Fusion Core ๐ณ ๐ฐ 200
A sealed pre-war fusion cell the size of a thermos, still ticking over two centuries after the plant that made it stopped existing. It is the only thing that makes ๐ฆพ Power Armor more than a very expensive statue.
Charges
A full core holds 20 charges.
Drain Cost Simply wearing powered Power Armor 1 charge per day Overdrive Servos โ each ๐จ Sprint 1 charge Stealth Field โ each activation 2 charges Jetpack โ spin up, lasts the combat 1 charge Reactive Plates โ charge the plates, lasts the combat 1 charge At 0 charges the core is spent and the suit goes dead where it stands.
A dead suit
With no charges remaining:
- You cannot ๐ถ Move at all.
- You lose the ๐ช Strength 11 bonus.
- You lose ๐ Environmental Protection.
- Your Evasion cannot exceed 5, whatever your ๐ Agility.
The pieces keep their HP and ๐ Hardness โ you are still armored. Climbing out takes time.
Swapping a core
2 โก AP in combat. Free outside it.
Cannot be crafted
No workstation builds one โ the ๐จ industrial-workshop rule puts sealed fusion cells well out of reach. Found, bought, or taken.
Source: pulled from derelict suits, generators and military sites, or bought in tech-focused settlements. Trades as a Tech & Tools good at ~200 caps full; a partly drained core is worth proportionally less.
Related
- ๐ฆพ Power Armor โ what cores are for
- ๐ Power Armor Rules โ the full penalty and requirement list
- Stealth Field ยท Jetpack โ servos that draw on the core directly
- ๐ Fission Battery โ the common power component, not interchangeable with this
- ๐ฐ Bartering โ what you will actually pay