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Power Armor

Across Astrabound, body armor is common, but true battlefield supremacy belongs to power armor. These sealed, servo-driven war suits turn soldiers, marines, enforcers, and elite operatives into walking weapons platforms. They enhance strength, mobility, endurance, protection, battlefield awareness, and integrated firepower.

Some suits are built for speed, recon, and raiding deep behind enemy lines. Others are made to crash into kill zones, absorb incoming fire, and break fortified positions wide open. Command variants can coordinate infantry, vehicles, drones, and walkers from the heart of a firefight.

Power armor suits are the armored knights of the Astrabound era, whether they serve the Alliance, Commonwealth member-world militaries, corporate security divisions, private military houses, frontier militias, or darker powers on the edge of civilized space.

In Development Level terms, true power armor begins at Dev 7, where compact high-yield power systems, modern battlefield materials, and servo-assisted war suits become practical. At Dev 8, power armor is a mature military technology: sealed, networked, and common among advanced state militaries, elite marines, and major security forces. At Dev 9, the best suits begin to feel distinctly superior, with stealth systems, advanced shielding, nanorepair, and exotic support systems that lesser powers struggle to match.

Most power armor seen in ordinary Astrabound play is therefore Dev 7-8 gear. Truly exceptional suits, especially Drakneri, black-site, relic-adjacent, or limited-production specialist frames, may push into Dev 9 performance.

Example: Astrid in an assault suit is no longer just another trooper. She becomes the point of the spear, pushing through sealed bulkheads and hostile fire while Flynn covers from behind and Zayko shapes the battlefield with Astra.

Development Level Guidance

As a rule of thumb:

  • Dev 7: early true power armor, industrial exo-warframes, cargo loaders, and first-generation sealed military suits
  • Dev 8: mature interstellar power armor, standard Alliance-grade battlefield suits, advanced boarding armor, rescue frames, and common military upgrades
  • Dev 9: elite stealth suits, high-end shield systems, nanorepair packages, rare entangled comms, and specialist or strategic-grade armor systems

Lower-development worlds may still possess power armor through salvage, black markets, military aid, relic finds, or inherited stockpiles, but they usually cannot manufacture or properly maintain it in quantity.

Basics

The following rules apply to all power armor unless a specific suit says otherwise.

Armor

Power armor requires close contact with the wearer’s body. Only light clothing or a skinsuit may be worn inside it.

Comms

Power armor includes an integrated communications suite that can connect to other receivers within 20 miles.

HUD

Inside the helmet is a fully customizable HUD with integrated optics.

These systems:

  • negate up to 4 points of Illumination penalties
  • add +2 to sight-based Notice rolls made as an action

Its audio systems include high-powered microphones that can pick up whispers up to 200 yards away, granting +2 to hearing-based Notice rolls.

Sealed

Power armor is hermetically sealed. As long as it has power, it protects the wearer from:

  • cold
  • heat
  • pathogens
  • bacteria
  • gas
  • radiation

It also provides heating, cooling, and oxygen, shielding the wearer from all but the most extreme environmental conditions.

Trait Penalties

Power armor gloves and interfaces are built for durability, not delicate manual work.

Trait rolls requiring fine manipulation, such as:

  • Hacking
  • Repair
  • Thievery
  • arcane skill use

suffer −4 while wearing power armor.

Skills requiring face-to-face personal interaction, such as:

  • Persuasion
  • Performance

also suffer −4 while the helmet is worn.

Power armor imposes −2 to Stealth rolls.

Suits with a Stealth System ignore that penalty.

Example: Flynn can absolutely wear a military suit into a secure data vault, but once he tries to do careful electronics work in thick armored gloves, he is taking the full −4 penalty.

Weight

A powered suit does not encumber its wearer.

If a suit loses power, however, it becomes extremely heavy. An unpowered suit weighs 100 lbs × Size and has Minimum Strength d12 + Size.

Profiles

Power armor profiles use the following entries.

Title and Class

This is the suit’s name and its Class for use with Heavy Metal.

