Written by Michael Garrity
New Omaha Vehicular Association
garritym@hotmail.com
Web Posted April 13, 1999
Updated August 05, 2000
Battlesuits are perhaps the ultimate expression of the armorer's craft.
Twenty-first century technology has allowed these form-fitting instruments
of destruction to leap onto the modern battlefield, giving foot soldiers
unparalleled speed, firepower and protection. Note that battlesuits are
considered to be military equipment and can only be purchased by government
agencies.
Chassis
A battlesuit's chassis is composed of its basic framework, the drivetrain,
the arm motors and the pilot seat. Battlesuit chassis are automatically
sloped and streamlined.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
*: Super-heavy
Battlesuit armor is laminate. Most of its cost comes from the custom shaping needed to protect a humanoid torso.
Battlesuits are designed to be used by a single person, called the pilot.
Battlesuits cannot be operated safely without battlesuit skill. They are
form-fitting and skin-tight, therefore pilots only take up 1/2 space. Battlesuits
come with a pair of turret-mounted lights (equal to high-intensity flashlights)
and a basic fire-control system. All other equipment must be purchased.
Power Plants
The standard energy source for battlesuits is a rechargeable power plant.
Alternately, they can also use nuclear batteries (which last longer, but
are hugely expensive).
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Power plants can use platinum catalysts and superconductors. Their capacity
in power units is (50 x DP). Power units are consumed at the rate of (PU
x current speed/maximum speed x 30). Extra power cells are the normal cost
and weight, but take up 1/4 space each.
Nuclear Batteries
These items are not fission reactors. Instead, they use thermocouples
to convert the heat released by radioactive decay into electricity. They
don't use platinum catalysts or superconductors.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Nuclear batteries last for six months. Refueling costs 20% of the battery's price, and can only be done safely using radiation suits.
High-capacity nuclear batteries cost four times as much, but last for one year.
A battlesuit's highly-efficient drivetrain uses the formula (75 x power
factors/power factors + weight) to determine top speed. The results are
rounded down to the nearest 2.5 mph.
Acceleration and Performance
All battlesuits accelerate at the rate of 5 mph per turn, up to their maximum speed. They can decelerate at the rate of 2.5 mph per turn safely. Additional deceleration is a cumulative hazard of D1 for each additional 2.5 mph per turn. Thus, 5 mph/turn deceleration is a D1 and 10 mph/turn is a D3.
Battlesuits are treated as if they were motorcycles for the purpose of determining what maneuvers they can perform. At speeds of 10 mph or below, battlesuits (regardless of size) are treated as if they were pedestrians. This allows them to climb or descend stairs.
Battlesuits can operate off-road without penalty. When climbing slopes, they are treated as if they had military suspension. Battlesuits are otherwise treated as assault power armor in the following situations:
1) Battlesuits can move in reverse at a speed equal to the maximum of 50 percent top speed. All maneuvers are at +D2 hazard, and all weapons fire is made with a -2 penalty.
2) Stationary battlesuits can change their facing (by pivoting) up to
180 degrees per turn.
Combat
Battlesuit armor is universal, protecting each location with the same amount of armor as anywhere else. Shooting at light, medium and heavy battlesuits has a penalty of -3. The penalty for shooting at extra-heavy and super-heavy battlesuits is -2. Directly targeting a specific location (arm, leg, turret) is at an additional -1 penalty. These penalties take into account a battlesuit's sloped surfaces.
Randomly firing at battlesuits means that the shots will strike a random location. Roll 2d6 and determine which one by the following table:
Front: armor, front-mounted weapons, power plant/pilot, back-mounted weapons, backarmor.
Back: reverse of front hit
Any Other Direction: pilot/power plant
Battlesuits may physically attack the target, causing the damage listed
on the chassis table. The damage is halved against vehicles and vehicular
components. A battlesuit pilot may punch twice per turn, or kick once per
turn. Every two levels of battlesuit skill gives the pilot a +1 to-hit
bonus in hand-to-hand combat.
Weapons
Battlesuit weapons are smaller and lighter than their vehicular counterparts. They may be mounted in the arms or the torso. Torso-mounted weapons are normal cost and half normal weight. They are also -1 space to size (minimum of 1 space) and extra magazines are 10 lbs. and 1/2 space each. Arm-mounted weapons are 1.1x base cost and 1/4 normal weight (round up). Their volume is expressed as a certain number of grenade-equivalents (GE). Each size of battlesuit has the following space in each arm:
Weapons of four spaces or bigger may not be mounted in the arms; this prohibition does not apply to the torso.
Instead of torso mounts, weapons of 5+ spaces in size may be built as armored rifles.
