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starrangers:defenses [2015/07/14 17:40] – [Battlesuits Table] webystarrangers: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/striking ST of the suit is than your ST for TL 11 suits. TL 10 suits require +5 ranks, TL 9 +10 ranks. Each starting 5 missing ranks gives -1 DX.  Most suits have adjustable lifting/striking ST withing a range. 
 + 
 +Suits other than cybersuits require 1 hour at a workshop and an armoury(power armor) roll to change the ST.
  
 ====Heavy Battlesuits==== ====Heavy Battlesuits====
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 The suit’s body incorporates biomedical sensors , trauma maintenance, a provisions dispenser with two weeks of provisions, and a waste relief system. There are olfactory and audio sensors so the user can hear and smell outside the suit. The suit’s surface has a tactical ESM. The suit’s body incorporates biomedical sensors , trauma maintenance, a provisions dispenser with two weeks of provisions, and a waste relief system. There are olfactory and audio sensors so the user can hear and smell outside the suit. The suit’s surface has a tactical ESM.
  
-Its powerful amplified muscles give it Lifting and Striking ST+30, Basic Move +3, and Super Jump 3. The suit has radar stealth,Multispectral Chameleon Surface. But the chameleon capability is nullified while the nuclear reactor is operating. To avoid this problem, a backup power cell system can operate the suit for 12 hours. The reactor needs an hour to cool off after being shut down.+Its powerful amplified muscles give it Lifting and Striking ST 40-45, Basic Move +3, and Super Jump 3. The suit has radar stealth,Multispectral Chameleon Surface. But the chameleon capability is nullified while the nuclear reactor is operating. To avoid this problem, a backup power cell system can operate the suit for 12 hours. The reactor needs an hour to cool off after being shut down.
  
-Operating a heavy suit 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.+Typical trained infantry forces are at -5 DX.
  
  
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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 25 ranks(92 points) of battlesuit skill, each starting 5 ranks(20 points) below the level causes -1 to DX. Typical trained infantry forces are at -4 DX.+Typical trained infantry forces are at -4 DX.
  
 === Combat Walkers (TL9) === === Combat Walkers (TL9) ===
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 weapons. weapons.
  
-The suit’s exoskeleton provides Lifting ST+20 and +The suit’s exoskeleton provides Lifting ST 30-35 and 
-Striking ST+20. Due to its longer legs, it also adds +1 to+Striking ST 30-35. Due to its longer legs, it also adds +1 to
 Basic Move. While wearing the suit, the wearer suffers Bad Basic Move. While wearing the suit, the wearer suffers Bad
 Grip 2 (p. B123). The entire suit’s weight is ignored for Grip 2 (p. B123). The entire suit’s weight is ignored for
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 at the back that the user must climb into; due to its height, 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 the suit should be in a kneeling posture to enter, or it takes
-an extra second to clamber into it. Entry and exit are oth- +an extra second to clamber into it. Entry and exit are otherwise similar to most battlesuits.
-erwise similar to most battlesuits.+
  
-A combat walkeris designed for operations on hostile alien+A combat walker is designed for operations on hostile alien
 worlds. It can walk underwater, but cannot float or swim. It worlds. It can walk underwater, but cannot float or swim. It
 has vacuum support, and can operate underwater or in has vacuum support, and can operate underwater or in
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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  are standard features. The suit’s surface has a tactical ESM + and a waste relief system  are standard features. The suit’s surface has a tactical ESM.
-.+
  
 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. It could be the standard “space marine” combat +armor enables its wearer to operate in almost any environment. 
-armor. Other space crews may also suit up before entering+ Other space crews may also suit up before entering
 a battle or visiting a hostile environment, and engineering a battle or visiting a hostile environment, and engineering
 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: This is a lower-powered but less bulky exoskeleton. It grants the wearer Lifting ST+10 and Striking ST+6.+They have a light exoskeleton: This is a lower-powered but less bulky exoskeleton. It grants the wearer Lifting and Striking ST 20-25 .
  
 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: They include an exo-supported backpack capable of carrying up to a 70-pound Payload; when the power is on, this load is  not counted toward encumbrance. Battlesuit skill only limits DX and skills for tasks that require lower-body agility, such as melee attacks or  jumping.+It has a Lower-Body Exoskeleton: They include an exo-supported backpack capable of carrying up to a 70-pound Payload; when the power is on, get 20-25 lifting ST for things in the pack/on torso and lgs only. Battlesuit skill only limits DX and skills for tasks that require lower-body agility, such as melee attacks or jumping.
  
 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.  The heavier suits have a Minimum setting that is higher than 0 to allow for the suit weight to be compensated. encumbrance.  The heavier suits have a Minimum setting that is higher than 0 to allow for the suit weight to be compensated.
  
