Building a Better Suit of Powered Armor

JCab747's picture
JCab747
April 3, 2017 - 8:56pm

You know the cover of Zebulon’s Guide, featuring a character in a bad ass suit of powered armor.

It had an effect similar to the posters of some movies – promising delights that just weren’t in the finished product. Buried among the plethora of skills (note, the original meaning of plethora is “a great quantity, especially more than desirable”) was the powered armor skill.

But, as was typical with the Zebs rulebook, no examples of powered armor could be found except what was on the cover. One had to wait for the January 1988 issue of Dragon Magazine for the article “Armed and Dangerous: The power of powered armor in the STAR Frontiers® game” before that deficiency was rectified.

The writer David Dennis does a fine job of laying out the reasons for including these kind of  super soldier suits in the game.

“Powered armor is a device commonly used in science-fiction role-playing games and occasionally used in fantasy RPGs,” Dennis wrote. “TSR.s own GAMMA WORLD® game has powered armor. A suit of powered armor also appears in AD&D® module S3 Expedition to the Barrier Peaks.

“Unfortunately, the game that would most likely have powered armor lacks it. Spacesuit armor is found in the STAR FRONTIERS® Knight Hawks rulebook, but it is not powered. Here, then is real powered armor,” he continued.

The armor’s wearer – we’ll call him or her a pilot – receives a number of benefits – immunity to damage from certain attacks, super-hero like movement, such as 200 meter jumps, tripling the pilot’s effective stamina, the ability to lift one-metric ton and such. One of the major drawbacks to Dennis’ presentation are the complicated combat rules.

For example, the following comes from the “Armed and Dangerous” article:

1. Check if the weapon penetrated the armor. If so, additional suit damage may have occurred. (The nature of this damagewill be checked later on Table 7.) Character damage also results. If not, no character damage results.

2. Check if damage to the armor occurs. Subtract the number rolled from the number needed to hit for the difference. If the difference is equal to or greater than 35,then additional damage to the suit.s functions has occurred.

3. Add the number of dice of damage caused by the weapon to a 2d10 die roll.

4. Divide the percentage of protection by 5, then multiply the quotient by 2. Subtract the product from the sum in step 3.

5. Consult Table 7. Apply the results next turn.

6. Roll for normal damage to the character, reducing the damage by half; reduce it by one-quarter if using a powerscreen effective against that weapon type.

Wait players while we break out our scientific calculators to find out if you take damage and what kind of damage it is. Maybe this is a good time to order pizza.

Sarcasm aside, the writer did not come up with the idea of complicated defensive armor. Simply look at the spacesuit armor in the Knight Hawks game. It's also a system where you need to worry about patching holes in the spacesuit after a character’s been hit in an attack.

Simpler forms of powered armor have appeared in Star Frontiersman magazine including Chris Harper’s  “Powered Battle Suits” and a powered inertia suit by William Signs, both in Issue 9, or Brian Cliff’s powered armor from issue 14.

But, another advantage of David Dennis’ article was presenting a system of how to build a powered armor suit. I’d like to explore how that could be done in future posting using some of the ideas laid out in the exoskeleton discussion.

Joe Cabadas
Comments:

JCab747's picture
JCab747
May 23, 2018 - 2:07pm
Sargonarhes wrote:
So, you are more treating the powered armor as like a light armored vehicle rather than a suit of armor. That would be the same way I see it, yeah you're wearing it. But you still need training to operate it, otherwise you could hurt oneself.
 

Correct!

Joe Cabadas

JCab747's picture
JCab747
May 23, 2018 - 2:13pm
A revised chart here:

Armored Exoskeletons

Rig Type

Structure Points

Chassis Mass

Weapons/ Equipment

Arm Spaces*

Shoulder Spaces

Power Usage

Chassis Cost

E/E 100

100

138 kg

25 kg

2

2

7/hour

4,800 Cr.