The largest weapons that can be built as armored rifles are 75mm tank guns and heavy recoilless rifles. An example is shown below.
The following types of weapons are examples of those commonly mounted
in battlesuits. Where necessary, they have been modified in accordance
with the rules presented in this article.
Gauss Slugthrowers
These weapons fire 3mm bullets. Their magazines contain an integral power cell with enough energy to fire all 20 shots. The pistol and SMG magazines cost $5 and take two minutes to recharge. The rifle magazine requires $10 and four minutes to recharge.
Gauss Pistol: To-hit 6, $550, 1 GE, 1d6+1 damage, 20 shots, CPS $5, loaded cost $650.
Gauss Submachine Gun: To-hit 6, $1,100, 1 GE, 1d6+2 damage, 20 shots, CPS $5, loaded cost: $1,200.
Gauss Rifle: To-hit 6, $2,200, 2 GEs, 1d6+3 damage, 20 shots, CPS $10,
loaded cost $2,400.
Gauss Needlers
Gauss needlers are assumed to fire bullet 1mm to 2.5mm in caliber at a very high rate of fire.
Light Gauss Needler: To-hit 6, $2,500 ($2,750 for arm mount), 50 lbs. (25 lbs. for arm mount), 1 space (3 GEs for arm mount), 2 DP, 2d6+2 damage, 20 shots, 0.10 PU/shot, CPS $25, WPS 2 lbs., area effect.
Medium Gauss Needler: To-hit 6, $5,000 ($5,500 for arm mount), 100 lbs. (35 lbs. for arm mount), 1 space (3 GEs for arm mount), 3 DP, 3d6+3 damage, 20 shots, 0.15 PU/shot, CPS $50, WPS 3 lbs., area effect.
Heavy Gauss Needler: To-hit 6, $10,000 ($11,000 for arm mount), 150
lbs. (75 lbs. for arm mount), 2 spaces (5 GEs for arm mount), 4 DP, 4d6+4
damage, 20 shots, 0.25 PU/shot, CPS $100, WPS 3.5 lbs., area effect.
Gauss Cannon
The Gauss cannons fire larger projectiles at much lower rates than Gauss needlers. The 40mm EMGL and the 50mm Gauss massdriver fire shells of whatever type their bore sizes permit. The 50mm massdriver also has a built-in autoloader.
5mm Gauss Cannon: To-hit 6, $15,000 ($16,500 for arm mount), 175 lbs. (90 lbs. for arm mount), 2 spaces (5 GEs for arm mount), 3 DP, 5d6+5 damage, 20 shots, 0.5 PU/shot, CPS $150, WPS 3.5 lbs., area effect.
7.5mm Gauss Cannon: To-hit 6, $40,000 ($44,000 for arm mount), 250 lbs. (125 lbs. for arm mount), 3 spaces (7 GEs for arm mount), 4 DP, 8d6+8 damage, 20 shots, 1.0 PU/shot, CPS $200, WPS 5 lbs., area effect.
40mm EMGL: To hit 7, $2,000 ($2,200 for arm mount), 100 lbs. (50 lbs. for arm mount), 1 space (3 GEs for arm mount), 2 DP, damage per grenade type, 40 shots, 0.5 PU/shot, CPS $20 + grenade cost, WPS 2 lbs.
50mm Massdriver: To-hit 8, $7,500 ($8,250 for arm mount), 160 lbs. (80
lbs. for arm mount), 1 space (3 GEs for arm mount), 3 DP, damage per shell
type, 10 shots, 1.0 PU/shot, CPS $140, WPS 5 lbs.
Lasers
Light Laser: To-hit 6, $3,000 ($3,300 for arm mount), 100 lbs. (50 lbs. for arm mount), 1 space (3 GEs for arm mount), 2 DP, 1d6 damage, 1.0 PU/shot, area effect.
Medium Laser: To-hit 6, $5,500 ($6,050 for arm mount), 175 lbs. (90 lbs. for arm mount), 1 space (3 GEs for arm mount), 2 DP, 2d6 damage, 2.0 PUs/shot, area effect.
Laser: To-hit 6, $8,000 ($8,800 for arm mount), 250 lbs. (125 lbs. for arm mount), 1 space (3 GEs for arm mount), 2 DP, 3d6 damage, 2.0 PUs/shot, area effect.
Heavy Laser: To-hit 6, $12,000 ($13,200 for arm mount), 500 lbs. (250 lbs. for arm mount), 2 spaces (5 GEs for arm mount), 2 DP, 4d6 damage, 3.0 PUs/shot, area effect.