-Without using the Strength augmentation you can operate a cybersuit with environment suit skill. Each +1 lifting/striking ST activates requires 1 rank of battlesuit skill. Each starting 5 missing ranks causes -1 DX. You can adjust the ST bonus to any value between the suit type minimum and the suit type maximum.  Such adjustment requires a successful Battesuit roll and 1 second/1 ST change.  Each full +5 ST gives +1 super jump.+Adjusting the ST requires a successful Battesuit roll and 1 second/1 ST change.  20 ST gives super jump 1 and each full +5 over it +1 more.
  
 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/striking ST. +The ST range is to 15 lifting/striking ST. 
  
-It has DR 40. 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. 
 + 
 +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/striking ST. +The ST range is 10 to 20 lifting/striking ST. 
  
-It has DR 80. 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.
  
 +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/striking ST. +The ST range is 15 to 25 lifting/striking ST. 
  
-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. +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. 
 + 
 +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/striking ST. +The ST range is 20 to 30 lifting/striking ST. 
  
-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 D-cell. If added it doubles the shield run time and does not count against encumbrance. +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. 
 + 
 +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/striking ST. +The ST range is 25 to 35 lifting/striking ST. 
  
-It has DR 200. 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 and it can run for 1 hour There is also space for up to 3 extra D-cells. If added each such adds 20 minutes the shield run time and does not count against encumbrance.  The shield regenerates 1 point/second.
  
-===Extremely Heavy Cybersuit(TL11)=== +It has radiation PF of 10
-The original plans for cybersuits did not include this variant so it is fairly rare, but some army thinkers pushed for heaver versions and this and the Super heavy version have been produced in small numbers.+
  
-The ST range is +20 to +30 lifting/striking ST+===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. It suffers from the same DX issues as old style heavy battle suits even when used by well trained troops.
  
-It has DR 240. The shield is 208 points and it can run for 15 minutes on a charge. There is also space for a second,third and fourth D-cell. If added each such adds 15 minutes the shield run time and does not count against encumbrance+The ST range is 30 to 40 lifting/striking ST
  
 +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/second.
  
 +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:1000-meter range,Small radio: 15km range, Wristwatch Rad Counter, Intertial navigation, IR cloaking, Radar Stealth. $3460, 3kg. Standard imperial suit equipment in most suits if the basic suit misses them:  Small IR comm:1000-meter range,Small radio: 15km range, Wristwatch Rad Counter, Intertial navigation, IR cloaking, Radar Stealth. $3460, 3kg.
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 |10 |Space Armor           |suit|110/70   |$47,000 |46|D/12 hr|3| |10 |Space Armor           |suit|110/70   |$47,000 |46|D/12 hr|3|
 |   |+Helmet               |head|90/70    |        |  |      |  | |   |+Helmet               |head|90/70    |        |  |      |  |
-|11 |Ultra Light Cybersuit  |all|40+26  |$139,375  |18|1D/wk(24hr)  |  3  |  the new navy vacsuit +|11 |Ultra Light Cybersuit  |all|40+26  |$139,375  |18|1D/wk(24hr)  |  3  |The new navy vacsuit 
-|11 |Light Cybersuit  |all|80+52  |$182,500  |27|1D/wk(20hr)  |  2  |  the new base support troop model  | +|11 |Light Cybersuit  |all|80+52  |$182,500  |27|1D/wk(20hr)  |  2  |The army new support troop model  | 
-|11 |Medium Cybersuit  |all|120+104  |$242,500  |36|1D/wk(16hr)  |  2  |  new main combat model  | +|11 |Medium Cybersuit  |all|120+104  |$242,500  |36|1D/wk(16hr)  |  2  |The new army main combat model  | 
-|11 |Heavy Cybersuit  |all|160+156  |$400,000  |45|1D/wk(12hr)  |  2  |  the heavy assault  +|11 |Heavy Cybersuit  |all|160+156  |$400,000  |45|1D/wk(12hr)  |  2  |The new heavy assault version 
-|11 |Super Heavy Cybersuit  |all|200+208  |$1,037,500  |54|1D/wk(8hr)  |  1  |  rare  | +|11 |Super Heavy Cybersuit  |all|200+220  |$387,500  |76|1D/wk(8hr)  |  1  |Rare  | 
-|11 |Extremely Heavy Cybersuit  |all|240+208  |$1,075,000  |63|1D/wk(4hr)  |  1  |  rare  |+|11 |Extremely Heavy Cybersuit  |all|240+330  |$825,000  |85|1D/wk(4hr)  |  1  |Rare  |
  
 Most tl 10 or lower defense systems are available. Most tl 10 or lower defense systems are available.
starrangers/defenses.1436895618.txt.gz · Last modified: 2018/07/31 23:23 (external edit)