Heavy Battlesuit

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Six Heavy Scout Battlesuits are available on board Thaumas I. These suits are described on UT 184. Their noteworthy features are as follows:

DR 150/100 (Torso, Groin, Head/Limbs);

Filter Mask;

Inertial Compass;

Hearing Protection;

Hyperspectral Visor;

Small Laser Comm;

Medium Radio;

Biomedical Sensors;

Trauma Maintenance (with Microbot Arteries for immediate first-aid);

Provisions Dispenser (with 1 week's provisions);

Tactical ESM;

Waste Relief System;

Infrared Cloaking;

Radar Stealth;

With helmet on, the suit is sealed, with climate control (-459 F to 500 F), pressure support (10 atm.), radiation protection (PF 5), and vacuum support. It has two large air tanks with a 72 hour supply;

Chemsniffer;

Deceptive Radar Jammer;

Small Genius Computer;

Lifting and Striking ST +16;

Basic Move +4;

Super Jump 3;

10 year power supply.

All of these functions are elaborated on in Ultra-tech. I suggest familiarizing yourselves with them, so as to get the maximum bang for your buck out of these suits. They're pretty badass overall.

The suit also has an integral superconductor-based electromagnetic armor. It operates off of a separate D cell and is good for 10 uses before the battery needs to be replaced. It gives double DR against plasma weapons and shaped-charge warheads (which are truly brutal, so this is a big plus). Swapping out a spent D cell takes 3 seconds.

The suit is not skintight, so clothes can be worn underneath it. This means that you can layer it with flexible, light armor (under 10 lb). For instance, you could wear a Reflex Suit underneath, an Ablative Suit, or a Reflec Suit. If you had Bioplas available, you could layer with that instead, but Bioplas is an advanced material, not readily available, and would take a Gadgeteer to get you set up with (fortunately, you know one of those). You can choose one type of armor to layer under it. Reflex is 12/4 (piercing, cutting/all other), Ablative is 24/4 (laser/all other) and ablates (-1 to DR for every 10 points of incoming laser damage), Reflec is 20/0 (laser/all other) but does not ablate, and Bioplas is 15/5 (burning, piercing/all other).

The Enemy's armaments consist largely of laser and plasma weapons. Plasma bolts are not lasers and will not be affected by laser-resistant armor. Archived footage from The Attack shows that The Enemy also makes use of explosives, ballistics, radiation, melee, and who knows what else.

Medical Capabilities

Trauma Maintenance (UT 189): This contains 10 doses of injectable drugs. They can bet set to be manually triggered or automatically triggered via the biomedical sensors. Before you go on a mission, you will be given a dose of antirad that gives +3 to HT rolls vs. radiation (B 436). The dose lasts for two weeks. You will also receive a dose of Wideawake (Bio 152), which grants you the Doesn't Sleep advantage for a week.

The useful drugs available to you for your 10 doses are: Ascepaline (Bio 152), Revive (Bio 152), Superstim (Bio 152), Hypercoagulin (Bio 151), Painaway (Bio 149), Adders (ST, DX, IQ, HT, or Basic Move) (Bio 155), Aware (Bio 157), and Yurua-12. Choose wisely!

Microbot Arteries (UT 189): Your battlesuits have two sets of microbot arteries installed. The first is a paramedical swarm. If you take damage, it will perform first aid on you on the following turn. The first aid is administered at skill 14 (11 + 3 for the genius computer's guidance). The second is a repair swarm. If your suit is damaged, it will set about repairing it. Otherwise, any holes in the suit would result in a loss of radiation protection (among other things). It similarly operates at a skill of 14. Both will continue to function until they critically fail at their task, at which point they cease functioning until the suit is brought back to the station for maintenance. Note that first aid is not possible from an outside source while in the suit, so the microbots are your only source of first aid while in the suit. In order to give medical treatment to someone, you must first get him out of the suit.

Computer

The small genius computer in the battlesuits are Complexity 6. They are linked to the visor and record all visual data over the course of a mission. They also track various parameters of the suit occupants. In addition, they have good quality (Complexity 5) programs for the following skills, granting the user a +1 conditional bonus to the skill:

   • Artillery;
   • Expert Skill (Military Science);
   • Forward Observer;
   • Leadership;
   • Soldier;
   • Strategy (Land);
   • Strategy (Naval);
   • Tactics;
   • Tracking.