X-ray Laser: To-hit 6, $15,000 ($16,500 for arm mount), 375 lbs. (190
lbs. for arm mount), 2 spaces (5 GEs for arm mount), 3 DP, 4d6 damage,
4.0 PUs/shot, area effect.
Conventional Projectiles
Light Machine-Gun: To-hit: 7, $850 ($935 for arm mount), 50 lbs. (25 lbs. for arm mount), 1 space (3 GE for arm mount), 2 DP, 1d-1 damage, 20 shots, CPS: $20, WPS: 2, area effect.
Machine-Gun: To-hit: 7, $1,000 ($1,100 for arm mount), 75 lbs. (40 lbs. for arm mount), 1 space (3 GE for arm mount), 3 DP, 1d damage, 20 shots, CPS: $25, WPS: 2, area effect.
Heavy Machine-Gun: To-hit 7, $1,500 ($1,650 for arm mount), 125 lbs. (65 lbs. for arm mount), 1 space (3 GEs for arm mount), 4 DP, 2d6-2 damage, 20 shots, CPS $50, WPS 5 lbs., area effect.
Vulcan Machine-Gun: To-hit 6, $2,000 ($2,200 for arm mount), 175 lbs. (90 lbs. for arm mount), 1 space (3 GEs for arm mount), 3 DP, 2d6 damage, 20 shots, CPS $35, WPS 5 lbs., area effect.
Heavy Vulcan Machine-Gun: To-hit: 6, $7,000 ($7,700 for arm mount), 325 lbs. (165 lbs. for arm mount), 2 spaces (5 GEs for arm mount), 5 DP, 4d6 damage, 10 shots, CPS $75, WPS 10 lbs., area effect.
Recoilless Rifle: To-hit 7, $1,500 ($1,650 for arm mount), 150 lbs. (75 lbs. for arm mount), 1 space (3 GEs for arm mount), 4 DP, 2d6 damage, 10 shots, CPS $35, WPS 5 lbs., burst effect.
Mini-Cannon: To-hit 6, $6,500 ($7,150 for arm mount), 250 lbs. (125 lbs. for arm mount), 2 spaces (5 GEs for arm mount), 4 DP, 3d6 damage, 10 shots, CPS: $75, WPS 5 lbs., burst effect.
Blast Cannon: To-hit 7, $4,500 ($4,950 for arm mount), 250 lbs. (125
lbs. for arm mount), 5 DP, 4d6 damage, 10 shots, CPS $100, WPS 10 lbs.,
burst effect.
Rockets
Micro-Missile Launcher: To-hit 8, $750 ($825 for arm mount), 50 lbs. (25 lbs. for arm mount), 1 space (3 GEs for arm mount), 2 DP, 1d6 damage, 10 shots, CPS $20, WPS 2.5 lbs., burst effect.
Rocket Launcher: To-hit 8, $1,000 ($1,100 for arm mount), 100 lbs. (50 lbs. for arm mount), 1 space (3 GEs for arm mount), 2 DP, 2d6 damage, 10 shots, CPS $35, WPS 5 lbs., burst effect.
Variable-Fire Rocket Launcher: To-hit 9, $2,000 ($2,200 for arm mount), 100 lbs. (50 lbs. for arm mount), 2 spaces (5 GEs for arm mount), 5 DP, burst effect. The type of mode, three-shot or six-shot, must be selected at time of installation and cannot be changed once chosen.
Grenades fired from these weapons have impact fuses at no extra cost.
Grenade Launcher: To-hit 7, $1,000 ($1,100 for arm mount), 100 lbs. (25 lbs. for arm mount), 1 space (3 GEs for arm mount), 2 DP, damage per grenade type, 10 shots, CPS per grenade type, WPS 2 lbs.
Automatic-Fire Grenade Launcher: To-hit 7, $2,000 ($2,200 for arm mount),
125 lbs. (65 lbs. for arm mount), 1 space (3 GEs for arm mount), 3 DP,
damage per grenade type, 20 shots, CPS $20 + cost of grenade, WPS 3 lbs.
Flamethrowers
Light Flamethrower: To-hit 6, $350 ($385 for arm mount), 125 lbs. (65 lbs. for arm mount), 1 space (3 GEs for arm mount), 1 DP, 1d6-2 damage, 10 shots, CPS $15, WPS 3 lbs., area effect.
Flamethrower: To-hit 6, $500 ($550 for arm mount), 225 lbs. (115 lbs.
for arm mount), 1 space (3 GEs for arm mount), 2 DP, 1d6 damage, 10 shots,
CPS $25, WPS 5 lbs., area effect.
