 
  systems, and other equipment intended to protect the 
  Power Armor and its operator from harm.
  To build a defense system from scratch, a character must 
  succeed at a Craft (Power Armor) check (DC 15) after 
  investing 15 hours in its assembly. A character without 
  Power Armor tool kit takes a –4 penalty on the skill 
  check. The character must also make a Wealth check 
  against the defense system’s purchase DC.
  Ablative Armor (PL 6)
  An outer hull layer on some Power Armor is designed to 
  vaporize under weapons fire, thereby dissipating energy 
  and protecting the Power Armor's interior.  Power Armor 
  equipped with this modification will gain armor points 
  equal to one-fourth the hit points of the Power Armor.  
  If a Power Armor has 75 hit points then it has 19 points 
  of ablative armor.  When the Power Armor is attacked 
  ablative armor reduce the first successful attacks damage 
  by 19 points; then the second successful attack damage 
  will be reduced by 14 points; then the third successful 
  attack damage will be reduced by 9 points and so forth.  
  When the Ablative Armor damage reduction reached 
  0 it will no longer function and the Power Armor will 
  take damage as normal.  This defense system cannot be 
  combined with Ceramic Composed Plating or Reactive 
  Armor.
  Equipment Slots: None
  Activation: None
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 10
  Restriction: None
  Antishock Array (PL 6)
  The antishock array grounds the Power Armor and 
  protects it against electrical attacks. The Power Armor 
  gains electricity resistance 10.
  Equipment Slots: 1.
  Activation: None.
  Range: Personal.
  Target: You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 5.
  Restriction: None.
  Assault Defense Field (PL 5)
  With this defense system, Power Armor is able to elec-
  trify the hull of the craft and have it causes 2d6 points of 
  electrical damage in direct contact with it or the hull.
  Equipment Slots: None
  Activation: Free action
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 5
  Restriction: None
  Bastion Tactical Shield (PL 6)
  The Bastion tactical shield improves upon the Bulwark 
  tactical shield. It improves the Power Armor’s equipment 
  bonus to Defense by +2.
  When not deployed, the Bastion tactical shield can retract 
  into the Power Armor’s arm. Deploying or retracting the 
  shield is a move action.
  Equipment Slots: 1 must be arm.
  Activation: None or move action (see text).
  Range: Touch.
  Target: You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 5 + one-quarter the Power Armor’s base 
  purchase DC.
  Restriction: None.
  Bulwark Tactical Shield (PL 5)
  The Bulwark tactical shield—a high-tech version of the 
  shields carried by knights of old—is worn on one of the 
  Power Armor’s arms. It improves the Power Armor’s 
  equipment bonus to Defense by +2.
  Equipment Slots: 1 must be arm.
  Activation: None.
  Range: Touch.
  Target: You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 5
  Restriction: None.
  Ceramic Composed Plating (PL 6)
  This defense system effectively covers the Power 
  Armor’s outer covering with ceramic composed plating.  
  This type of plating makes the Power Armor more resis-
  
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  Weapons of Power Armor Destruction
  tant to heat and fire based attacks. This type of plating 
  grants the Power Armor fire resistance 10.  This defense 
  system cannot be combined with Ablative Armor or 
  Reactive Armor.
  Equipment Slots: None
  Activation: None
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 10
  Restriction: None
  Cloaking Screen (PL 8)
  The cloaking screen warps light and energy around the 
  Power Armor, rendering it invisible to visual and elec-
  tronic sensors. 
  A cloaked Power Armor has total concealment. To attack 
  a cloaked Power Armor, an attacker must guess in which 
  square the Power Armor currently is (or determine its 
  position based on where it attacked last), and even if the 
  guess is accurate, there is a 50% chance that the attack 
  misses. A cloaked Power Armor gains a +40 bonus on 
  Hide checks if immobile, or a +20 bonus on Hide checks 
  if moving. Pinpointing the location of a cloaked Power 
  Armor that isn’t attempting to hide requires a Spot check 
  against DC 40 if immobile or DC 20 if moving (as if 
  the Power Armor operator had rolled a 0 on the Hide 
  check).
  Equipment Slots: 2.
  Activation: Attack or move action.
  Range: Personal.
  Target: You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 20 + one-quarter the Power Armor’s base 
  purchase DC.
  Restriction: Military (+3).
  Hologenerators (PL 8)
  Power Armor with this system are able to generate a 
  hologram of their Power Armor that will appear with 50 
  feet of itself.  The holographic Power Armor will give off 
  false readings to sensor suite as if it is real Power Armor 
  and the real Power Armor will increase the effects of 
  concealment by two grades.  Thus, an object with three-
  quarters concealment (30% miss chance) would have 
  total concealment (50% miss chance) instead.
  Equipment Slots: 1
  Activation: Attack Action
  Range: 100 ft.
  Target: Personal
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 30
  Restriction: Mil (+3)
  Reactive Armor  (PL 6)
  Power Armor with this modification has had small explo-
  sive charges bolted to its outer surfaces on the Power 
  Armor.  When the Power Armor is hit by weapons which 
  use does Ballistic type of damage this explosives deto-
  nate in response to disrupt the attack.  In gaming terms 
  the reactive armor gives the Power Armor damage reduc-
  tion 10 to ballistic damage.  This defense system cannot 
  be combined with Ablative Armor or Ceramic Composed 
  Plating.
  Equipment Slots: None
  Activation: None
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 10
  Restriction: None
  Structural Reinforment (PL 7)
  The Power Armor’s structural integrity is reinforced so 
  it can shake off attacks that would cripple it otherwise. 
  Light fortification converts 25% of all critical hits into 
  regular hits.  Installing light fortification requires a Craft 
  (structural) check instead of a Craft (Power Armor) 
  check. Light fortification takes the place of one of the 
  Power Armor’s equipment slots.
  Equipment Slots: 1
  Activation: None.
  Range: Personal.
  Target: You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 5 + one-half the Power Armor’s base 
  purchase DC.
  Restriction: Licensed (+1).
  POWER ARMOR WEAPONS
  Power Armor uses both melee and ranged weapons to 
  dispatch foes. In addition, a weapon can either be hand-
  held or integrated into the Power Armor’s superstructure; 
  each version has its benefits and drawbacks.
  Handheld Weapons: A handheld weapon does not cost 
  an equipment slot. However, Power Armor with a hand-
  held weapon can be disarmed.
  Integrated Weapons: An integrated weapon takes up 
  one or more of the Power Armor’s equipment slots, but 
  the Power Armor cannot be disarmed of the weapon. 
  Table: Power Armor Weapons summarizes each weap-
  on’s statistics.
  To build a handheld or integrated weapon from scratch, a 
  character must succeed at a Craft (Power Armor) check 
  (DC 25) after investing 8 hours in its assembly. A char-
  acter without Power Armor tool kit takes a –4 penalty on 
  the skill check. The character must also make a Wealth 
  check against the weapon’s purchase DC.
  
