starrangers:defenses
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Life support fields are available, but expensive. | Life support fields are available, but expensive. | ||
=====Battledresses===== | =====Battledresses===== | ||
- | All of these powered armors require battledress skill to operate. | + | All of these powered armors require battledress skill to operate. You need ranks equal to how much higher the lifting/ |
- | ====Heavy Battlesuit (TL10)==== | + | Suits other than cybersuits require 1 hour at a workshop and an armoury(power armor) roll to change the ST. |
- | Standard | + | |
+ | ====Heavy | ||
+ | ===Dreadnought | ||
+ | |||
+ | The new clumsy heavy battlesuit prototype. The shift to cybersuits for new armor meant that only about 4.5 million of these were ever made. They are operated by few of the Army heavy infantry instead of heavy battlesuits. | ||
+ | |||
+ | These heavily-armored battlesuits incorporate portable nuclear fusion reactors, giving them unsurpassed endurance compared to earlier powered armor. A single suit can support its operator for months or even years, although he’d probably go crazy if he were stuck in there all the time. | ||
+ | |||
+ | A dreadnought battlesuit is about the size of a heavy battlesuit (SM +1; about eight feet tall), but has more mass. Its armor is composed of titanium carbide-diamondoid nanolaminate over inner shock- and radiation-absorbing layers of liquid armor, stabilized metallic hydrogen, and bioplas. | ||
+ | |||
+ | A dreadnought suit’s laminated armor gets doubled DR vs. shaped charge warheads (including HEMP). Like the heavy battlesuit, it also has integral superconductor-based electromagnetic armor: this increases the suit’s protection to triple DR against any shaped-charge warheads or plasma bolts. The electromagnetic armor operates off a separate D cell and is good for 20 uses. | ||
+ | |||
+ | The suit has a full regenerative life support system, which provides continued temperature, | ||
+ | |||
+ | Its helmet includes a filter mask , Near miss indicator, an inertial compass , hearing protection , a hyperspectral visor , a medium laser comm and a medium radio. | ||
+ | |||
+ | The suit’s body incorporates biomedical sensors , trauma maintenance, | ||
+ | |||
+ | Its powerful amplified muscles give it Lifting and Striking ST 40-45, Basic Move +3, and Super Jump 3. The suit has radar stealth, | ||
+ | |||
+ | Typical trained infantry forces are at -5 DX. | ||
+ | |||
+ | |||
+ | ===Heavy Battlesuit(TL10) | ||
+ | The TL 10 Heavy Battlesuit it the standard | ||
These highly-mobile suits can fight in almost any environment. They have enough life support to keep the user | These highly-mobile suits can fight in almost any environment. They have enough life support to keep the user | ||
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tanks with a 72-hour air supply. | tanks with a 72-hour air supply. | ||
- | The suit’s exoskeleton grants Lifting and Striking ST+20. | + | The suit’s exoskeleton grants Lifting and Striking ST 30-35. |
It has Basic Move +2 and Super Jump 1 | It has Basic Move +2 and Super Jump 1 | ||
It is no longer produced. There are more than 400 million in use/reserve storage. | It is no longer produced. There are more than 400 million in use/reserve storage. | ||
- | Operating a heavy suit without penalty requires 20 ranks(72 points) of battlesuit skill, each starting 5 ranks(20 points) below the level causes -1 to DX. Typical trained infantry forces are at -3 DX. | + | Typical trained infantry forces are at -4 DX. |
- | ====Commando Battlesuit (TL10)==== | + | === Combat Walkers (TL9) === |
+ | |||
+ | These early designs have a barrel-shaped torso that | ||
+ | blends into the head. There is no neck or waist articulation; | ||
+ | the user must rely on sensors to see behind him and cannot | ||
+ | twist his torso around. The suit’s hands are also crude (but | ||
+ | very strong) grippers. Combat walkers built for humans | ||
+ | stand 2.4 meters tall (SM +2). | ||
+ | |||
+ | A combat walker is more mobile than a tank, but its | ||
+ | agility remains limited. The suit can sit or kneel, but the | ||
+ | user cannot crawl, get up from a prone position, jump, or | ||