E/E 150

150

193 kg

38 kg

3

4

8/hour

5,100 Cr.

E/E 200

200

248 kg

50 kg

4

6

9/hour

5,400 Cr.

*Arms can only mount 1 rifle size weapon and cannot mount heavy weapons. A character could carry a heavy weapon but could not use any internal-mounted weapons in that arm.



I actually have to finish working on some of the stats and then see if I can build armored exoskeletons to the point where they can match -- or come close to matching -- some of the powered armor suits given in Star Frontiersman magazine.
Joe Cabadas

JCab747's picture
JCab747
May 23, 2018 - 2:45pm

Tactical Armor Computer Optimized (TACO).[1] An important component of any armored rig or powered armor is its computer. TheTACO is similar to a vehicle computer or a body-comp in function and is specialized for the needs of the pilot. It is mounted in a reinforced case which can be mounted on the front chest, upper back, or even waist level of the suit, depending upon the designer’s preference.

They require supplemental powerpacks along with a processor pack in order to run any powered suit computer programs (progits). TACO unit with secure compartment and level 4 lock, cost:3,500 Credits, weight: 5 kilograms.

TACO Power Packs. The TACO has supplementary powerpacks available so they can run on a power source other than the suit’s main battery or other power sources. These are:

·        Sixpack. This battery can provide power to a) one Type A or B processor pack and six progits, or b) oneType C processor pack and four progits.

·        Tenpack. This battery can power a) one Type A or B process and ten progits; or b) a Type C processor and eight progits; or c) a Type D processor and four progits.

·        Fullpack. This battery can power a) one Type A or B processor and 12 progits; or b) oneType C processor and 10 progits; or c) one Type D processor and six progits.

  • Kingpack. The top-of-the-line TACO power pack, it can provide power to one processor pack of any type and 12 progits.
TACO Processor Packs. The organizer, brain and interpreter for the entire TACO system, there are four processor packs – types A, B, C, and D.

Because these processors may be  subjected to harsh environments, they are heavier than normal bodycomp or vehicle processor packs.

TACO Processor Packs

Cost (Cr.)

Wgt. (kg)

A:

Handles Type A progits only.

300

1.5

B:

Handles Type A and B progits.

400

1.5

C:

Handles Type A-C progits.

500

1.5

D:

Handles all progits.

750

1.5


TACO Progits

Progits are classified from A to D, the latter being the most complex and energy consuming. When purchasing progits for use in a powered suit, player characters must consider their TACOs power and processing packs so that the whole system is compatible (i.e., a sixpack and a processor pack type C cannot handle type D progits).

What follows are some of the common programs available for armored rigs and powered armor suits. They are basically similar to bodycomp and vehicle computer (VC) progits. A suit can have more than one TACO while the character could also wear a bodycomp. A

TACO Progits:Type A

Audio-Act. The pilot can use voice commands to control various systems and equipment on the suit; it must be used in conjunction with Helm-Link. Cost: 300 Credits.

Chrono-Calc. This progit has a continuing time tracking field for all of the Frontier’s systems, planets, and major cities. That way the character can know what time and date it is anywhere in the Frontier. It has two stopwatch capabilities so a character can track two different occurrences simultaneously. It has multiple alarm settings for each day. Readouts are either through a Comp-Talk progit orthrough Dis-Viz. Cost: 100 Credits.

Comp-Talk. Often used in conjunction with Audio-Act, this progit allows the TACO to verbally answer the pilot. This is often done using the suit’s helmet headphones but the TACO can be synced to separate wireless headphones or even a device that is surgically implanted in the pilot’s head so conversations between the pilot and the TACO can be done remotely and kept confidential. Cost: 400 Credits.

Dis-Viz. Through the use of this progit, a character can have full visual readouts on his helmet’s visor. The TACO can also be synced to a separate device to provide data remotely to a separate device. Cost: 150 Credits

Helm-Link. This progit links to the pilot’s helmet and is necessary for using: Audio-Act, Brain-Scan, Comp-Talk, Death-Wish, Dis-Viz,etc. Cost: 100 Credits.

