Here is a quick little article I started writting about Powered Armor for HARP Sci-Fi last week. Not really long enough to warrant doing much with, but probably worth sharing to see what others think about the idea and how to improve it. I intend to try to expand this with two more advanced series of Battlesuits but wanted to try something basic to start with. It is still a bit rough, I haven't bothered with doing much editing or spellchecking of it yet - so please forgive any stupid mistakes. I just wanted to get some feedback on it before going much further with the idea.
Powered Armor and Battlesuits are a common feature in Science Fiction. HARP Sci-Fi can model these ideas in game a number of ways. I have chosen to draw a distinction between Powered Armor/Battlesuits and Mecha based on the controls used to operate them. If the user's limbs are encased in the limbs of the armor, and the user controls the armor by moving his/her limbs
then I consider that Powerer Armor or a Battlesuit. If instead the user uses a cockpit and hand or even thought controls then I would consider this Mecha. Modern examples of a battlesuit would be from the Fallout series of video games, Elementals from Battletech, or the armored troopers in the Starship Troopers book. Modern examples of mecha would include almost every
example I can think of from the Gundum titles, Macross, as well as the walkers used in the Avatar movie.
In this text I am going to concern myself with the Powered Armor/Battlesuits. I have created a basic example of Powered Armor that I intend to expand out for other HARP Sci-Fi games. This armor should be easily used in the default Tintamar setting. In that setting I would expect this armor to be uncommon and mostly used by special forces due to its expense and high training
requirements to effectively use. Any government, corporation, or mecenary group is likely to require special training to issue such a suit. Despite its high levels of protection and dramatically increased ability to carry heavy weapons, most large organizations can field a platoon of soldiers in Combat Armor for the same cost as a squad of Powered Armor infantry. The platoon of troops would be more versatile, faster to train, and ultimately more expendable than their powererd armor equivelent. Special forces units however are already highly trained, expensive, and not very expendable so equiping them with powered armor makes much more sense.
Basic Powered Armor:
Fell Arms Incorperated manufacturers a specialized suit of Powered Armor for general sale to anyone local regulations allows to purchase them. While generally restricted enough of these have been sold and resold around the galaxy that they are available on the grey market. The basic Fell Arms 100 series battlesuit looks like a squat oversized suit of combat armor, but is much thicker and adds about 20 centimeters to the overall height of the wearer. The feet are particularly large to distribute the extreme weight of the armor and prevent it from mireing in the mud. This has led some unpowered infantry to call units wearing them "Clown Corps" despite the effectiveness of the suit. While these suits included mounts for large support weapons, the weapons are not included with the prices. Each suit includes one hard point in each arm plus one additional one on each shoulder. These hardpoints allow large support weapons to be used without bipods or tripod and come with adapters to allow these weapons to use the suits power supply rather than their own. A typical weapons loadout would be a single heavy support laser and two tank buster missles. Notable items missing from this series are radiation scanners, ECM gear, and fast access to don or remove the armor.
Avail Cost Mass DR UF Mx MP UF Min MP Mx MP Min MP CP IV
------ ------- -------- ------ -------------- ------------- ----------- ---------- ------ ----
R 25,000 215 105 -200 -50 -80/-70/-60 -20/-10/-5 +12 5
Adds the Portage skills trait to the wearer
Adds a +10 STR Bonus to the wearer
includes an Integrated Spacesuit
includes a Vehicle power pack and a weapon power cell for emergency backup
includes a tacticle scanner, Audio/Visual Recorder, Heads Up Display, Radio Communicator, Satalite Navigator, Medical Scanner (occupant only), Hypodermic spray (occupant only), and 3 doses of drugs.
The model 110 includes only ground capability and uses 1 energy/km moved or 2 energy/km moved at a run.
The model 120 adds atmospheric jets to the back and allows VTOL flight at 50km/h but uses 2 energy at cruise velocity and 4 energy at full speed. The Model 120 adds an additional 10Kg for the Jets and control surface modifications.
The model 130 adds hydrojets instead of atmospheric jets and allows 50km/h water speeds but uses 1 energy/km at cruise and 2 energy/km at full speed. The Model 130 adds an additional 10Kg for the Hydrojets and boyancy modifications.
The 100 series Power Armor is donned in 8 pieces, and due to the complicated seals and connections takes twice as long as typical armor to don or remove. After equiping the armor, it also has a 4 second boot up and calibration sequense before it is operational. Later series of Powered Armor from Fell Arms has made dramatic improvements on these faults.