+ | swim. On the other hand, the walker is covered with | ||
+ | depleted uranium composite laminate over high hardness | ||
+ | steel alloy, and can shrug off fire from light anti-tank | ||
+ | weapons. | ||
+ | |||
+ | The suit’s exoskeleton provides Lifting ST 30-35 and | ||
+ | Striking ST 30-35. Due to its longer legs, it also adds +1 to | ||
+ | Basic Move. While wearing the suit, the wearer suffers Bad | ||
+ | Grip 2 (p. B123). The entire suit’s weight is ignored for | ||
+ | encumbrance. However, if the combat walker loses power, | ||
+ | the wearer is effectively paralyzed until he leaves the suit. | ||
+ | The suit has several standard accessories: | ||
+ | hearing protection (p. 171), biomedical sensors (p. 187), | ||
+ | and a waste relief system (p. 187). Its helmet electronics | ||
+ | include a hyperspectral visor (p. 61), a medium radio | ||
+ | (p. 44), and a small laser comm (p. 44). The helmet has | ||
+ | audio sensors so the user can hear outside the suit, but it | ||
+ | lacks olfactory sensors; unless the hatch is opened, the | ||
+ | user suffers from No Sense of Smell/Taste (p. B146) when | ||
+ | dealing with the outside world. The suit’s surface has a tac- | ||
+ | tical ESM (p. 62), and incorporates infrared cloaking | ||
+ | (p. 99) and radar stealth (p. 100). | ||
+ | |||
+ | A combat walker is slightly more roomy than most other | ||
+ | battlesuits. This means that it is a “one size fits all” suit that | ||
+ | does not require special fitting to each user. It has a hatch | ||
+ | at the back that the user must climb into; due to its height, | ||
+ | the suit should be in a kneeling posture to enter, or it takes | ||
+ | an extra second to clamber into it. Entry and exit are otherwise similar to most battlesuits. | ||
+ | |||
+ | A combat walker is designed for operations on hostile alien | ||
+ | worlds. It can walk underwater, but cannot float or swim. It | ||
+ | has vacuum support, and can operate underwater or in | ||
+ | superdense atmospheres. It is sealed, and provides climate | ||
+ | control (-459° F to 300°F), pressure support (30 atm.), radi- | ||
+ | ation protection (PF 10), and vacuum support. It has two | ||
+ | large air tanks, giving a it a 48 hour air supply at TL9. | ||
+ | |||
+ | Operating a combat walker without penalty requires 30 ranks(112 points) of battlesuit skill, each starting 5 ranks(20 points) below the level causes -1 to DX. Typical trained infantry forces are at -5 DX. | ||
+ | |||
+ | |||
+ | ====Light Battlesuits==== | ||
+ | ===Commando Battlesuit (TL10)=== | ||
This is a lightweight, | This is a lightweight, | ||
It is used by all active duty non infantry units and the armor of the secondary reserve infantry. Many noble guards also operate it. | It is used by all active duty non infantry units and the armor of the secondary reserve infantry. Many noble guards also operate it. | ||
- | Its exoskeleton gives +15 to Lifting and | + | Its exoskeleton gives 25-30 Lifting and |
Striking ST and Super Jump 2. Biomedical sensors and a waste relief system are | Striking ST and Super Jump 2. Biomedical sensors and a waste relief system are | ||
standard features. The suit’s surface has infrared | standard features. The suit’s surface has infrared | ||
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There are almost a billion in use/storage combined in the army and the noble guards using it. It is being replaced in active duty army units by the cybersuit. | There are almost a billion in use/storage combined in the army and the noble guards using it. It is being replaced in active duty army units by the cybersuit. | ||
- | Operating a Commando Battlesuit without penalty requires 15 ranks(32 points) of battlesuit skill, each starting 5 ranks(20 points) below the level causes -1 to DX. Typical trained infantry forces are at -2 DX. | + | Typical trained infantry forces are at -3 DX. |
===Powered Combat Armor (TL9)=== | ===Powered Combat Armor (TL9)=== | ||
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boarding actions. | boarding actions. | ||
- | Powered combat armor gives +10 to Lifting and | + | Powered combat armor gives 20-25 to Lifting and |