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  Weapons of Power Armor Destruction
  Armor Defeating Weapon Systems 
  (PL 6)
  This weapon system has come into play more and more 
  often in recent years.  The basic nature of this weapon 
  system makes it quite valuable and wanted by many.  All 
  weapons on a Power Armor equipped with this weapon 
  system when attacking will reduce their target Power 
  Armor’s hardness by 15 points.
  Equipment Slots: None
  Activation: Per Weapon
  Range: Per Weapon
  Target: Per Weapon
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 20
  Restriction: Mil (+3)
  Dragon Breath Flame-Thrower (PL 5)
  Used primarily against soft, unarmored targets, the 
  Dragon Breath Flame Thrower sprays a 20-foot cone of 
  burning liquid fuel. Anyone caught within the cone must 
  succeed at a Reflex save (DC 15) or take 3d6 points of 
  fire damage. The flame-thrower carries enough fuel for 
  10 attacks; refueling the tank has a purchase DC of 9.
  Equipment Slots: 1.
  Activation: Attack action.
  Range Increment: Emanates from Power Armor.
  Area: 20-foot cone.
  Duration: Instantaneous.
  Saving Throw: Reflex half (DC 15).
  Purchase DC: 10
  Restriction: Military (+3).
  Energy Claws (PL 7)
  Power Armor equipped with energy claws can cut into 
  most armor and metal plating. The claws can be extended 
  or retracted as a free action.  The claws convert the 
  Power Armor’s slam attack into a claw attack that deals 
  slashing damage. The amount of damage is based on the 
  Power Armor’s size: Small 1d6, Medium 1d8, and Large 
  1d10. The claws have a critical threat range of 19–20.  
  The energy claws size category is the same as the Power 
  Armor’s size category.
  Equipment Slots: 1, must be arm
  Activation: Attack Action
  Range: Touch
  Target: Single target within reach
  Duration: Instantaneous
  Saving Throw: None
  Purchase DC: 10
  Restriction: None
  Enveloping Weapon Systems (PL 7)
  All beam weapons that hit will envelop the target in the 
  same energy as the beam weapon.  The energy envel-
  oping of the target Power Armor does massive damage 
  to that Power Armor.  In gaming terms, a target hit by a 
  beam weapon with an enveloping weapon system will 
  cause all damage from beam weapons to be doubled.
  Equipment Slots: 1 (Small or Medium); 2 (Large)
  Activation: Per Weapon
  Range: Per Weapon
  Target: Per Weapon
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 20
  Restriction: Mil (+3)
  Hard Light Weapon Systems (PL 8)
  This weapon system can transform energy into a matrix 
  that simulates solid matter. This matrix has two specific 
  preset shapes of a sword and an energy cannon that will 
  operate as these shapes would.  Due to the nature of thus 
  weapon system either of the two weapons, the sword or 
  energy cannon, will deal 4d8 points of fire damage with 
  a successful attack.  
  Equipment Slots: 3
  Activation: Attack Action
  Range: Touch (with Sword), 100 feet (with Energy 
  Cannon)
  Target: Single target within reach
  Duration: Instantaneous
  Saving Throw: None
  Purchase DC: 25
  Restriction: Mil (+3)
  Laser Cannon (PL 6)
  This weapon is a reliable laser cannon that deals 5d6 
  points of fire damage with a successful attack.
  Equipment Slots: 1, arm or shoulder
  Activation: Attack action.
  Range Increment: 50 feet.
  Target: Single target within 500 feet.
  Duration: Instantaneous.
  Saving Throw: None.
  Purchase DC: 12.
  Restriction: Military (+3).
  Laser Sword (PL 7)
  A laser sword is a basic one-handed melee weapon.  The 
  amount of damage is based on the Power Armor’s size: 
  Small 1d8, Medium 1d10, and Large 1d12.  The laser 
  sword has a critical threat range of 18–20. Half of the 
  damage the energy sword deals is slashing damage, and 
  the other half is fire damage.  The laser sword size cate-
  gory is the same as the Power Armor’s size category.
  Equipment Slots: 1, must be arm
  Activation: Attack Action
  Range: Touch
  Target: Single target within reach
  Duration: Instantaneous
  Saving Throw: None
  Purchase DC: 12
  Restriction: None
  Mass Driver (PL 8)
  Mass drivers fire hyper-accelerated spent-uranium slugs 
  at the target, dealing damage strictly through the massive 
  