Size

This measures the suit’s physical scale and is used primarily in custom power armor design.

Armor

Each suit provides a base amount of Heavy Armor based on its frame. This adds directly to the wearer’s Toughness as usual.

Toughness

Some suits also add Toughness in addition to Armor.

Pace

A character in power armor moves using the suit’s Pace and a d6 running die.

When using the suit’s Pace, the servo-assisted movement ignores:

  • Hindrances that reduce the pilot’s Pace
  • Edges that increase the pilot’s Pace

Strength

The suit’s listed Strength replaces the wearer’s normal Strength while the suit is being operated.

Energy

Power armor is built to operate for three days on a full power supply.

Batteries may be:

  • replaced, or
  • recharged from a high-energy source in one hour

Less capable power sources may take longer, at the Gamemaster’s discretion.

In setting terms, this usually means compact fusion cells or other high-density field power at Dev 7, with more efficient quantum-fusion or antimatter-assisted military cells appearing at Dev 8+.

If a suit runs out of power, see Unpowered below.

Mods

Each frame allows a number of Modification points, representing both internal volume and power budget.

These may be spent on the power armor modifications listed later in this section, as well as suitable vehicular weapons where allowed.

Cost

The prices listed assume power armor is usually restricted to militaries, state agencies, or licensed corporations.

Gamemaster Advice

If a campaign world treats power armor as broader commercial equipment, you may reduce costs significantly.

Sample Profile

Assault Suit (Class II)

These suits are worn by shock infantry tasked with breaking enemy lines and causing maximum disruption. Troopers usually carry an assault rifle as their primary weapon and use the suit’s mounted grenade launcher to break up infantry concentrations.

SizeArmorToughPaceStrModsCost
2+166d12+16 (0)$155.3K

Mods: 3× Armor, Integrated Gear (grenade launcher), Jump Pack, Trauma Pack.

Weapons:

  • Grenade Launcher (Pintle Mount): Range 24/48/96, damage by grenade.

Combat

Power armor changes the way a character fights and survives.

Damage

Whenever a character in power armor suffers a Wound, the suit is considered breached to the environment and must also roll a Critical Hit on the table below.

That Critical Hit may be repaired with:

  • a Repair roll
  • appropriate tools
  • one hour of work

Unpowered

If a suit loses power, whether from depletion, EMP, or a Critical Hit, it becomes an inert mass.

An unpowered suit:

  • becomes Minimum Strength d12 + Size
  • adds its full weight to the wearer’s Encumbrance
  • loses life support
  • loses sensors
  • loses power to all Modifications

Example: Astrid takes a hard hit in vacuum and her suit loses power. She is now trapped inside a hundred-plus pounds of dead armor with no sensor support and no environmental systems, turning a bad combat result into an immediate survival emergency.

Critical Hit Table

2d6Result
2Shut Down
3Weapon
4–5Locomotion
6–8Frame
9–10Strength Servos
11Power
12Structural Integrity

Shut Down

The suit suffers a catastrophic malfunction and shuts down completely.

The pilot may exit the suit, but it does not function again until repaired.

Weapon

One integrated or attached weapon is knocked out.

If the suit has no such weapon, treat this result as Frame instead.

Locomotion

The suit’s Pace is reduced by 2, to a minimum of 1.

Frame

The suit absorbs the hit with no additional effect.

Strength Servos

The suit’s Strength is reduced by 2 steps.

Power

The suit temporarily loses power.

It becomes Unpowered until restored with an Electronics or Repair roll at −2 as a limited action.

Structural Integrity

The suit loses 4 points of Armor.

Custom Power Armor

To build a custom suit, either start from one of the stock suits below or begin with a Power Armor Frame.

As a baseline, custom power armor frames are normally Dev 7 technology. Mods such as Shields, Stealth Systems, and Repair Nanomachines are often Dev 8 or higher in ordinary manufacture, while the most exotic options may be effectively Dev 9 even if a particular faction keeps the exact threshold classified.