Striking ST and Super Jump 1. Biomedical sensors | Striking ST and Super Jump 1. Biomedical sensors | ||
- | and a waste relief system | + | and a waste relief system |
- | . | + | |
The helmet comes with a filter mask, a | The helmet comes with a filter mask, a | ||
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There are still almost a billion in use/storage combined in the army and the noble guards using it. | There are still almost a billion in use/storage combined in the army and the noble guards using it. | ||
- | Operating a Powered Combat Armor without penalty requires 10 ranks(32 points) of battlesuit skill, each starting 5 ranks(20 points) below the level causes -1 to DX. Typical trained infantry forces are at -1 DX. | + | Typical trained infantry forces are at -3 DX. |
===Powered Space Armor TL 10=== | ===Powered Space Armor TL 10=== | ||
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This complete suit of articulated and pressurized plate | This complete suit of articulated and pressurized plate | ||
- | armor enables its wearer to operate in almost any environment. | + | armor enables its wearer to operate in almost any environment. |
- | armor. | + | Other space crews may also suit up before entering |
a battle or visiting a hostile environment, | a battle or visiting a hostile environment, | ||
crews may wear it for dangerous damage control tasks – | crews may wear it for dangerous damage control tasks – | ||
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small radio , and an infrared visor. | small radio , and an infrared visor. | ||
- | They have a light exoskeleton: | + | They have a light exoskeleton: |
There are about 3.5 billion in reserve storage. | There are about 3.5 billion in reserve storage. | ||
- | Operating a Powered Space Armor without penalty requires 10 ranks(32 points) of battlesuit skill, each starting 5 ranks(20 points) below the level causes -1 to DX. Typical trained infantry forces are at -1 DX. | + | Typical trained infantry forces are at -2 DX. |
===Powered Combat Hardsuit (TL10)=== | ===Powered Combat Hardsuit (TL10)=== | ||
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small radio , and an infrared visor. | small radio , and an infrared visor. | ||
- | It has a Lower-Body Exoskeleton: | + | It has a Lower-Body Exoskeleton: |
There are about 7.3 billion in reserve storage. | There are about 7.3 billion in reserve storage. | ||
- | Operating a Powered Combat Hardsuit without penalty requires 10 ranks(32 points) of battlesuit skill, each starting 5 ranks(20 points) below the level causes -1 to DX. Typical trained infantry forces are at -1 DX. | + | Typical trained infantry forces are at -1 DX. |
====Cybersuit (TL11)==== | ====Cybersuit (TL11)==== | ||
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encumbrance. | encumbrance. | ||
- | Without using the Strength augmentation you can operate a cybersuit with environment suit skill. Each +1 lifting/ | + | Adjusting |
Also note that when wearing a cybersuit you are at -1 to maneuver rolls due to the inertia until you become familiar with such. Each weight class of cybersuits is a separate familiarity. | Also note that when wearing a cybersuit you are at -1 to maneuver rolls due to the inertia until you become familiar with such. Each weight class of cybersuits is a separate familiarity. | ||
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and one second to remove. The suit incorporates a dynamic chameleon surface that automatically | and one second to remove. The suit incorporates a dynamic chameleon surface that automatically | ||
changes color, pattern and infrared signature to blend in | changes color, pattern and infrared signature to blend in | ||
- | with its surroundings. If the wearer desires, he can use | + | with its surroundings |
- | voice control to override the suit chameleon circuits. | + | voice control to override the suit chameleon circuits(normally the imperial service uses their service colors). |
- | Its built-in systems include a filter mask, hearing protection , a hyperspectral visor , a small | + | Its built-in systems include a filter mask, hearing protection, a hyperspectral visor , a small |