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  Weapons of Power Armor Destruction
  kinetic energy the round imparts to the target. A mass 
  driver round deals 7d6 points of ballistic damage, and the 
  system’s magazine holds 10 rounds. 
  Equipment Slots: 1 for weapon, 1 for each 10-round 
  ammunition magazine.
  Activation: Attack action.
  Range Increment: 75 feet.
  Target: Single target within 600 feet.
  Duration: Instantaneous.
  Saving Throw: None.
  Purchase DC: 12 for drive and 10-round magazine, 10 
  per additional 10-round ammunition magazine.
  Restriction: Military (+3).
  Mini-Chaingun (PL 5)
  Essentially a high-tech version of the medium 
  machinegun, the Mini-Chaingun has 6 barrels that fire 
  dealing 1d12 points of ballistic damage on a successful 
  hit. The base unit has enough room for two 50-round 
  ammo belts. Each additional equipment slot devoted to 
  ammo storage has room for six more ammo belts. Each 
  additional ammo belt has a purchase DC of 2.
  Equipment Slots: 1 must be arm or shoulders.
  Activation: Attack action.
  Range Increment: 30 feet.
  Target: Single target within 100 feet, or autofire.
  Duration: Instantaneous.
  Saving Throw: None.
  Purchase DC: 6
  Restriction: Restricted (+2).
  MIRV Missile System (PL 6)
  A multiple independently targetable re-entry vehicle, 
  or MIRV, missile system is one of a collection of small 
  missile that are launched together using the MIRV 
  system with the effect of having multiple missiles 
  attacking on target.  In gaming term, Power Armor 
  equipped with this missile system will gain an additional 
  50% damage to a target.
  Equipment Slots: None
  Activation: Attack action
  Range: Per missile type
  Target: Per missile type
  Duration: Per missile type
  Saving Throw: Per missile type
  Purchase DC: 10 + one-quarter the Power Armor’s base 
  purchase DC
  Restriction: Mil (+3)
  Overloaded Missile System (PL 6)
  All missiles on this Power Armor have been rewired to 
  produce a monstrously more powerful explosive effect 
  upon detonation.  Missiles with the overload missile 
  system will cause all damage from missile to be doubled.
  Equipment Slots: 1 (Small or Medium); 2 (Large) 
  Activation: Per Weapon
  Range: Per Weapon
  Target: Per Weapon
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 30
  Restriction: Mil (+3)
  Plasma Whip (PL 8)
  A Plasma Whip has plasma energy that has been trans-
  form from energy into a matrix that simulates solid 
  matter into the shape of a whip but still keeps the 
  physical effect of the plasma, and can wrap around the 
  target. The plasma whip does fire damage according to 
  the Power Armor’s size: Small 2d6, Medium 2d8, and 
  Large 2d10. The Plasma whip has an extra 10 feet of 
  reach.  When using the plasma whip, you get a +2 equip-
  ment bonus on your opposed attack roll when attempting 
  to disarm an opponent (including the roll to avoid 
  being disarmed if you fail to disarm your opponent).  
  Because the plasma whip can wrap around an enemy’s 
  leg or other limb, you can make a trip attack with it by 
  succeeding at a melee touch attack. If you are tripped 
  during your own trip attempt, you can drop or detach the 
  plasma whip to avoid being tripped.  The plasma whip 
  size category is the same as the Power Armor’s size 
  category.
  Equipment Slots: 1, must be arm
  Activation: Attack action.
  Range: Touch.
  Target: Single target within reach.
  Duration: Instantaneous.
  Saving Throw: None.
  Purchase DC: 10 + one-quarter the Power Armor’s base 
  purchase DC.
  Restriction: Restricted (+2).
  Rocket Launcher (PL 5)
  The Shoulder Mount Rocket Launcher is basic rocket 
  launcher that has been modified to hold three additional 
  rockets that deals 5d6 points of slashing damage to 
  everything within a 10 feet burst radius. A successful 
  Reflex save (DC 20) reduces the damage by half.
  Equipment Slots: 1, Shoulder only
  Activation: Attack action
  Range: 100 feet.
  Area: 10-foot-radius burst.
  Duration: Instantaneous
  Saving Throw: Reflex half (DC 20).
  Purchase DC: 10 for rocket launcher and 3 rockets, 5 
  per additional 3-rocket pack
  Restriction: Mil (+3)
  MISCELLANEOUS EQUIPMENT
  This section describes various other pieces of Power 
  Armor equipment that don’t fall neatly under the other 
  categories, including a variety of electrical systems.
  Building a system from scratch requires a character to 
  make a Wealth check against the system’s purchase DC, 
  invest time in its assembly, and succeed at a Craft (elec-
  trical), Craft (Power Armor), or Craft (structural) check 
  (DC 25)—whichever seems most appropriate given the 
  type of equipment. See the Craft skill description for 
  further guidance. A character without the appropriate 
  