Installing a Modification requires:

  • a Repair roll
  • basic tools
  • 1d4 hours per Mod

A raise on the Repair roll halves the time.

Power armor of Size 4 or larger counts as a walker instead of a wearable suit.

Power Armor Frames

All power armor begins with one of the frames below.

SizeArmor (Max Armor)PaceStrengthModsWeightCost
1+8 (12)12 (8 MPH)d123100$50K
2+10 (16)6 (4 MPH)d12+16200$100K
3+12 (20)4 (3 MPH)d12+29300$150K

Power Armor Modifications

Mods is the number of slots the modification uses. Round fractions up.

A negative value means the modification returns slots to the frame.

Max is the number of times the modification may be taken. U means unlimited.

In cost entries, Size refers to the suit’s frame size above.

Negative Qualities

These drawbacks reduce cost or free up Mod slots.

ModificationMods (Max)Cost
Battered−2 (2)– $5K × Size
Exposed Pilot−2 (1)– $10K × Size
Finicky−2 (2)– $5K × Size
Fragile−2 (1)– $10K × Size
Inefficient−1 (2)– $5K × Size
Light Duty−2 (1)– $10K × Size
Reduced Pace−2 (2)– $10K × Size
Reduced Strength−2 (1)– $10K × Size

Battered

The suit has seen too many battles and too little proper refurbishment.

Each time this is taken, reduce Armor by 2.

Exposed Pilot

The suit is open and leaves the wearer exposed to atmosphere and direct attack.

The pilot may be targeted with a Called Shot at −4 and gains no Armor bonus against that attack.

Finicky

The suit is hard to maintain.

Repair rolls to fix its systems, attachments, or Critical Hits are made at:

  • −2
  • or −4 if taken twice

Fragile

The suit is poorly built or internally delicate.

It suffers a Critical Hit any time the wearer is Shaken, not only when Wounded.

Inefficient

The suit consumes too much power.

Each time this is taken, reduce the suit’s operational time before recharge by one day.

Light Duty

The suit and any Armor Mods no longer count as Heavy Armor.

Reduced Pace

The suit sacrifices speed for weight efficiency or internal volume.

Reduce Pace by 2, to a minimum of 4.

This may not be combined with Increased Pace.

Reduced Strength

The armor is only strong enough to move itself.

Use the pilot’s normal Strength for all other purposes.

This may not be combined with Strength upgrades.

Core Systems

ModificationMods (Max)Cost
Command Suite1 (1)$10K
Entangled Comms ★★★1 (U)$50K
Scanner1 (2)$5K

Command Suite

A tactical HUD package links the user to allied personnel within comms range.

The operator may:

  • see and hear through linked biolinks
  • monitor allied vitals
  • extend Command Range to linked allies

Example: Astrid’s command suit lets her monitor squad biometrics and live feeds while directing a boarding team through a hostile carrier.

Entangled Comms ★★★

The suit contains one hyperspace-entangled communications link paired to one other set anywhere in the universe.

Its range is effectively unlimited and it cannot be blocked or jammed.

Scanner

The suit’s sensors detect and identify matter or energy up to 50 yards away.

Targets do not need to be directly visible, though interference may still apply.

If taken a second time, increase the range to 500 yards.

Defensive Systems

ModificationMods (Max)Cost
AM/ECM1 (1)$5K × Size
Armor1 (See Text)$5K × Size
Ballistic Protection1 (1)$500
EMP Shielding1 (1)$5K × Size
Energy Skin— (1)$5K × Size
Repair Nanomachines ★★★3 (1)$50K × Size
Self-Sealing1 (1)$10K
Sensor Array4 (1)$25K
Shields ★Half Size (1)$50K × Size
Stealth System ★Size (1)$50K × Size
Strength ★2 (5)$5K × Size
Trauma Pack1 (1)$10K
Toughness1 (5)$5K × Size

AM/ECM

Anti-Missile and Electronic Countermeasures include jammers, decoys, flares, or similar systems.

