starrangers:defenses
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starrangers:defenses [2015/07/14 14:19] – weby | starrangers:defenses [2018/07/31 23:23] (current) – external edit 127.0.0.1 | ||
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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/ |
+ | |||
+ | Suits other than cybersuits require 1 hour at a workshop and an armoury(power armor) roll to change the ST. | ||
====Heavy Battlesuits==== | ====Heavy Battlesuits==== | ||
+ | ===Dreadnought Battlesuit(TL11)=== | ||
+ | |||
+ | 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 heavy infantry armor. Being quickly replaced in active units by the cybersuits, but will be the core of reserve infantry for a long time. | The TL 10 Heavy Battlesuit it the standard heavy infantry armor. Being quickly replaced in active units by the cybersuits, but will be the core of reserve infantry for a long time. | ||
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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 | + | Typical trained infantry forces are at -4 DX. |
+ | |||
+ | === 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 | ||
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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 20 ranks(52 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 -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 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 -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 15 ranks(52 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 -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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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. The shield is 26 points and it can run for 4 hours on a charge. | + | 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 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. | 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. The shield is 52 points and it can run for 2 hours on a charge. | + | 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 new main combat model cybersuit. 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. 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. | + | 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 shield regenerates 1/2 seconds. |
- | 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. The shield is 156 points and it can run for 30 minutes on a charge. There is also space for a second D-cell. If added it doubles | + | 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 |
- | The military version: | + | It has a radiation PF of 8 |
===Super Heavy Cybersuit(TL11)=== | ===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. | + | 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. |
- | The ST range is +15 to +25 lifting/ | + | The ST range is 25 to 35 lifting/ |
- | It has DR 120. The shield is 208 points and it can run for 15 minutes on a charge. There is also space for a second and third D-cell. If added each such adds 15 minutes the shield run time and does not count against encumbrance. | + | It has DR 200. The shield is 220 points, has 3 D-cells |
- | The military version: 37kg | + | It has a radiation PF of 10 |
===Extremely Heavy Cybersuit(TL11)=== | ===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 have been produced in small numbers. | + | 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 have been produced in small numbers. |
- | + | ||
- | The ST range is +20 to +30 lifting/ | + | |
- | It has DR 140. The shield | + | The ST range is 30 to 40 lifting/ |
- | The military version: 42kg | + | It has DR 240. The shield is 330 points, has 3 D-cells and it can run for 30 minutes. There is also space for up to 6 extra D-cells. If added each such adds 10 minutes the shield run time and does not count against encumbrance. The shield regenerates 1 point/ |
+ | 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: | ||
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====Battlesuits Table==== | ====Battlesuits Table==== | ||
^TL^Armor^Loc^DR^Cost^Weight^Power^LC^Notes^ | ^TL^Armor^Loc^DR^Cost^Weight^Power^LC^Notes^ | ||
- | |10 |Heavy Battlesuit | + | |11 |Dreadnought Battlesuit|suit|400/ |
+ | | |+ Helmet | ||
+ | | |+ Force Screen | ||
+ | |10 |Heavy Battlesuit | ||
| |+ Helmet | | |+ Helmet | ||
- | |10 |Commando Battlesuit | + | |9 |Combat walker |
+ | |10 |Commando Battlesuit | ||
| |+ Helmet head | | |+ Helmet head | ||
- | | 9 |Powered Combat Armor |all |70/ | + | | 9 |Powered Combat Armor |suit|70/ |
| |+ Helmet | | |+ Helmet | ||
- | |10 |Combat Hardsuit | + | |10 |Combat Hardsuit |
| | | | ||
- | |10 |Space Armor |all |110/ | + | |10 |Space Armor |suit|110/ |
| | | | ||
- | |11 |Ultra Light Cybersuit | + | |11 |Ultra Light Cybersuit |
- | |11 |Light Cybersuit | + | |11 |Light Cybersuit |
- | |11 |Medium Cybersuit | + | |11 |Medium Cybersuit |
- | |11 |Heavy Cybersuit | + | |11 |Heavy Cybersuit |
- | |11 |Super Heavy Cybersuit | + | |11 |Super Heavy Cybersuit |
- | |11 |Extremely Heavy Cybersuit | + | |11 |Extremely Heavy Cybersuit |
Most tl 10 or lower defense systems are available. | Most tl 10 or lower defense systems are available. |
starrangers/defenses.1436883554.txt.gz · Last modified: 2018/07/31 23:23 (external edit)