Fuel-Scan. This progit monitors the suit’s parabattery’s output vs. use. It conserves energy wheneve rpossible and reduces power usage by 25 percent per hour. Cost: 400 Credits

Help-Beam. Its function is to send out an emergency beam on a specific wavelength (specified by the pilot) when a condition is met. It can be linked to a Suit-Scan progit for automatic activation, for example, when the suit is detected as receiving “excessive physical damage, transmit beam.” Help-Beam may be manually activated by the pilot. Cost: 250 Credits.

Help-Call. This progit activates in the same manner as the Help-Beam, but emits a loud wailing sound rather than a radio beam. It can be linked to a Suit-Scan progit for automatic activation or manually activated. Cost: 150 Credits.

Maneuver-Help. This progit assists the suit’s pilot when conducting dangerous moves and provides a +30 percent modifier to any Reaction Speed checks. Cost: 350 Credits.

Turn-Quik. This progit is not necessary for armored rigs but comes into play with powered armors. It coordinates the suit’s functions in such a manner as to add a +15 percent to the pilot’s Reaction Speed when performing a Short Corner Turn. Cost: 550Credits.

War-Bump. This progit coordinates the suit’s functions in such a manner as to add a +20 percent modifier to the pilot’s Reaction Speed when performing or evading a vehicle-type Bumping maneuver. Cost: 440 Credits.


TACO Progits: Type B

Cyberlink Targeting Level 1. This progit must be used in conjunction with Brain-Link and the Cyberlink Targeting System. It provides the pilot with a +10 percent modifier to hit.Cost: 1,000 Credits.

Cyberlink Targeting Level 2 .A more advanced targeting progit for the Cyberlink system, it provides the pilot with a +20 percent modifier to hit. Cost: 2,000 Credits.

Body-Scan. This progit includes is a small bioscanner that is attuned upon purchase to the pilot's normal body functions (excluding that of the brain). It automatically records pulse, respiration, blood pressure, etc. along with any physical damage that the pilot’s body has taken, if infection is present, etc. Anyone with the Medical Diagnosis skill can look at this readout and instantly diagnose the medical condition of the pilot. This progit can be linked up to other progits like Help-Beam or Med-Inject in the same manner as a Brain-Scan. Cost: 1,100Credits

Brain-Scan. (Must be attached to a helmet and be used with Helm-Link.) This progit is a small bioscanner that monitors the character's brain functions. This is an absolute necessity when using some progits (such as Death-Wish).

Brain-Scan progits record brain waves and can easily be read by a character with the Medical Diagnosis skill to tell if the pilot is unconscious, comatose, brain-damaged, or dead. Brain-Scan and Body-Scan progits can be used to trigger another progit by defining a condition.

For example, a Help-Beam progit is set to broadcast when a character is rendered unconscious. A Brain-Scan progit picks up the user's Delta Waves, which it has been programmed to recognize as a deep sleep. It tells the Help-Beam progit that the unconscious condition has beenm et. Cost: 1,000 Credits

Comm-Link. This progit is used with Audio-Act and Comp-Talk to link with communications devices such as chronocoms, subspace radios, and radiophones. Cost: 1,200 Credits.

Dis-Map Navigation:This progit must be used with Dis-Viz and contains multiple maps – or can link with a city or planetary computer – to display every explored area in the Frontier. It can show overall views of continents or zoom in on any locale for more specifics. It will show all known roads, streets, forests, navigational hazards, etc. Cost: 1,500 Credits.

Holo-Map. (Must be used with Dis-Viz and Dis-Map.) This progit is a sophisticated holographic program that enhances the Dis-Map by showing a three-dimensional view of a specific area map. Holo-Map progits also come in thousands of types that will interlink with their Dis-Map counterparts. Cost: 700 Credits.