They eliminate 2 points of penalties when making Evasion rolls against Guided Weapons.

Armor

Increase the suit’s Armor by +2 each time this is taken, up to the frame’s maximum Armor.

Power armor remains Heavy Armor unless Light Duty was also taken.

Ballistic Protection

Extra mesh, plate, or anti-ballistic lining reduces bullet damage from slugthrowers by 4.

EMP Shielding

The suit’s critical systems are hardened against electromagnetic disruption.

The operator ignores 2 points of the usual −4 operating and Repair penalty when resetting after an EMP attack.

Energy Skin

A reflective layer reduces laser damage by 4.

Stealth rolls opposed by sight suffer −2.

Repair Nanomachines ★★★

The suit contains nanobots that may attempt d6 Repair rolls as a limited action.

Each success and raise removes one Critical Hit.

After three repaired hits, the nanobots are too depleted to help further until they replenish over 24 hours.

Self-Sealing

The suit automatically seals breaches when the wearer suffers a Wound.

This is especially important in vacuum or poisonous atmospheres.

The system does not function if the wearer takes three or more Wounds from one attack.

Sensor Array

An extendable sensor package can scan:

  • heat
  • light
  • gravity
  • EM emissions
  • radio activity
  • other major matter or energy signatures

It can scan:

  • up to one light year away in space
  • or line of sight planetside

If a mini-satellite is launched, or the system connects to existing satellites, it can scan an entire planetary hemisphere.

Deploying or using the array takes a full round, during which the suit:

  • cannot move
  • is Vulnerable

Shields ★

The suit is protected by an energy shield.

The shield has a number of charges equal to the suit’s Size.

Whenever the suit takes damage, the pilot may spend shield charges by making a Soak roll with Electronics as a free action. Charges must continue to be spent until all Wounds are negated or the shield runs dry.

Shields recharge in 10 minutes outside combat.

In emergencies, the user may shunt power from locomotion and weapons to the shield and make an Electronics roll:

  • Success: restore half the usual charges, rounded up
  • Raise: restore all charges

Stealth System ★

This includes heat baffling, radar-absorbent materials, and signal distortion.

The suit:

  • ignores the normal −2 Stealth penalty
  • imposes −4 on attempts to lock onto it with Electronics

At Dev 8, the suit can blend into its surroundings:

  • −2 to Notice or direct-fire attack rolls against it
  • −4 at Dev 9

Activating or deactivating stealth mode is a limited action.

Stealth mode ends for any round in which the suit:

  • fires a weapon
  • emits significant energy
  • performs a similarly obvious action

It is also still visible to electronic sensors if it makes an active scan.

Strength ★

Increase the suit’s Strength by one die type each time this is taken.

Trauma Pack

An internal trauma suite delivers stimulants, coagulants, pain blockers, and stabilizers.

The wearer:

  • ignores up to 2 points of Wound penalties and Fatigue
  • gains +2 to resist Bleeding Out

The drugs last for one hour after injection.

They activate as a free action when triggered and must then be replaced.

Toughness

The suit’s frame is reinforced.

Each time this is taken, add +1 Toughness.

Locomotion

ModificationMods (Max)Cost
Energy PodHalf Size (U)$5K × Size
Flight ★Half Size (3)$10K × Size
Increased Pace1 (3)$5K
Jump Pack1 (1)$10K
Magnetic Pads1 (1)$5K
Pressure JetsHalf Size (2)$5K × Size
Wall Walker1 (1)$5K

Energy Pod

Each extra energy pod adds six more days of operation.

Flight ★

The suit gains thrusters and lift systems for VTOL flight at Pace 6.

If taken again:

  • second time: 60 MPH
  • third time: 200 MPH

Increased Pace

Improved motors increase Pace by +2 and improve the running die by one die type each time this is taken.

Jump Pack

Jump jets allow the suit to leap:

  • 8" horizontally
  • 4" vertically

This adds +2 damage when making a Wild Attack as part of that leap.

Magnetic Pads

Magnetic soles and palms allow movement on metal surfaces at half Pace.

