starrangers:defenses
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starrangers:defenses [2015/07/14 21:18] – [Cybersuit (TL11)] 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==== | ||
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The suit’s body incorporates biomedical sensors , trauma maintenance, | The suit’s body incorporates biomedical sensors , trauma maintenance, | ||
- | Its powerful amplified muscles give it Lifting and Striking ST+30, Basic Move +3, and Super Jump 3. The suit has radar stealth, | + | Its powerful amplified muscles give it Lifting and Striking ST 40-45, Basic Move +3, and Super Jump 3. The suit has radar stealth, |
- | 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 |
- | erwise | + | |
- | A combat | + | A combat |
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 | + | 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 40. The shield is 26 points and it can run for 4 hours on a charge. The shield regenerates 1/2 seconds. | 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. | ||
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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 80. The shield is 52 points and it can run for 2 hours on a charge. The shield regenerates 1/2 seconds. | 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. | ||
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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. | 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 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. | ||
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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. | 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 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 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. | ||
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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 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 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. | 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. | ||
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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. | 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. | ||
- | The ST range is +20 to +30 lifting/ | + | The ST range is 30 to 40 lifting/ |
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 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/ | ||
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|10 |Space Armor | |10 |Space Armor | ||
| | | | ||
- | |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.1436908684.txt.gz · Last modified: 2018/07/31 23:23 (external edit)