Med-Inject. This progit interprets information provided by a Brain-Scan or Body-Scan. If the information is a prerequisite for an injection, it broadcasts a short range signal (a few meters at most) to a small injection unit that is part of the powered suit’s medical suite (if so equipped).

The injection unit only holds one hypo dose of any drug the player has selected and placed in it. The Med-Inject progit can immediately treat the wearer.

The Med-Inject progit can be manually triggered by the pilot. This action is so fast that a character thus equipped can inject himself in a turn and still perform any normal action. The injection unit itself can be removed, sterilized, and reused again with a new dose after its use. The TACO unit can hold up to 12 Medi-Inject progits. Cost: 900 Credits. Weight of injection unit: negligible.

Para-Scan. This progit monitors the suit’s parabattery energy usage for non-movement functions, such as to powering up beam weapons, defense screens, etc. It gives a constant update on the status of the system, how many SEUs are left, etc. If the system is damaged, the Para-Scan gives an indication of the location and extent of the damage. It reduces power usage by one-tenth. Cost: 500 Credits.

Plot-Map/Artillery. (Must be used with Audio-Act and omnoculars.) This progit will automatically map for an individual in much the same manner as a bodycomp Map-Scan progit. The main difference in this program is highly useful for spotting for artillery and airstrikes, providing a +10 percent bonus for such attacks. Cost: 5,000 Credits.

Prog-Lock. This progit controls up to four Security Level 2 locks which can be used to secure internal or external compartments on the powered suit. Once installed, these locks will resist opening unless they receive a proper code from the pilot or a remote sender. The maximum remote activation range is 10 meters. Cost: 850 Credits.

Robo-Link. (Must be used with Audio-Act.) This progit is somewhat like a Comm-Link progit but instead of a two-way control function it is a one-way control function through which the user verbally controls a robot. The robot must be equipped with a device that can receive transmissions from only one Robo-Link and can override the robot’s normal missions and functions as long as contact is maintained. Only a roboticist can attached this device to a robot.

This device will only work on lower forms of robots such as service, maintenance, or heavy-duty robots. Robots equipped with these devices can be verbally controlled by Robo-Linked characters for other functions outside of their normal programming. Cost: 1,300 Credits

Suit-Scan. This progit has afull systems check program that can either be set to update the pilot every few minutes or hours on the powered suit’s condition or can simply wait for activation to perform a scan. This progit is usually linked to a Comp-Talk progit.Cost: 1,050 Credits

TACO Progits: Type C

Cyberlink Targeting Level 3 .For use with the Cyberlink Targeting System, it provides the pilot with a +30 percent modifier to hit. Cost: 4,000 Credits.

Cyberlink Targeting Level 4. For use with the Cyberlink Targeting System, it provides the pilot with a +40 percent modifier to hit. Cost: 8,000 Credits.

Cyberlink Targeting Level 5. For use with the Cyberlink Targeting System, it provides the pilot with a +50 percent modifier to hit. Cost: 16,000 Credits.

Brain-Link. This progit comes with a miniature cortex coordinator that must be surgically implanted into a pilot’s brain. Once implanted, it can transmit and receive simple messages straight from the brain.

This progit, when linked to certain other progits, can perform acts at incredible speeds (i.e., using a Prog-Switch progit and mentally switching devices on and off). A maximum of four progits can be linked through a Brain-Link progit. Note: I though this comes from Zebs, and may have seemed whiz-bang back in the 1980s, today this seems rather primative. I may change some statistics like these. Cost: 3,000 Credits plus 1,500 Credits for the implant and major surgery. Note: Zebs didn't include a surgical cost.

Death-Wish. This progit performs in similar fashion to the bodycomp's Death-Wish progit but activates certain mechanisms (such as a Help-Beam progit) when a suit becomes inoperative due to damage or the death of the pilot. Cost: 1,200 Credits.

