Kalinski Battlesuit Mk XV "Razorhawk" TL 12 Battlesuit This is one of the last true battlesuits to be made as state of the art war machinery. At TL 13+ Defector field reinforced cybersuits and Mecha pretty much render Power Combat Armor and Battlesuits obsolete. It can accomadate a user for several weeks at a stretch, using a technology listed in Ultra Tech, and sports a couple of items from Robots as well. Rule purists may balk at using 50% radiation protection rather than the full 1 pound per point of armor factor listed in the book. However, that's an extra 40.5 pounds of suit mass, and PF 5000 isn't exactly perilous. While the "full" 10,000 PF would let a wearer ignore the immediate area of a nuclear blast (6600 rads), the PF of 5000 lets a suit wearer explore such a region while picking up a mere 1.32 rads per hour. (Less if other protective measures are in effect.) Note: Several rules devised by the author are listed below, Super Heavy plus body materials, the functional duration of biosuits when in prolonged darkness, etc. These are unofficial and as such, the GM may disregard them as he or she sees fit. Structure: 8 cf of XH ADV TL 12 material Max Load: 720 lbs 75 hits. 2 legged walker Motive system drivetrain 1 cf limited traverse turret (head), improved suspension, advanced controls. Propulsion: 9 kw drivetrain walker system, 1000 pound reactionless thruster. Power: 70 kw cold fusion reactor (20 year fuel supply), 5 20 kwh rechargable energy banks. Accomadations: Worn as a battlesuit. Body parts in appropriate suit parts (Duh!). Crew: One humanoid operator or robot controlled. Armor: 81 total armor factor points on body, superstructures and turret, 8100 DR points UNIFORMLY distributed over everything, PD 6 DR 100. The author does not like "what is the PD/DR of that body part location" complications in his game and refuses to aid the advancement, growth and proliferation of this evil against gaming by disproportionately allocating the DR. (Nothing keeps others from doing so, however.) For that matter, the author isn't happy that the operator gets an extra 15 DR over and above the protection granted to the armor. (See below.) Notes: head & arms are in the appropriate superstructure thus the low body volume. "Total mass" above is encumbrance IF THE DRIVETRAIN SHUTS DOWN. This does not apply to flight except for purposes of dodge. At 1 gee, a 15 ST operator BARELY can move while wearing a non-functional suit. The character has a 7.55 pound margin. Replacing the biosuit with a cybersuit (UT p.93) works, but adds 32 pounds, and 65 DR while giving the wearer up to 20 ST. Use of those synthetic muscles rapidly consumes it's power, however. The Routine Vehicle Operation programs DO NOT do combat maneuvering except evasion and retreat. See Options below for the more expensive software. These progams will bring a functioning suit with an injured/dead operator back to base. Loaded Mass: 471.5 lbs Thrust/Mass ratio: 2241 Power/Mass ratio: 38 Thrust Factor: 10.25 PowerFactor: 3.25 Air speed Factor: 48 Ground speed Factor: 12 Top Air Speed: 492 mph Top Ground Speed: 39 mph MaxLoad: 720 lbs Arm ST: 28 Allowable weight: 248.5 lbs. The mechaArms can lift 560 lbs by actual ST score, 360 lbs by the kw x 40 lbs rule, but since the suit itself is overloaded at 244 lbs, both these limits are moot. Accoustic Sig: 0 Radar Sig: 0 IR Sig: +1 Optional Upgrades & Equipment: 1) Ghost Surface (Vehicles p. 65) a form of Chameleon systems that renders the vehicle virtually invisible (-9 to detect vs -10 for invisibility). Requires negligible power, but won't function if power is gone. Can be set to act like Reflect Armor if desired, but loses invisiblility in that mode. Adds $20,250 to cost. 2) Intruder Suit Surface (Ultra Tech p. 86) The poor man's version of Ghost Surface. A system of optical fibers over the armor make it transparent (-6 to Visual Detection). At TL 12 putting it on the suit costs $3000, and adds 8 pounds to the weight of the system. Takes No power (it's "invisible" all the time you'll need a holographic imager to make it appear normal) and does NOT provide a reflect option. 