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  Weapons of Power Armor Destruction
  electrical or Power Armor tool kit takes a –4 penalty on 
  the skill check.
  Additional Ammunition
  You have extra Ammunition on board for one of your 
  weapon systems.  With each purchase of this system, you 
  will have an additional full amount based on the weapons 
  magazine amount.    
  Equipment Slots: 1
  Activation: None
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: Per Weapon type
  Restriction: None
  Additional Appendage
  This Power Armor has been equipped with an addi-
  tional appendage, whether it is something basic like an 
  additional arm or leg to the extreme of a tail or tentacle.   
  Power Armor with and additional appendage will gain 
  additional equipment slots, dependent on its size.  Small 
  or Medium Power Armor gain 1 additional equipment 
  slot, while Large Power Armor gain 2 additional equip-
  ment slots.  This can be taken multiple times.
  Equipment Slots: +1 for Small or Medium Power 
  Armor; +2 for Large Power Armor
  Activation: None
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: One-quarter the Power Armor’s base 
  purchase DC for Small or Medium Power Armor; one-
  half the Power Armor’s base purchase DC for Large 
  Power Armor
  Restriction: None
  Advanced Diagnostics (PL 7)
  Multiple redundant systems coupled with the ability to 
  detect and correct minor system faults allow the Power 
  Armor to repair moderate damage. Advanced diagnostics 
  restores 1d10 points of damage per hour, during which 
  time the Power Armor cannot move or attack. Only the 
  Power Armor’s bonus hit points are repaired, not damage 
  to the Power Armor’s operator.
  Equipment Slots: None
  Activation: Move action.
  Range: Personal.
  Target: You.
  Duration: 1 round.
  Saving Throw: None.
  Purchase DC: 10
  Restriction: None.
  Artificial Intelligence Computer 
  System (PL 6)
  This Power Armor is equipped with and Artificial Intelli-
  gence to help with the common tasks that would be done 
  by a Power Armor Pilot.  In gaming terms, Power Armor 
  equipped with this modification gains +2 equipment 
  bonus on the operator’s Navigate and Spot checks and a 
  +2 bonus to Defense.
  Equipment Slots: None
  Activation: None
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 5 + one-quarter the Power Armor’s base 
  purchase DC
  Restriction: Restricted (+2)
  Communications System (PL 5)
  The Power Armor is equipped with a radio transceiver 
  that can transmit on multiple frequencies in either LOS 
  (line of sight) or omni-directional mode. It can handle up 
  to ten simultaneous two-way conversations.
  Equipment Slots: None.
  Activation: Free action.
  Range: 50 miles.
  Target: One or more radio transceivers.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 11.
  Restriction: None.
  EMP Shielded (PL 8)
  Power Armor with this device have had had its major 
  operation systems protected and reinforced from all 
  various types of electromagnetic pulses (EMP) attacks 
  and/effects.  Power Armor with this device gains a +5 to 
  all rolls when dealing with EMP attacks and/or effects. 
  Equipment Slots: None
  Activation: None
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 10
  Restriction: None
  Exo-Power Armor Support Harness 
  (PL 6)
  Increases Equipment Space by +3 for Small or Medium 
  Power Armor; and +7 for Large Power Armor
  Equipment Slots: None
  Activation: None
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 10 + one-quarter the Power Armor’s base 
  purchase DC.
  Restriction: None
  
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  Weapons of Power Armor Destruction
  Inertial Dampers (PL 7)
  Inertial dampers are mechanisms aboard Power Armor to 
  compensate for acceleration forces caused by speed and 
  direction changes at high velocities.  Power Armor with 
  this system gain a +2 all Reflex saves.
  Equipment Slots: 1
  Activation: None
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 10 
  Restriction: None
  Life Support System (PL 5)
  The Power Armor’s life support system provides a closed 
  environment, allowing the Power Armor operator to 
  ignore the effects of inhaled poisons and immersion in 
  water. The onboard air supply lasts for 6 hours.
  Equipment Slots: 1
  Activation: None.
  Range: Personal.
  Target: You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 4.
  Restriction: None.
  Nanorepair Unit (PL 8)
  State-of-the-art nanites swarm over the surface of the 
  Power Armor at the first indication of damage. The 
  Power Armor automatically heals 5 points of damage 
  per round. The nanorepair unit ceases to function if the 
  Power Armor loses all its hit points.
  Equipment Slots: 1.
  Activation: None.
  Range: Personal.
  Target: You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 5 + one-quarter the Power Armor’s base 
  purchase DC.
  Restriction: Restricted (+2).
  Neural Link (PL 8)
  This unit links the operator’s brain directly to the Power 
  Armor, making it feel less like a machine and more like 
  an extension of the operator’s body. While driving or 
  piloting the Power Armor, the operator gains a +1 bonus 
  on initiative checks. In addition, the operator can use any 
  of his non-Power Armor-specific feats while operating 
  Power Armor. (This ability does not grant the operator 
  any new feats.)
  Equipment Slots: None
  Activation: None.
  Range: Personal.
  Target: You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: One-quarter the Power Armor’s base 
  purchase DC.
  Restriction: Restricted (+2).
  Organic Technology (PL 8)
  This type of technology is based on the concept of 
  growing and creating organisms to perform the action 
  that would be done by inorganic machines.  Power 
  Armor created using this concept is completely organic 
  in nature, simply but this type of Power Armor is a living 
  being.  Any Power Armor with this system gains the 
  following list of abilities:
   •  The Power Armor gains one of the following Power 
  Armor feats and it can be used by the operator 
  (Power Armor Pilot) of the Power Armor even 
  though they may not have the prerequisites for 
  the feat: Battle Tested, Hair Trigger, Power Armor 
  Crush, Power Armor Sweep or Power Armor 
  Trample 
   •  The Power Armor will automatically heal 5 points of 
  damage per round. The organic technology will be 
  considered “death, when it loses all its hit points.
  Equipment Slots: None
  Activation: None
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 15 + one-quarter the Power Armor’s base 
  purchase DC
  Restriction: Restricted (+2).
  Pulsed Weapon System (PL 6)
  With this weapon system, one energy-based weapons 
  on the Power Armor will have their weapon fire rate 
  changed from single to autofire and cause an additional 
  50% damage to a target, but the range of the weapon is 
  reduce by 50%.
  Equipment Slots: None
  Activation: Free action.
  Range: Per the weapon (See Above)
  Target: Per the weapon (See Above), Autofire
  Duration: Per the weapon
  Saving Throw: Per the weapon
  Purchase DC: One-quarter the Power Armor’s weapon 
  base purchase DC
  Restriction: None
  Sentient Artificial Intelligence 
  Computer System (PL 7)
  This Power Armor is equipped with and Sentient Artifi-
  cial Intelligence to help with the several task that would 
  be done by a Power Armor Pilot.  In gaming terms, 
  Power Armor equipped with this modification gains +4 
  equipment bonus on the operator’s Navigate and Spot 
  checks and a +4 bonus to Defense.  In addition one per 
  round, the Sentient Artificial Intelligence is able to attack 
  with one of the weapon systems totally by itself.  The 
  