Melee Weapons
Hammer: $500, 20 lbs. This weapon is designed for one-handed use. It enables a single punch attack to cause full damage to all kinds of targets. Arm-mounted weapons may not be fired from an arm which is carrying a hammer.
Axe: $1,000, 50 lbs. This weapon can be used in one hand, although the handle is long enough for two hands. If used one-handed, it replaces one of the battlesuit's punch attacks and adds 1d6 to the damage caused. If used two-handed, it replaces both punching attacks and adds 1d6+1 to the damage caused. As with the hammer, this weapon causes full damage to all kinds of targets. An axe removes 1 DP of metal armor (by hacking and chopping) per die of damage on rolls of 5-6.
Claws: $500 per arm. These weapons are short, retractable blades built
into the knuckles of a battlesuit's hands. The give +1 per d6 of damage
caused by punching attacks.
Accessories
Rangefinders: $5,000 for radar, $15,000 for infrared laser, 25 lbs., 0 spaces. ese devices cut the range penalty of direct-fire weapons in half (from -1 per 4" of range to -1 per 8" of range).
Infrared Targeting Laser: $15,000, 25 lbs., 0 spaces. An infrared targeting laser gives a +1 to-hit bonus for all direct-fire weapons linked to it (requires the use of a smart link). When used to designate targets for attack by laser-guided weaponry, an IRTL has a range penalty of -1 per 100" of range.
Tactical Radio: $2,000, no weight or space. This item has the same range as a military radio, but with better sound quality.
Nuclear Biological Chemical Kit: $2,500, 20 lbs., no space. NBC Kits are designed to filter out radioactive contamination, harmful chemicals and bacteria from the surrounding air, allowing a battlesuit pilot to breathe normally in contaminated environments. An NBC kit has two filters which last for one week each (the extra one is carried as a back-up). The kit also includes a hazard detector.
Life Support: $500, 50 lbs., 1/2 space. This item stores eight hours of oxygen for a battlesuit pilot. Extra 8-hour air tanks are $250, 25 lbs. and 1/4 space each.
Sealed Structure: $250 per space, no weight or space. This is equivalent to vehicular waterproofing, with the exception that all of the battlesuit's weapons are waterproofed at no extra cost. A battlesuit with a sealed structure must have an NBC kit or a life-support system.
Battle Computer: $5,000, 10 lbs., 0 spaces. This device gives a +1 to-hit bonus for a battlesuit's ranged weapons. It also has a hardwired diagnostic program that gives a +2 bonus to all Mechanic rolls made to fix the suit or its weapons. Upgraded targeting software is available for $2,000. It gives a +2 bonus to-hit. Software to enhance the performance of the suit's sensors costs $750 for a +1 spotting bonus and $3,000 for a +2 spotting bonus. A satellite navigation program (equivalent to a computer navigator) costs $250.
Heads-Up Display: $1,000, no weight or space. This item is mounted in a battlesuit's turret. It gives a +1 to-hit bonus for a battlesuit's ranged weapons. Neural interfaces already incorporate a HUD.
Neural Interfaces: A neural interface is the ultimate control system. It links the battlesuit directly to the pilot's brain, giving him nearly-instinctive control. Socket interfaces cost $25,000, weigh 10 lbs. and take up no space. To use this system, a pilot must have an interface port attached to his brain. The implant operation costs $10,000 and requires two weeks of hospital time. After recovery, it takes the pilot an additional two weeks to become accustomed to the interface. Socket interfaces give a +2 bonus to battlesuit skill and a +2 to-hit bonus for the battlesuit's ranged weapons. A neural-induction field is the next generation of neural interface. Instead of using a physical connection to the pilot's brain, it reads the electric signals generated by the brain and directly translates them into control impulses. Neural-induction fields cost $50,000, weigh 25 lbs. and take up 1/4 space. They give a +4 bonus to battlesuit skill and a +4 bonus to-hit with the battlesuit's weapons.
Advanced Low-Light Television (ALLTV): $10,000, 10 lbs., 1/4 space. As with telescopic optics, ALLTV reduces the spotting penalty to -1 per 60" of range. It has the abilities of light amplification (reduces the darkness penalty from -3 to -1) and image enhancement (gives +2 bonus on target spotting rolls at night). If ALLTV is used during daylight, it gives a +5 bonus to spotting rolls along with the benefits of telescopic optics.
Foot Spikes: $750 per leg. These items are built into a battlesuit's
feet. When used off-road, they give a + bonus to HC. When used on paved
surfaces, they give a -1 penalty to HC, but allow the battlesuit to ignore
the effects of ice or oil.