Enviro-Comp. (Must be used with Body-Scan.) This progit is essential for coordinating the various life support systems found in power armor or deep space suits. It monitors, evaluates, regulates, and updates all equipment controlling the respiratory, heating,cooling, waste disposal, and nutritional systems.

Without this progit the character would be constantly checking and adjusting his life support systems. This progit can also be linked to a small craft's life support systems for the sam efunctions. Because of the importance of this progit, removal time is 10 minutes. Cost: 1,350 Credits.

Main Weapon-Sight.This progit links to a single weapon that is considered the powered suit’s main weapon. It acts as a stabilizing device for it. It adds a +20 percent combat modifier when the weapon is fired. Cost: 2,400 Credits. Note: I'm trying to combine a couple different Zebs progits into one here. I may change some of the stats once I try building a suit and try the rules out a bit.

Med-Inject, Advanced. This progit interprets information provided by a Brain-Scan or Body-Scan. If the information is a prerequisite for an injection, it broadcasts a short range signal (a few meters at most) to a small injection unit that is part of the powered suit’s medical suite (if so equipped).

The Med-Inject Advanced injector unit holds 10 hypo doses of any drug the player has selected and placed in it. The Med-Inject progit can immediately treat the wearer.

The Med-Inject progit can be manually triggeredby the pilot. This action is so fast that a character thus equipped can inject himself in a turn and still perform any normal action. The injection unit itself can be removed, sterilized, and reused again with new doses after its use. Cost: 10,000 Credits. Weight of injection unit: 1 kilogram.

Robo-Link ,Combat/Security. (Must be used with Audio-Act or Brain-Link.) This is a more advanced version ofthe Robo-Link progit allowing the suit’s pilot to command and control up to five robots that are level 5 or lower including warbots, combat and security robots, down to lower level robots.

Robots equipped with the appropriate receiver device can be verbally or mentally controlled by the pilot for other functions outside of their normal programming. Cost: 12,000 Credits

TACO Progits: Type D

Comp-Link. (Must be used with Brain-Link.) This progit allows the user to attempt direct brain-to-computer communications with any computer he can plug his a Comp-Link progit cable into. Thereafter, the character can attempt any computer skill he possesses directly on the computer with a +10 percent modifier to his chance of success.

The user has only one chance at initiating contact through this progit. If he misses it the computer identifies him as a "bug" in the system and ignores him. If the character establishes contact with the computer in the normal method and then plugs into it, he may continue trying his other computer skills at leisure. Any character who has no computer skills and attempts this will automatically fail. Cost: 4,500 Credits

Master-Comp: This progit performs the same function as a bodycomp Master-Comp and must be used with Audio-Act and Comp-Talk or Brain-Link. This progit ties all other powered suit’s computer programs into a unified whole. The biggest advantage is its ability to receive conditional orders from all other progits to follow a standard operating procedure.

The Master-Comp progit is so complete that the driver can instruct it in simple terms and if it has any questions it will ask the character. It takes the place of two progits on the TACO. Cost:5,000 Credits

Mind-Pilot. This progit must beused with Brain-Link. Once activated, the powered suit’s pilot can maneuver it with his mind, thus his reactions are much, much faster. While the character still uses his normal Powered Armor skill level for operating a suit, he adds a +15 percent to any Reaction Speed checks for keeping the unit under control during anytricky maneuvers.  Cost: 4,000 Credits.


Note: Hmm, maybe some of these Reaction Speed bonuses should boost the character's initiative modifier?








[1]Name and idea created by Thomas Verreault.

Joe Cabadas

Sargonarhes's picture
Sargonarhes
May 23, 2018 - 2:43pm
The arm spaces for weapons is that counting both arms or per-arm? The E/E Rig 200 has 4 Arm Spaces and a rifle takes up 2 spaces, so can an arm have 2 rifles or is that 1 rifle per arm?
In every age, in every place, the deeds of men remain the same.