radio , infrared cloaking , radar stealth | radio , infrared cloaking , radar stealth | ||
, and a tactical ESM. It is sealed and provides vacuum support. The suit itself is also a standard | , and a tactical ESM. It is sealed and provides vacuum support. The suit itself is also a standard | ||
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The Imperial military suits add a shield generator and a second D-cell to power it to the features of the base model. The non shielded versions are 9kg lighter than the indicated below. | The Imperial military suits add a shield generator and a second D-cell to power it to the features of the base model. The non shielded versions are 9kg lighter than the indicated below. | ||
- | ====Ultra Light Cybersuit(TL11)==== | + | ===Ultra Light Cybersuit(TL11)=== |
This is the new navy vacsuit, quickly replacing older types in service. | This is the new navy vacsuit, quickly replacing older types in service. | ||
- | The ST range is +0 to +5 lifting/ | + | The ST range is 7 to 15 lifting/ |
- | It has DR 20. | + | It has DR 40. The shield is 26 points and it can run for 4 hours on a charge. The shield regenerates 1/2 seconds. |
- | The military version: 18kg | + | It has a radiation PF of 2 |
- | ====Light Cybersuit(TL11)==== | + | ===Light Cybersuit(TL11)=== |
- | This is the base support troop model, not meant for heavy combat but giving good defense in secondary roles. Army active support troops are switching to this model. Navy cargo handlers and similar also sometimes get these to be able to switch to higher ST when needed. | + | This is the new base support troop model, not meant for heavy combat but giving good defense in secondary roles. Army active support troops are switching to this model. Navy cargo handlers and similar also sometimes get these to be able to switch to higher ST when needed. |
- | The ST range is +0 to +10 lifting/ | + | The ST range is 10 to 20 lifting/ |
- | It has DR 40. | + | It has DR 80. The shield is 52 points and it can run for 2 hours on a charge. The shield regenerates 1/2 seconds. |
- | The military version: | + | It has a radiation PF of 4 |
- | ====Medium Cybersuit(TL11)==== | + | ===Medium Cybersuit(TL11)=== |
- | This is the main combat model cubersuit. Most army infantry is switching to these. | + | This is the new main combat model cybersuit. Most army infantry is switching to these. Most infantry does not suffer DX penalties when using the lower ST settings. |
- | The ST range is +5 to +15 lifting/ | + | The ST range is 15 to 25 lifting/ |
- | It has DR 80. | + | It has DR 120. The shield is 104 points and it can run for 1 hour on a charge. There is also space for a second D-cell. If added it doubles the shield run time and does not count against encumbrance. |
- | The military version: | + | It has a radiation PF of 6 |
- | ====Heavy Cybersuit(TL11)==== | + | ===Heavy Cybersuit(TL11)=== |
- | This is the heavy assault suit. Assault infantry troops are switching to these. | + | This is the heavy assault suit. Assault infantry troops are switching to these. Extremely well trained infantry does not suffer DX penalties when using the lower ST settings, but a -1 DX is common. |
- | The ST range is +10 to +20 lifting/ | + | The ST range is 20 to 30 lifting/ |
- | It has DR 100. | + | It has DR 160. The shield is 156 points and it can run for 30 minutes on a charge. There is also space for a second and third D-cells.If added each such adds 30 minutes to the shield run time and does not count against encumbrance. The shield regenerates 1/2 seconds. |
- | The military version: | + | It has a radiation PF of 8 |
+ | ===Super Heavy Cybersuit(TL11)=== | ||
+ | The original plans for cybersuits did not include this variant so it is fairly rare, but some army thinkers pushed for a heaver versions and this and the Extremely heavy version have been produced in small numbers. It suffers from the same DX issues as old style heavy battle suits even when used by well trained troops. | ||
- | ====Super Heavy Cybersuit(TL11)==== | + | The ST range is 25 to 35 lifting/ |
- | The original plans for cybersuits did not include this variant so it is fairly rare, but some army thinkers pushed for a heaver versions and this and the Extremely heavy version have been produced in small numbers. | + | |