  Page 14
  Weapons of Power Armor Destruction
  Sentient Artificial Intelligence base attack is equal to the 
  Power Armor Pilot’s base attack –5.
  Equipment Slots: 1
  Activation: None
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 5 + one-half the Power Armor’s base 
  purchase DC
  Restriction: Military (+3)
  Space Skin (PL 6)
  Space skin colloquially refers to a series of environ-
  mental stabilizers that allow the Power Armor operator 
  to ignore the effects of vacuum, thus enabling the Power 
  Armor to operate in space.
  Equipment Slots: 1
  Activation: None.
  Range: Personal.
  Target: You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 4.
  Restriction: None.
  Stealth Suite (PL 6)
  Based on high-tech low observable technology, this 
  combination of sound baffles, heat dispersers, and non-
  reflective paint combines to give the Power Armor a 
  +5 bonus on Hide and Move Silently checks. Cost and 
  the size penalty combine to make this structural option 
  impractical on all but the smallest Power Armor.
  Equipment Slots: None.
  Activation: None.
  Range: Personal.
  Target: You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 15.
  Restriction: Licensed (+1).
  Synthetic Bioneural Circuitry (PL 8)
  Synthetic Bioneural Circuitry adds synthetic bioneural 
  circuitry to a circuitry module, designed to organize 
  information more efficiently and speed up response time 
  for the pilot and Power Armor. While driving or piloting 
  the Power Armor, the operator gains a +2 bonus all of the 
  Power Armors rolls 
  Equipment Slots: 1
  Activation: None
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 15 + one-quarter the Power Armor’s base 
  purchase DC
  Restriction: Restricted (+2) 
  Zero-G Stabilizer (PL 7)
  A zero-G stabilizer allows the Power Armor and its oper-
  ator to function normally in low-gravity and zero gravity 
  environments, as though the operator has the Zero-G 
  Training feat (see page 15).
  Equipment Slots: None.
  Activation: None.
  Range: Personal.
  Target: You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 3.
  Restriction: None.
  MOVEMENT AND COMBAT
  Combat between Power Armor is similar as between 
  characters. They still obey the essential rules of move-
  ment and combat. They still threaten squares within 
  their reach, take move actions and attack actions, duck 
  behind cover to gain a bonus to Defense, and so forth. 
  In some respects, however, Power Armor movement and 
  combat differs from character movement and combat. 
  The following sections describe specific situations that 
  arise when Power Armor maneuver and clash on the 
  battlefield.
  DRIVING, PILOTING, AND MOVEMENT
  Power Armor operators use the Drive skill to operate 
  their Power Armor on the ground and the Pilot skill to 
  operate their Power Armor in the air or in space.
  In general, Power Armor operators don’t need to make 
  Drive or Pilot checks to steer their Power Armor around 
  the battlefield. However, these skills may come into play 
  in combat under the following circumstances:
   •  When trying to move past a foe without provoking 
  an attack of opportunity, Power Armor operator can 
  make a Tumble check instead of Drive check or Pilot 
  check.
   •  Power Armor operator can oppose a trip attempt 
  with a Drive check (if on the ground) or a Pilot 
  check (if in the air). 
   •  A successful Pilot check can pull Power Armor out 
  of a stall (see Flying Power Armor, below).
  FLYING POWER ARMOR
  On the ground, Power Armor move as characters. They 
  can turn at any time, move in any direction, and stop on a 
  dime. In the air, though, they are more limited.
  Most flying Power Armor have to slow down to make a 
  turn, and many are limited to fairly wide turns and must 
  maintain a minimum forward speed. Flying Power Armor 
  has a maneuverability rating, as shown on Table: Flight 
  Maneuverability. Power Armor’s flight systems deter-
  mine its maneuverability.
  Minimum Forward Speed: If a flying Power Armor 
  fails to maintain its minimum forward speed, it must 
  land at the end of its movement. If it is too high above 
  the ground to land, it falls straight down, descending 75 
  feet in the first round of falling. If this distance brings it 
  
  Page 15
  Weapons of Power Armor Destruction
  to the ground, it takes falling damage. If the fall doesn’t 
  bring the Power Armor to the ground, the operator must 
  succeed at a Pilot check (DC 20) to recover. Otherwise, it 
  falls another 150 feet. If it hits the ground, it takes falling 
  damage. Otherwise, it has another chance to recover on 
  its next turn.
  Hover: The ability to stay in one place while airborne.
  Fly Backward: The ability to fly backward.
  Reverse: Power Armor with good maneuverability uses 
  up 5 feet of its speed to start flying backward.
  Turn: How much the flying Power Armor can turn after 
  covering the stated distance.
  Turn in Place: Power Armor with good or average 
  maneuverability can “spend” some of its speed to turn in 
  place.
  Maximum Turn: How much the Power Armor can turn 
  in any one space.
  Up Angle: The angle at which the Power Armor can 
  ascend.
  Up Speed: How fast the Power Armor can ascend.
  Down Angle: The angle at which the Power Armor can 
  descend.
  Down Speed: A flying Power Armor can descend at 
  twice its normal flying speed.
  Between Down and Up: An average, poor, or clumsy 
  Power Armor must fly level for a minimum distance 
  after descending and before ascending. Any flying Power 
  Armor can begin descending after an ascent without an 
  intervening distance.
  POWER ARMOR IN OUTER SPACE
  Only Power Armor equipped with space skin (see 
  Miscellaneous Equipment) can operate in outer space. 
  However, the Power Armor’s operator takes a –4 penalty 
  on all attack rolls and skill checks unless she has the 
  Zero-G Training feat or has equipped her Power Armor 
  with a zero-g stabilizer.
  In outer space, Power Armor flies just like they do in 
  the atmosphere, with a few exceptions. First, all flying 
  Power Armor improve by two maneuverability category 
  (clumsy becomes average, poor becomes good, average 
  becomes perfect). Second, all Power Armor can ascend 
  and descend regardless of the limitations on Table: Flight 
  Maneuverability, and their speed is unchanged if they do 
  so. Finally, all Power Armor can hover in space and need 
  not maintain a minimum forward speed.
  POWER ARMOR CRITICAL HITS
  Whenever you confirm a critical hit against Power 
  Armor, you may choose to roll a d20 and consult Table: 
  Power Armor Critical Hits instead of dealing the normal 
  critical hit damage for the attack. However, you must 
  accept the results of the roll, even if those results are less 
  than desirable.
  Table: Power Armor Critical Hits
  D10 
   