JCab747's picture
JCab747
May 23, 2018 - 2:46pm
Sargonarhes wrote:
The arm spaces for weapons is that counting both arms or per-arm? The E/E Rig 200 has 4 Arm Spaces and a rifle takes up 2 spaces, so can an arm have 2 rifles or is that 1 rifle per arm?
 

Arm spaces would be per arm. I'll have to make sure that is crystal clear.

Oh, a previous note about construction is only one rifle unit per arm.
Joe Cabadas

JCab747's picture
JCab747
May 23, 2018 - 2:47pm
Dear Sargonarhes: I was doing a little editing while you were posting your comment. For some reason, when I am copying and pasting from a Word doc, some of the words get smushed together. But it allows me to look for typos to correct.

Joe Cabadas

JCab747's picture
JCab747
May 28, 2018 - 9:18am

Targeting Systems

Besides the Mind-Mount, numerous targeting systems are in use throughout the Frontier Sector. The most common target systems are manual aiming, cyberlink, and the eye-weapon coordination (EWC).[1]

Manual Targeting. Themost common form of using hand-held weapons by a powered suit pilot is manual targeting.This means the pilot holds the weapon, aims and fires. The pilot’s skill bonuses apply when using this system, but keep in mind that if the pilot uses heavy weapons, he will incur a -10 percent penalty.

Built-in weapons in the arms and helmet of a powered suit can also be aimed and fired this way, though the pilot would suffer penalties for firing multiple weapons and possible wrong-handed firing, if using any weapons weapons on the non-dominant arm. Shoulder mounted weapons typically need a more advanced targeting system, such as a Main-Weapon Sight, Cyberlink or Eye-Weapon Coordination. Otherwise, a pilot attempting to fire shoulder mounts manually receive a -40 percent penalty. .

Cyberlink. Also called a Computer Linked Targeting System this is a direct mental hookup by the TACO to the powered suit’s built-in weapons; it must be used in conjunction with the Brain-Link progit. It will allow the pilot to fire all of the suit’s built-in weapons at one target without penalty. Each weapon requires a separate link – even if they are in the same arm or shoulder mount. This link weighs an additional 1 kilogram uses 1 SEU per turn of operation.

The base chance to hit is 30 percent plus 10 percent per progit level. There are five Cyberlink Targeting progits available for purchase including levels 1-2, which are Type B progits; levels 3-4, which are Type C progits; and level 5, which is a Type D progit. Level 6-8 progits do exist, but they are considered to be military hardware, which is legally only available to the Spacefleet, the Landfleet or the UPF Space Marine Corps.

Effect: Allows the gunner to fire multiple weapons without penalty; 30 percent base chance to hit + 10 percent per computer level. Mass: 5 kilograms + 1 kilogram per weapon link. Cost: 5,000 Credits per level + 500 Credits per weapon link. Power: 1 SEU per turn per linked weapon.

Eye-Weapon Coordination. EWC systems use a special helmet or electronic goggles that can track the movements of the wearer’s eyes. Through a complex circuitry link, it brings the vehicle’s (or powered suit’s) weapons to bear along the wearer’s line of sight. It provides the gunner/vehicle a +2 bonus for his Initiative Modifier (IM).

When the weapons are aimed at the target, the user has only to push a button, flip a switch, or pull a trigger to fire any combination of weapons. The helmet/goggles can be switched from infrared to normal vision and can be turned on or off. On a vehicle, the gunner does not need expose himself to enemy fire because the helmet is connected to a set of infrared and video cameras. The images these cameras receive are projected onto the inside of the helmet visor.

Vehicles normally have one gunner for each turret; this gunner may fire any combination of the weapons mounted on the turret in any one direction on a given turn. Of course, turns must respect their limitations.   

EWC gives the user a +30 percent modifier to hit. The gunner/powered suit pilot receives no additional bonuses due to weapons skills.