3) Tactical Vehicle Operation programs: the robot brain uses it's full skill (16 +3 [19]) for all combat maneuvering. Costs 10 times the amounts given above! 4) Other weapons. Superstructure mounts can be added, or weapons can be carried, within the 248.5 pound limit noted above. 5) Sentient robot brain. Triple the listed cost for the computer. It also makes the robot brain a 100 pt character. Your GM can choose to charge your character for the ally advantage with a frequency suited to how often you wear or use the battlesuit. (With the Tactical Vehicle Operation programs and sentience, you can send the suit out to handle things while you go/do things elsewhere!) 6) Hardened robot brain. For 5 times cost, and tripling of weight & volume, the brain is protected against EMP, special weapons or intense radiation or other attack forms that can knock out equipment without doing hit point damage. Does not provide additional DR, though the heavier brain gets additional hit points. 7) Super Heavy or better body. One way to get around the 720 pound mass limit is to use more of the Advanced Extra Heavy body material to construct the suit frame. While not noted in the rules, nothing specifically prohibits it. And the suit's size means it's not a real large expense (just don't try this when building a supertanker!). The spreadsheet dump: Battle Armor TL 12 Cost Mass Volume Power Body: XH ADV 8 cf 800 4 0 0 Body Armor Factor 25 Hit Points 75 2 Legs 8000 10 2.4 0 Sealed Body 25 Armor DR: 100 @ 3240 60.75 Drivetrain: 9 Kilowatts 270 13.5 0.27 9 Life Support Biosuit** 5000 3 0 0 Food & Water system (2 days) 500 10 0.1 Improved Suspension 2000 20 Radiation Protection Factor 5000^ 405 40.5 User volume torso & legs: 4.46 Powercells 100 kwh 2000 20 0.02 Cargo hold: 0.74 cf Accessories: Sensors (in head turret) Mini-LADAR 5000 0 0 0 Mini-Multi-scanner 5000 0 0 0 Tactical Comm Unit (grav ripple) 5000 0 0 0 Secure Line 500 Small Robot brain IQ 11 DX 14** 750 0.5 0.01 IFF 500 ALLTV 3000 Virtual Panorama 25 HUDWAC 500 Targeting Program +6 to Gunner prg or Operator's skill with N-PAWS 500 Gunner Program (skill 19)*** 11250 Routine Vehicle Operation walker 750 skill 16 Routine Vehicle Operation flight 2000 skill 16 Superstructures: Note: Volume given here (if any) does NOT count against the total! 2 Heavy Mecha Arms 8000 3.2 Mecha arm Armor Factor 24 Turret Head 1 40 1 1* Head Armor Factor: 6 Assualt N-PAWS 10000 20 10 N-PAWS Armor Factor: 10 N-PAWS Superstructure 80 2 2* Reactionless THRUSTER 1000 lbs 1000 50 50 THRUSTER Superstructure 100 2.5 2.5* THRSTR Armor Factor: 12 ColdFusion base 5000 20 .2* Kilowatts: 70 350 14 .875* Cold Fusion Superstructure 40 1 1* Cold Fusion Armor Factor: 4 Total Armor Factor: 81 total cost: total mass: total vol: total kw: 81625 292.45 7.26 69 ** Biosuits provide +15 DR and life support for up to 6 weeks (Ultra Tech p.96). Without a power supply or sunlight, the biosuit's ability to convert body wastes, heat and Carbon Dioxide into air & water is limited. TL x .75 days for cold blooded wearers, TL x 1.5 days for Warm blooded wearers. ** Robot brain has +3 DX boost (DX 14 total) Robots p.9-10 *** This assumes the +3 DX boost applies to the Gunner skill. This is implied in Robots but as yet not specifically stated. @ Armor is uniformly distributed over the suit, as the author firmly believes that resolving combat in a game eats enough time without adding `PD/DR in location whatever' complications to it. For those wishing to imperil their souls with such evil however, you have 8100 points of armor to distribute as you see fit. ^Standard radiation protection is 1 lb per point of armor factor, not 1/2 pound. Cost, weight and PF value are all halved.