Assassin Hardsuit
196 CP
weight: 48kg

Maneuver: +5 REF & DEX

Strength: 4

Lifting: Wearer's x 4

Sensor Range: 1 km

Armour: 20 PD

Power: 50 hours

Design and Style: +2 PRE

Running: +6 Move

Jump/Swim: 350m/150m 

Comm Range: 10km

Structure: 25 SDP

Weapon WA RNG DMG LOC Special Notes
Knuckle-Bomb +1 H-t-H 17D6 RA 10 Charges
Wire Blades (x2) +0 25m 10D6e RA,LA Entangle
Monomolecular Blade +1 H-t-H 21D6 LA AP, Shock
Hand-to-Hand +0 H-t-H 4D6 A, A Stun Only
CLOAKING ARMOUR: When activated, Cloaking Armour bends light around the armour making it much harder to see the hardsuit. Also it reflects most sensor arrays (apart from Advanced Sensor Functions) from detection. Observers without this must make a Int roll, (at difficulty 30+). If they have advanced sensor functions, then the cloak is only half-effective. 
Subsystems Hardsuit Armour is Fusion-proof
  •   Life Support (full sealing vs Nuclear, Biological & Chemical agents)
  •   Information Processing Helmet (Optical, audio, radio, targeting, low-light vision, instrumentation, Heads up display; +2 Perception) 
  •   Aquatic Mode (No perception or Dex penalties underwater with Aquatic sensors and 30hrs of oxygen).
  •   ECCM Rank 8, ECM Radar Jamming and Sensor Jamming Rank 6 and radio scrambler 
  •   Manoeuvring Vernier-Rockets and Jumpjets
  •   Neural Interface and Flat-Actuated Linear Motor System (innerwear necessary) 
  •   Emergency armour-ejection function (blows armour off wearer)
  • Quick-change sleeve for right arm.
  • Silent Running (-3 to Perception rolls to notice walking) 

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