Effect: +30 percent chance to hit but no weapon’s skill bonuses; +2 IM. Mass: 5 kilograms+ 1 kilogram per weapon link. Cost: 3,500 + 300 Credits per EWC linked weapon. EWC Helmet Equipment: 200 Credits. Power: 1 SEU per turn per linked weapon.



[1] The information on targeting systems comes from a story by Larry Moore called  “Non-Civilian Duty Vehicles” that was published in the September 2010 issue of Star Frontiersman magazine. His story was a significant redo of two Dragon magazine articles on vehicle combat.

Joe Cabadas

JCab747's picture
JCab747
May 31, 2018 - 3:29pm

Common Configurations

Although the armored rigs and powered armor chassis allow for a multitude of weapons and equipment to be installed on them, several basic types have evolved on the Frontier based on security and military needs. Some common powered suit configurations include those for reconnaissance (recon), strike, combat, fire support and heavy assault missions.[1]

Recon. These units have light armor plating and equipment for better range and maneuverability. Its equipment is more focused on communication and surveillance gear. Any armaments are more for self-defense than attack.

Strike. These suits normally have disposable weapons or munitions that can deliver a lot of damage at once. Unable to keep up a sustained encounter, they are good for hit-and-run attacks or to support Recon units.

Combat. The most common frontline unit, these powered suits come with the most standard weapons available to reduce costs – the price of purchasing and maintaining them.

Fire Support. Similar to combat suits, fire support units have common heavy weapons.

Heavy Assault. The “heavy hitter” of powered suits, they have heavy weapons and armor, which slows them down. They are deployed to deal with hardened targets.



[1] The idea for these configurations comes from a post by Jeremy Pea (aka Malcadon) on the http://starfrontiers.wikia.com site.

Joe Cabadas

JCab747's picture
JCab747
May 31, 2018 - 3:38pm
Addendum:

Weapons and Equipment. The total amount of weapons and equipment tha tcan be added to an armored rig without affecting its maneuverability is 25 percent of its structure points; this weight would include any armor sheathing, computers, ammunition, etc.

Note: I still need to work on different weapons and equipment packages to see if they will work with the various armored rig chassis presented above. Again, my goal is to have some kind of consistant rules for the design of powered armor suits.

The powered armor suit described in Dragon magazine will be a different sort of breed, perhaps using the points system given by David Dennis, but I'm seriously thinking of scrapping the time consume steps to see if a shot that penetrates the armor does any damage.

There will be an outer armored layer -- one that is probably immune to some attacks or reduces the damage of many others. Damage that penetrate the armor will then hit the structure points.

Maybe once the SP takes half damage, the suit suffers penalties, like a character who's been reduced to half STA or less. Maybe once SP falls to one-fourth, the suit stops functioning.

At some point along the way,  the structure points get hit the pilot starts taking half damage.

There will probably be a simplified chart for damaging systems... Maybe the one presented earlier in this discussion...

That's all for now.

 
Joe Cabadas

JCab747's picture
JCab747
June 27, 2018 - 6:03pm
A new Type C progit:

SuitPilot Basic (t). (Requires sensor package.) Similar to the AutoDrive and AutoPilot basic progits, SuitPilot Basic is an autonomous movement program for powered suits – armored exoskeletons (rigs) and powered armors. It will automatically pilot a suit around obstacles, slow down, stop, back up, and avoid hazards as it travels to a predetermined point. It allows the suit to move without a pilot, but it is not sophisticated enough to perform hazardous maneuvers or fight. It must be linked to a sensor package and a radiophone that allows it to communicate with a remote controller. The sensor package typically includes a Type C radar along with a type B sonar, motion and shape detectors. The cost of the sensor package is 4,125 Credits – a 20 percent increase over the normal cost – because it is made of ultra-light materials to reduce the weight by half to a mere 24 kilograms. SuitPilot Basic Progit Cost: 2,000 Credits.
Joe Cabadas