  Roll Effect(s)
  1-3 
   
  Normal damage, pilot dazed
  4-6 
   
  Normal critical hit, pilot dazed
  7-9 
   
   Normal critical hit, Power Armor 
  knocked prone
  10-11 
   
   Severe critical hit, pilot dazed, Power 
  Armor stunned
  12-13 
   
   Severe critical hit, Power Armor 
  knocked prone
  14-15 
   
  Pilot hit (normal damage)
  16-17 
   
  Normal damage, equipment damaged
  18 
   
  Normal damage, equipment destroyed
  19 
   
  Normal critical hit, slot damaged
  20 
   
  Normal critical hit, slot destroyed
  Normal Damage: The attack deals normal damage (do 
  not apply critical hit multipliers).
  Pilot Dazed: The pilot of the Power Armor, including its 
  operator, must succeed on a Fortitude save (DC 15) or be 
  dazed for 1 round. Unable to act, a dazed character can 
  take no actions, but still retains his or her full Defense.
  Normal Critical Hit: Roll critical hit damage normally.
  Power Armor Knocked Prone: The force of the attack 
  knocks the Power Armor prone. The pilot takes 1d6 
  points of bludgeoning damage as they are knocked about 
  in the armor. A prone Power Armor takes a –4 penalty on 
  melee attack rolls and can’t use thrown ranged weapons. 
  Table: Flight Maneuverability
  Maneuver 
  Perfect 
  Good 
  Average 
  Poor 
  Clumsy
  Minimum forward speed 
  None 
  None 
  Half 
  Half 
  Half
  Hover 
  Yes 
  Yes 
  No 
  No 
  No
  Fly backward 
  Yes 
  Yes 
  No 
  No 
  No
  Reverse 
  Free 
  –5 ft. 
  — 
  — 
  —
  Turn 
  Any 
  135˚/5 ft. 
  90˚/5 ft. 
  90˚/5 ft. 
  45˚/5 ft.
  Turn in place 
  Any 
  +135˚/5 ft. 
  +90˚/5 ft. 
  45˚/5 ft. 
  No
  Maximum turn 
  Any 
  Any 
  135˚ 
  90˚ 
  90˚
  Up angle 
  Any 
  Any 
  90˚ 
  60˚ 
  60˚
  Up speed 
  Full 
  Full 
  Half 
  Half 
  Half
  Down angle 
  Any 
  Any 
  Any 
  Any 
  45˚
  Down speed 
  Triple 
  Double 
  Double 
  Double 
  Double
  Between down and up 
  0 ft. 
  0 ft. 
  5 ft. 
  10 ft. 
  20 ft.
  
  Page 16
  Weapons of Power Armor Destruction
  The Power Armor gains a +4 bonus to Defense against 
  ranged attacks, but takes a –4 penalty to Defense against 
  melee attacks.
  Standing up from prone is a move action that provokes 
  attacks of opportunity.
  Power Armor Stunned: The Power Armor automati-
  cally drops what it is holding and can take no attack or 
  move actions for 1 round. While the Power Armor is 
  stunned, apply a –2 penalty to the Power Armor opera-
  tor’s Defense (even though the operator is not stunned).
  Severe Critical Hit: Roll critical hit damage using a x5 
  multiplier instead of the weapon’s normal multiplier.
  Pilot Hit: The attack bypasses the Power Armor’s armor 
  and superstructure. Apply normal damage to the pilot 
  ignoring the Power Armor’s bonus hit points.
  Equipment Destroyed: One piece of equipment (attack-
  er’s choice) is damaged and ceases to function until 
  repaired. It can be a flight system, sensor system, defense 
  system, weapon (handheld or integrated), or miscella-
  neous system. Repairing a damaged system requires half 
  an hour of work and a successful Repair check (DC 25).
  Equipment Destroyed: One piece of equipment (attack-
  er’s choice) is destroyed and ceases to function. It can be 
  a flight system, sensor system, defense system, weapon 
  (handheld or integrated), or miscellaneous system. A 
  destroyed system cannot be repaired, only replaced.
  Slot Damaged: One of the Power Armor’s equipment 
  slots (attacker’s choice) is damaged. Any piece of equip-
  ment wholly or partially installed in that slot will not 
  function until the slot is repaired. Repairing a damaged 
  equipment slot requires 1 hour of work and a successful 
  Repair check (DC 30).
  Slot Destroyed: One of the Power Armor’s equipment 
  slots (attacker’s choice) is destroyed, along with any 
  piece of equipment wholly or partially installed in it. 
  Rebuilding a destroyed equipment slot requires 9 hours 
  of work and a successful Craft (Power Armor) check 
  (DC 35).
  RANGED ATTACKS AND ATTACKS OF 
  OPPORTUNITY
  Power Armor only provoke attacks of opportunity from 
  creatures of their own size or larger (including other 
  Power Armor or mecha) when they fire a ranged weapon 
  in a threatened area.
  POWER ARMOR-RELATED FEATS
  Power Armor operators can select feats that relate specif-
  ically to operating Power Armor.  
  Essential Power Armor Feats
  A character without the Power Armor Operation feat and 
  Power Armor Weapon Proficiency feat suffers serious 
  penalties while operating Power Armor of any size. 
  The penalties for not having these feats are summarized 
  below:
  Power Armor Operation: A character without this feat 
  takes a –4 penalty on Balance, Climb, Drive, Escape 
  Artist, Hide, Move Silently, Pilot, and Tumble checks 
  when operating Power Armor. Furthermore, the character 
  cannot run or charge.
  Power Armor Weapon Proficiency: A character without 
  this feat takes a –4 penalty on attack rolls made while 
  operating Power Armor. Furthermore, the character 
  cannot apply the various firearm feats (such as Advanced 
  Firearms Proficiency, Dead Aim, Double Tap, Shot on 
  the Run, and Strafe) to Power Armor’s ranged weapons.
  Power Armor and Feats
  If you have the Power Armor Weapon Proficiency feat, 
  any feats that apply to firearms (such as Double Tap 
  and Strafe) also apply to relevant ranged Power Armor 
  weapons.
  Melee-oriented feats from the Brawl and Combat Martial 
  Arts trees do apply if you’re operating Power Armor.  A 
  character with the Power Armor Operation feat threatens 
  all areas within reach of the Power Armor, and making 
  a slam or other melee attack with Power Armor doesn’t 
  provoke an attack of opportunity.  Feats from the 
  Defense Martial Arts tree function normally for charac-
  ters in Power Armor.
  Advanced Power Armor Operation
  You have received advanced training or extensive prac-
  tice in Power Armor movement.
  Prerequisite: Power Armor Operation.
  Benefit: When you are operating Power Armor of the 
  chosen size, you gain a +1 dodge bonus to Defense. 
  Furthermore, armor penalties for operating the Power 
  Armor are 2 less than they would otherwise be (minimum 
  penalty –0).
  Battle Tested
  You are very experienced in combat with Power Armor.
  Prerequisite: Power Armor Operation
  Benefit: Whenever you are attacked and you or your 
  Power Armor required to make Fortitude saving throws, 
  the you gain a +2 to all these rolls.
  Power Armor Crush
  You can hurl your Power Armor’s body onto opponents 
  to deal tremendous damage.
  Prerequisite: Power Armor Operation.
  Benefit: As an attack action, you can maneuver your 
  Power Armor to jump or fall onto opponents, using the 
  Power Armor’s body to crush them. The base damage 
  for a crush attack depends on your Power Armor’s size 
  category, as given below. Add 1.5 times your Power 
  Armor-modified Strength bonus to this base damage to 
  determine the total damage for the attack.
  