- | The ST range is +15 to +25 lifting/striking ST. | + | It has DR 200. The shield |
- | It has DR 120. | + | It has a radiation PF of 10 |
- | The military | + | ===Extremely Heavy Cybersuit(TL11)=== |
+ | The original plans for cybersuits did not include this variant so it is fairly rare, but some army thinkers pushed for a heaver versions and this and the Super heavy version | ||
+ | The ST range is 30 to 40 lifting/ | ||
- | ====Super Heavy Cybersuit(TL11)==== | + | It has DR 240. The shield |
- | The original plans for cybersuits did not include this variant so it is fairly rare, but some army thinkers pushed for a heaver versions and this and the Extremely heavy version have been produced in small numbers. | + | |
- | + | ||
- | The ST range is +20 to +30 lifting/ | + | |
- | + | ||
- | It has DR 140. | + | |
- | + | ||
- | The military version: 40.5kg | + | |
+ | It has a radiation PF of 12 | ||
====Basic imperial equiment==== | ====Basic imperial equiment==== | ||
Standard imperial suit equipment in most suits if the basic suit misses them: Small IR comm: | Standard imperial suit equipment in most suits if the basic suit misses them: Small IR comm: | ||
====Battlesuits Table==== | ====Battlesuits Table==== | ||
- | ^TL^Armor^Location^DR^Cost^Weight^Power^LC^Notes^ | + | ^TL^Armor^Loc^DR^Cost^Weight^Power^LC^Notes^ |
- | |10 |Heavy Battlesuit | + | |11 |Dreadnought Battlesuit|suit|400/ |
- | | |+ Helmet | + | | |+ Helmet |
- | |10 |Commando Battlesuit | + | | |+ Force Screen |
- | | |+ Helmet head | + | |10 |Heavy Battlesuit |
- | | 9 |Powered Combat Armor |all |70/ | + | | |+ Helmet |
- | | |+ Helmet | + | |9 |Combat walker |
- | |10 |Combat Hardsuit | + | |10 |Commando Battlesuit |
- | | | + | | |+ Helmet head |
- | |10 |Space Armor |all |110/ | + | | 9 |Powered Combat Armor |suit|70/ |
- | | | + | | |+ Helmet |
- | + | |10 |Combat Hardsuit | |
- | |11 |Light Cybersuit | + | | |
- | | | + | |10 |Space Armor |suit|110/ |
- | | | + | | |
- | |11 |Heavy Cybersuit | + | |11 |Ultra Light Cybersuit |
- | | | + | |11 |Light Cybersuit |
- | | | + | |11 |Medium Cybersuit |
+ | |11 |Heavy Cybersuit | ||
+ | |11 |Super Heavy Cybersuit | ||
+ | |11 |Extremely Heavy Cybersuit | ||
Most tl 10 or lower defense systems are available. | Most tl 10 or lower defense systems are available. | ||
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attack that penetrates the screen’s DR. | attack that penetrates the screen’s DR. | ||
- | A force screen is fully ablative: every point of basic damage rolled removes one point of DR, regardless of whether the attack penetrates DR. | + | A force screen is fully ablative: every point of basic damage rolled removes one point of DR, regardless of whether the attack penetrates DR. THE DR is hardened twice. |
- | The base conformal screen | + | |
A force screen does not normally impede the user’s ability to attack, communicate, | A force screen does not normally impede the user’s ability to attack, communicate, | ||
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* Normal: Base shield. Used as normal military type shield. | * Normal: Base shield. Used as normal military type shield. | ||
* Low power: Cost 1/4 the base cost, use 1/2 the power and gives 1/2 the DR. | * Low power: Cost 1/4 the base cost, use 1/2 the power and gives 1/2 the DR. | ||
- | * Very Low power: Cost 1/20 the base cost, use 1/3 the power and gives 1/3 the DR. | + | * Very Low power: Cost 1/20 the base cost, use 1/4 the power and gives 1/3 the DR. |
* It is possible to buy a switchable shield that has multiple power modes, use the cost of the highest mode and add +10% cost for each lower mode. | * It is possible to buy a switchable shield that has multiple power modes, use the cost of the highest mode and add +10% cost for each lower mode. | ||
* A force ward of given SM gets double the DR of an all around shield. A typical Ward is 2*1m and sm 1. | * A force ward of given SM gets double the DR of an all around shield. A typical Ward is 2*1m and sm 1. |
starrangers/defenses.1436877226.txt.gz · Last modified: 2018/07/31 23:23 (external edit)