Defensive Countermeasures
Partial Stealth: $1,000 per space of size, no weight or space. Using partial stealth involves applying anti-radar paints and making slight alterations to a battlesuit's surface. Partial stealth gives a -4 penalty to spotting attempts by radar. Additionally, radar based weaponry used against a battlesuit equipped with partial stealth has a -3 penalty.
Full Stealth: $5,000 and 5 lbs. per space of size, 1/4 space. As above, but with radical changes to a battlesuit's surface and extensive use of radar-absorbent materials. Full stealth gives a -8 penalty to spot the battlesuit by radar. Radar-based weaponry now has a to-hit penalty of -5.
Basic Infrared Cloaking: $1,000 per space of size. Basic IR cloaking gives a -4 penalty to all attempts to spot the battlesuit by thermographs or other infrared-based sensors.
Full Infrared Cloaking: $5,000 and 5 lbs. per space of size, 0 spaces. Full IR cloaking gives a -6 penalty to infrared-based spotting attempts.
Basic Chameleon System: $250 and 1 lb. per space of size. This system is built into a battlesuit's surface at the time of construction. It uses advanced LCD technology to copy the battlesuit's surroundings onto its surface, allowing the battlesuit to blend in. The process is rather slow, taking 10 turns to fully accomplish. It gives a -3 penalty to all visually-based spotting rolls. The penalty is reduced to -1 if the battlesuit is moving faster than a slow walk.
Instant Chameleon System: $1,000 and 5 lbs. per space of size. As above,
but with fiber-optic light guides and superior computer-processing power.
The blending process only takes one turn. Instant chameleon systems give
battlesuits a -6 penalty to all visually-based spotting rolls made against
them. The penalty is halved (to -3) if the battlesuit is moving faster
than a slow walk.
Sample Battlesuits
Trooper -- Light battlesuit, small power plant with PlatCats and SuperCons, pilot, light Gauss needler (with extra magazine) in right arm, claws on both arms, battle computer, HUD, tactical radio, NBC kit, sealed structure, foot spikes, partial stealth, basic infrared cloaking, basic chameleon system. Metal/plastic armor: 10/11. Acceleration 5, Top speed 20, HC 3; 500 lbs., $69,000.
Phantom -- Medium battlesuit, small nuclear battery, pilot, VMG in right arm, neural-induction field, NBC kit, life support (8 hours), sealed structure, tactical radio, ALLTV, full stealth, full infrared cloaking, instant chameleon system. Plastic armor: 30. Acceleration 5, Top speed 22.5, HC 2; 740 lbs., $192,650.
Ranger -- Medium battlesuit, heavy-duty power plant with PlatCats and SuperCons, pilot, Gauss rifle (with two extra magazines) in right arm, battle computer, heads-up display, tactical radio, life support (8 hours), sealed structure, partial stealth, basic infrared cloaking, basic chameleon system, 58 points plastic armor. Acceleration 5, Top speed 35, HC 2; 749 lbs., $105,500.
Reaver -- Heavy battlesuit, heavy-duty power plant with PlatCats, SuperCons and torso-mounted laser battery, pilot, FT (with extra magazine) in right arm, laser in left arm, battle computer, heads-up display, ALLTV, NBC kit, life support (16 hours), sealed structure, basic stealth, basic infrared cloaking, basic chameleon system. Metal/plastic armor: 20/25. Acceleration 5, Top speed 22.5, HC 1; 1,497 lbs., $155,650.
Warrior -- X-hvy battlesuit, large nuclear battery, pilot, HVMG (with two extra magazines) in right arm, 2 VFRPs (each with extra magazine each) aimed front in torso, battle computer, heads-up display, tactical radio, life support (8 hours), NBC kit, sealed structure, basic stealth, basic infrared cloaking, basic chameleon system. Metal/plastic armor: 30/50. Acceleration 5, Top speed 20, HC 1; 2,948 lbs., $258,050.
Destroyer -- Super-heavy battlesuit, heavy-duty nuclear battery, pilot, 4 mini-cannon (2 right arm, 2 left arm), 2 VMGs (1 right arm, 1 left arm), 2 AGLs (each with explosive grenades and two extra explosive magazines) aimed front in torso, axe, battle computer, heads-up display, tactical radio, NBC kit, life support (24 hours), sealed structure, partial stealth, basic infrared cloaking, basic chameleon system. Metal/plastic armor: 50/75. Acceleration 5, Top speed 20, HC 0; 4,330 lbs., $461,000.
If the pilot of a Destroyer-class battlesuit anticipates fighting tanks
or other heavy vehicles, he will carry a 75mm armored rifle (see above)
fitted with a rotary magazine and loaded with a mix of APFSDSDU and HESH.
If this option is chosen, the axe will be carried on a waist-level external
mount.