They are especially useful in Zero-G boarding actions and hull work.

At Dev 8, they allow:

  • movement at full Pace
  • ignoring Gravitic Acclimation penalties while active

Pressure Jets

These allow underwater and high-pressure movement at the suit’s normal Pace and let a sealed suit withstand depths up to 500 feet.

If taken a second time:

  • Top Speed becomes 25 MPH underwater
  • depth tolerance increases to 3000 feet

Wall Walker

The suit may move on vertical surfaces at half Pace and cannot run.

Example: Flynn in a Zero-G suit uses magnetic pads to move across a ship’s outer hull while the rest of the team remains anchored near the breach point.

Offensive Systems

ModificationMods (Max)Cost
Anti-Personnel Pack1 (1)$5K
Claws1 (2)$5K
Heavy Weapon Brace1 (1)$50K
Integrated Gear1 (U)$5K + Items
Stabilizer1 (1)$5K
Targeting System1 (1)$25K

Anti-Personnel Pack

The suit carries a shell of explosive microcharges.

Activated as a limited free action, it detonates in a Large Blast Template for 4d6 damage.

The suit itself also takes 2d6 damage.

This is a one-use system, but may be reloaded with a mine and one minute of work.

Claws

The suit gains claws or pincers capable of lifting heavy loads or dealing Str+d4 damage.

If taken a second time, damage becomes Str+d6, AP 2.

A claw-hand cannot normally be used for most other tasks, including grappling or wielding most other weapons.

Heavy Weapon Brace

The suit deploys anchors, gravity spikes, or stabilizing braces to fire oversized weapons safely.

Deploying or retracting the brace is a limited action.

When deployed:

  • the suit is Vulnerable
  • it cannot move
  • it counts as Size +5 when firing carried or installed weapons

Integrated Gear

Up to 10 pounds of carried gear may be built directly into the suit with Gamemaster approval.

Integrated gear:

  • cannot be dropped
  • cannot be disarmed
  • cannot be used while the character is Bound

Integrated weapons may be extended or retracted as a limited free action.

Stabilizer

The suit negates:

  • Unstable Platform
  • Recoil
  • running penalties

for all attached direct-fire weapons.

It does not help with guided weapons.

Targeting System

The suit’s targeting systems reduce 2 points of Shooting penalties from:

  • Called Shots
  • Cover
  • Range
  • Scale
  • Speed

This works with carried and attached direct-fire ranged weapons, but not guided weapons.

Stock Power Armor

The following suits are ready to use as written. They may also serve as templates for custom suits.

Any remaining Mod slots are listed in parentheses.

Civilian Power Armor

Cargo Loader (Class I)

A heavy industrial loader built to move cargo, not fight wars. It usually mounts two crude pincer-arms and simple cutting gear. It lacks the standard sensors, comms, and environmental protections of true military suits, and the operator is exposed from the front.

Remove Exposed Pilot if you want a hazardous-environment version.

SizeArmorToughPaceStrModsCost
2+104d12+46 (2)$100.4K

Mods: Claws, Exposed Pilot, Integrated Gear (matter cutter), Reduced Pace, 3× Strength.

Weapons:

  • Matter Cutter (Melee): use standard matter cutter stats.

Deep Sea Exploration Suit (Class II)

A bulky exploration suit built for crushing ocean depths, abyssal trenches, and whatever lives there. More peaceable operators sometimes replace the vibro sword with a stun pike.

SizeArmorToughPaceStrModsCost
3+12+24d12+29 (0)$226.2K

Mods: Claws, 2× Integrated Gear (gyrojet rifle, vibro sword), 2× Pressure Jets, 2× Toughness.

Weapons:

  • Vibro Sword (Melee): Str+d8+d6, AP 2
  • Gyrojet Rifle (Pintle Mount): explosive rounds, Range 24/48/96, Damage 3d6 (I), HW

Rescue Suit (Class I)

Used by disaster response crews, rescue teams, station emergency specialists, and hazardous recovery personnel. The base frame leaves room for customization such as magnetic pads for hull work, pressure jets for underwater stations, or flight systems for urban rescue.