  Page 17
  Weapons of Power Armor Destruction
  Power Armor Size 
  Damage
  Small 
   
   
  1d6
  Medium 
   
   
  1d8
  Large 
    
   
  2d6
  A crush attack deals bludgeoning damage and affects 
  as many creatures as can fit under your Power Armor’s 
  body. Each creature in the affected area must succeed on 
  a Reflex save (DC 10 + your Power Armor’s size modi-
  fier for grapple attacks). On a failure, the creature is 
  pinned and automatically takes crush damage each round 
  the pin is maintained.
  Power Armor Operation
  You know how to operate Power Armor.
  Benefit: You do not suffer the restrictions on move-
  ment and penalties on skill checks for being unfamiliar 
  with Power Armor controls. You can move normally in 
  Power Armor and generally perform any action as if you 
  weren’t inside Power Armor, subject to the obvious limi-
  tations of size. You threaten areas within your reach even 
  if unarmed. 
  Normal: Characters without this feat take a –4 penalty 
  on Balance, Climb, Drive, Escape Artist, Hide, Move 
  Silently, Pilot, and Tumble checks when operating Power 
  Armor. Furthermore, they cannot run or charge.
  Power Armor Sweep
  You can use your Power Armor to wield improvised 
  weapons and attack several spaces at once.
  Prerequisite: Power Armor Operation, Power Attack
  Benefit: You can use your Power Armor’s great size and 
  strength, along with your own knowledge of balance and 
  leverage, to pick up a heavy object (such as a large tree 
  or boulder) and attack an area as an attack action. The 
  area affected is a half-circle with a radius equal to your 
  Power Armor’s reach. This attack deals damage to all 
  creatures within the area. The base damage dealt depends 
  on your Power Armor’s size, as given below. Add 1.5 
  times your Power Armor’s Strength bonus to this base 
  damage to determine the total damage for the attack.
  Power Armor Size 
  Damage
  Small 
   
   
  1d4
  Medium 
   
   
  1d6
  Large 
    
   
  1d8
  This form of attack is awkward and unbalancing and you 
  take a –1 penalty to your Power Armor’s Defense and on 
  Reflex saves until your next turn.
  Power Armor Trample
  Your Power Armor can knock down and crush oppo-
  nents.
  Prerequisite: Power Armor Operation, base attack bonus 
  +3.
  Benefit: When you attempt to overrun an opponent while 
  operating Power Armor, the target may not choose to 
  avoid your Power Armor. If your Power Armor knocks 
  down the target, your Power Armor may make one free 
  slam attack against the target, gaining a +4 bonus on the 
  attack roll because the target is prone.
  Power Armor Weapon Boost
  By disabling safeguards and shunting auxiliary power 
  into your weapons, you can attain greater destructive 
  power at the cost of weapon accuracy.
  Prerequisite: Base attack bonus +5, Repair 4 ranks.
  Benefit: You can take a penalty of up to –3 on your 
  attack roll. If you do, the Power Armor weapon of your 
  choice deals +1d4 points of damage for each –1 penalty 
  you took. The attack penalty persists until the beginning 
  of your next turn, but the additional damage applies only 
  to the next single attack you make.
  Power Armor Weapon Proficiency
  You know how to acquire targets and fire your Power 
  Armor’s weapons using onboard computers and sensors.
  Prerequisite: Power Armor Operation.
  Benefit: You no longer suffer the standard penalties on 
  attack rolls while you’re in your Power Armor. You can 
  use any feats that refer to firearms with your ranged 
  Power Armor weapons.
  Normal: Characters without this feat take a –4 penalty 
  on attack rolls made while piloting the Power Armor. 
  Furthermore, they cannot apply firearm feats to Power 
  Armor’s ranged weapons.
  Stun Power Armor
  By channeling electricity into an enemy Power Armor’s 
  control system, you can temporarily short it out.
  Prerequisite: Base attack bonus +6, Power Armor Oper-
  ation, Precise Shot.
  Benefit: If you threaten a critical hit with an electricity 
  attack against another Power Armor, you may automati-
  cally confirm the critical. In addition to suffering the 
  effects of the critical hit, the Power Armor is automati-
  cally stunned for 1d6 rounds. The stunned Power Armor 
  automatically drops what it is holding and can take 
  no attack or move actions. While the Power Armor is 
  stunned, apply a –2 penalty to the Power Armor opera-
  tor’s Defense (even though the operator is not stunned).
  POWER ARMOR PILOT
  Select this advanced class if you want your character 
  to be an expert Power Armor operator, in command of 
  an elite armored war machine equipped with horrifying 
  weaponry. The fastest path into this advanced class is 
  from the Fast hero basic class, though other paths are 
  possible.
  Requirements
  To qualify to become Power Armor Pilot, a character 
  must fulfill all the following criteria.
  Skills: Drive 6 ranks.
  
