Equipment: Robotic Bodies

Description
Robots and robotic, pony-shaped bodies have existed nearly as long as exosuits, some believe longer. As technology advanced, they became cheaper, faster, lighter, stronger, and more durable. They first saw use extensively on deep-space exploration craft and colonies, where power was much easier to come by than food for real ponies. These days, there are countless kinds of robots produced, housing a mix of advanced but non-sentient robots, to vessel, to true AI. With each user requiring different things from their body, this vast selection is truly a benefit to them, and the ability to fit exosuit augments to most robotic bodies has only improved that. Most robotic bodies are powered on an integrated power core similar in capacity and voltage to exosuits, but the two cannot be interchanged, and the power cells inside robotic bodies are meant to be recharged every few days, rather than replaced.

Stats and Bonuses
Each vessel can start with a body valued at 100,000c; if the base body is more expensive, they can afford less mods and augments, and visa versa.

Repair Vessel
Value: 50,000c Agility: 3D + 1 Strength: 3D + 2 Mechanical: 3D + 1 Endurance: 4D

Trait: Boom, Headshot - You can only be actually killed if you take damage equal to your max health in the critical area where your central computer is stored; that's up to you to decide, many vessels have it moved somewhere unusual to protect themselves from attackers that might otherwise just crush your head. If your health drops to 0 otherwise, you simply lose power and functionality completely until you are repaired; generally an expensive process, requiring systems and hull repair rolls and around 1,000c per point of HP.

Tank Vessel
Value: 80,000c Agility: 3D Strength: 4D Mechanical: 3D Endurance: 4D

Trait: Boom, Headshot - You can only be actually killed if you take damage equal to your max health in the critical area where your central computer is stored; that's up to you to decide, many vessels have it moved somewhere unusual to protect themselves from attackers that might otherwise just crush your head. If your health drops to 0 otherwise, you simply lose power and functionality completely until you are repaired; generally an expensive process, requiring systems and hull repair rolls and around 1,000c per point of HP.

Striker Vessel
Value: 60,000c Agility: 4D Strength: 3D Mechanical: 3D + 2 Endurance: 3D + 1

Trait: Boom, Headshot - You can only be actually killed if you take damage equal to your max health in the critical area where your central computer is stored; that's up to you to decide, many vessels have it moved somewhere unusual to protect themselves from attackers that might otherwise just crush your head. If your health drops to 0 otherwise, you simply lose power and functionality completely until you are repaired; generally an expensive process, requiring systems and hull repair rolls and around 1,000c per point of HP.