Power armour is an advanced form of powered combat armour, worn primarily by the Space Marines and the Chais Space Marines, though suits have been created to be worn by mere mortals. It is a completely enclosed suit of combat armour composed of shaped adamantium and plasteel plates, encased in a ceramite ablative layer.
Each suit possesses a full suite of life-support functions for operation in hostile environments, an automated medicae system to provide some level of first aid to a wounded wearer and a highly advanced and fully integrated tactical targeting and threat analysis system known as "auto-senses."
The suit would be heavy and cumbersome to wear but for the electrically-motivated fibre bundles within the armour that replicates the wearer's movement and enhances their strength beyond its already considerable superhuman baseline (for Space Marines).
Rather than simply being worn, a Space Marine's armour integrates with him. It can take many solar decades to forge a single suit of power armour, and each is maintained with absolute care and devotion by skilled Chapter Serfs or even the Space Marines themselves. Each suit is a unique artefact with a spirit and history deeply valued by its Chapter
Power armour has a range of auxiliary systems that improve the Space Marine's effectiveness, including auto-senses made up of thought-activated communications systems, augurs, audio filters, targeting reticules and numerous other features.
Life support functions include pain suppressors, combat stimulants and anti-venoms. Reinforced greaves incorporate gyroscopic stabilisers and power units that magnetise the soles of the armour's boots for zero-gravity and vacuum combat.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Notes: Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Bonus: Strength Score, Bonus: Dexterity Score, Disadvantage: Stealth, Set: Armor Class, Requires attunement as the armor must be donned in a ritual the first time to bind to the wearer., Str. 15 Required, Stealth Disadvantage
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