SizeArmorToughPaceStrModsCost
2+106d12+16 (4)$105.4K

Mods: Claws, Fragile, Integrated Gear (matter cutter), Scanner, Trauma Pack.

Weapons:

  • Matter Cutter (Melee): use standard matter cutter stats

Example: Astrid may trust a rescue suit in a breached station or reactor emergency, but not in a warzone. Flynn, on the other hand, sees a matter cutter and a scanner and immediately spots all the ways it can still become useful on a salvage op.

Military Power Armor

Assault Suit (Class II)

A frontline shock suit for breaching, assault pushes, and direct breakthrough operations.

SizeArmorToughPaceStrModsCost
2+166d12+16 (0)$155.3K

Mods: 3× Armor, Integrated Gear (grenade launcher), Jump Pack, Trauma Pack.

Weapons:

  • Grenade Launcher (Pintle Mount): Range 24/48/96, damage by grenade

Command Suit (Class II)

A battlefield command variant built to coordinate troops while still surviving close combat.

SizeArmorToughPaceStrModsCost
2+146d12+16 (0)$140K

Mods: 2× Armor, Command Suite, Fragile, Jump Pack, Scanner, Stabilizer, Trauma Pack.

Weapons:

  • Medium Slugthrower (Pintle Mount): Range 30/60/120, Damage 2d8+1, RoF 3, AP 2, not a Heavy Weapon, Point Defense, Reaction Fire

Fire Support Suit (Class II)

A heavier battlefield platform built to support infantry with sustained suppressive fire.

SizeArmorToughPaceStrModsCost
3+184d12+29 (0)$230.3K

Mods: AM/ECM, 3× Armor, Scanner, Stabilizer, Trauma Pack.

Weapons:

  • Medium Slugthrower (Pintle Mount): Range 30/60/120, Damage 2d8+1, RoF 3, AP 2, not a Heavy Weapon, Point Defense, Reaction Fire
  • Dual Linked Light Autocannon (Fixed Front): Range 50/100/200, Damage 3d8 (I), AP 4, RoF 4, HW, Point Defense, Reaction Fire

Flight Suit (Class I)

Used by special forces, advanced recon teams, and rapid-strike operatives. These suits sacrifice heavy internal weapon mounts for speed, reach, and battlefield surveillance.

SizeArmorToughPaceStrModsCost
1+1012d123 (0)$75K

Mods: AM/ECM, Armor, 2× Flight (60 MPH), Fragile, Scanner.

Longstrider Suit (Class I)

Favored by long-range patrol units, fast-moving security teams, and raiders working deep beyond friendly supply lines.

SizeArmorToughPaceStrModsCost
1+1018 + d12 runningd123 (1)$60K

Mods: Armor, Fragile, 3× Increased Pace.

Scout Suit (Class I)

A lightweight reconnaissance and infiltration suit. Hard to detect, hard to hit, and not built to survive prolonged punishment.

SizeArmorToughPaceStrModsCost
1+1014 + d8 runningd123 (0)$110K

Mods: Armor, Fragile, Increased Pace, 2× Scanner, Stealth System.

Zero-G Suit (Class II)

A boarding suit used by vacuum assault teams and ship-kill marines. Its self-sealing systems are critical for fighting in breach-prone, decompressed, or damaged environments.

SizeArmorToughPaceStrModsCost
2+144d12+16 (1)$147.3K

Mods: 2× Armor, Flight, Integrated Gear (grenade launcher), Magnetic Pads, Reduced Pace, Self-Sealing, Trauma Pack.

Weapons:

  • Grenade Launcher (Pintle Mount): Range 24/48/96, damage by grenade

Example: Flynn hates boarding actions in vacuum, which is exactly why Astrid insists he train in a Zero-G suit. When the time comes to breach a pirate corvette, the magnetic pads and self-sealing systems are the only reason he makes it back alive.