  Page 18
  Weapons of Power Armor Destruction
  Feats: +Power Armor Operation.
  CLASS INFORMATION
  The following information pertains to the Power Armor 
  Pilot advanced class.
  Hit Die
  The Power Armor Pilot gains 1d10 hit points per level. 
  The character’s Constitution modifier applies.
  Action Points
  The Power Armor Pilot gains a number of action points 
  equal to 6 + one-half his character level, rounded down, 
  each time he attains a new level in this class.
  Class Skills
  The Power Armor Pilot’s class skills are as follows. Bluff 
  (Cha), Computer Use (Int), Drive (Dex), Knowledge 
  (current events, popular culture, streetwise, technology) 
  (Int), Navigate (Int), Pilot (Dex), Profession (Wis), 
  Read/Write Language (none), Repair (Int), Sleight of 
  Hand (Dex), Speak Language (none), Spot (Wis), Tumble 
  (Dex).
  Skill Points at Each Level: 5 + Int modifier.
  Class Features
  The following features pertain to the Power Armor Pilot 
  advanced class.
  Power Armor Weapon Proficiency
  At 1st level, the Power Armor Pilot gains the bonus feat 
  Power Armor Weapon Proficiency.
  She is my Power Armor
  Starting at 2nd level, Power Armor Pilot gains a bonus 
  on Drive, Pilot, and Repair checks when applied to 
  Power Armor he designates as familiar. The same bonus 
  is applied to the Power Armor Pilot’s attack rolls with the 
  Power Armor’s ranged weapons. This bonus is +1 at 2nd 
  level and increases to +2 at 4th level.
  To designate Power Armor as familiar, the Power Armor 
  Pilot must have operated it for at least one month. 
  Minor changes and upgrades to the Power Armor don’t 
  affect familiarity, but if the Power Armor Pilot switches 
  to Power Armor with a different size, different super-
  structure, different flight system, or more than one new 
  weapon, he must operate it for at least one month before 
  he is familiar with it. Power Armor Pilot can be familiar 
  with only one Power Armor at a time.
  Bonus Feat
  At 3rd, the Power Armor Pilot gains a bonus feat. The 
  bonus feat must be selected from the following list, 
  and the Power Armor Pilot must meet all the prerequi-
  sites of the feat to select it. Advanced Firearms Profi-
  ciency, Advanced Power Armor Operation, Burst Fire, 
  Cleave, Combat Expertise, Dead Aim, Dodge, Double 
  Tap, Far Shot, Force Stop, Gearhead, Great Cleave, 
  Hair Trigger, Improved Bull Rush, Improved Disarm, 
  Improved Sunder, Improved Trip, Power Armor Crush, 
  Power Armor Operation, Power Armor Sweep, Power 
  Armor Trample, Power Armor Weapon Boost, Mobility, 
  Personal Firearms Proficiency, Point Blank Shot, Power 
  Attack, Precise Shot, Shot on the Run, Skip Shot, Spring 
  Attack, Strafe, Stun Power Armor, Thruster Blast, 
  Weapon Focus (Power Armor weapon only), Whirlwind 
  Attack.
  Evasive Action
  At 3th level, the Power Armor Pilot can make a Drive, 
  Pilot, or Tumble check (as appropriate) to lessen the 
  damage dealt by a successful attack against his Power 
  Armor. If the check result exceeds the attack roll, the 
  damage is reduced by half (round fractions down, 
  minimum of 1 point of damage). The Power Armor Pilot 
  can make an evasive action check once per round.
  Improved Evasive Action
  At 5th level, the Power Armor Pilot’s evasive action 
  ability improves. A successful Drive, Pilot, or Tumble 
  check negates all damage dealt by the attack.
  Table: The Power Armor Pilot
  Class  
  Base Attack  Fort Ref 
  Will 
   
  Defense 
  Reputation
  Level 
  Bonus 
  Save Save 
  Save 
  Special  
  Bonus 
  Bonus
  1st 
  +0 
  +0 
  +2 
  +1 
  Power Armor Weapon Proficiency 
  +1 
  +0
  2nd 
  +1 
  +0 
  +3 
  +2 
  She is my Power Armor (+1) 
  +1 
  +0
  3rd 
  +2 
  +1 
  +3 
  +2 
  Bonus feat, Evasive action 
  +2 
  +1
  4th 
  +3 
  +1 
  +4 
  +2 
  She’s my Power Armor (+2) 
  +2 
  +1
  5th 
  +3 
  +1 
  +4 
  +3 
  Improved evasive action 
  +3 
  +2
  
  Page 19
  Weapons of Power Armor Destruction
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc. 
  Modern System Reference Document Copyright 2002-2003, 
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, 
  Rich Redman, Charles Ryan, Eric Cagle, David Noonan, 
  Stan!, based on material by Jonathan Tweet, Monte Cook, 
  Skip Williams, Richard Baker, Peter Adkison, Bruce R. 
  Cordell, John Tynes, Andy Collins, and JD Wiker.
  Weapons of Power Armor Destruction, Copyright 2005, Louis 
  Porter Jr. Design, Inc.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/Devil's Workshop/Future/Weapons of Power Armor Destruction 1.pdf