My old GM had us playing as a special forces unit for New Coventry(See Kitsunes Palladium page) & this is the suit we all had assigned to us I just think it's a super cool suit & even though a bit high powered in some aspects such as it's survival aspects I wanted to see what you all think of it. We played in an SDC megaverse, but I have attempted to change that all back to MD stats so if I missed a spot then just change it one for one
Thermo-Kinetic Recon Marine Power Armor
Originally developed by an “adventurer” & sold to New Coventry this armor was designed for stealthy insertions and reconnaissance. It is very much a lightweight exoskeleton meant to augment the wearer rather than encase him in armor, consequently it has much lighter armor & a comparatively weak exo-skeleton than is normally used in powered armor in favor of fitting in more electronics & survival systems. The Lack of armor is compensated for with the addition of an integral Robot Force Field. The small size makes it an excellent choice for on board ship fighting as it can maneuver down corridors other suits, even The Combat Environment Power Armor & all of its cousins would have problems navigating. One of the main uses of the suit is to drop a squad or platoon of marines clad in the suits from stealthy ships travelling around 20% of light speed & let them coast for up to 36 hours to a planet where they decelerate & match orbits in order to perform a “trans-atmospheric drop”. Once on the ground they perform reconnaissance, often uploading data to a relay satellite or ship in high orbit via a W.W. equipped soldier using the laser communication system prior to landing standard marine forces. They have also been used successfully in platoon sized units in the destruction of at least four pirate bases with no outside support, at least one of these bases is believed to have been an outpost for The TGE(quite correctly) by The New Coventry High Command.
Naruni Enterprises is attempting to sue over the use of “stolen” Thermo-Kinetic Materials, but as the original designer had only a baseline set of statistics of the material in question & developed his own completely different process to get to the same place it seems likely to fail. Thankfully, New Coventry has too much of its own military might & too many allies for N.E. to take things beyond their attempts to sue. Additionally, the material does not provide quite as much protection as N.E. products of the same thickness, & is more expensive to manufacture. There is also the fact that N.E. Force Fields & Micro-Missiles are purchased directly from the company for use in the armor, this only bolsters New Coventry’s case that the plans for Thermo-Kinetic materials were developed independently. All of this means the courts are very likely to rule in their favor. New Coventry is in talks with N.E. to license the production of Thermo-Kinetic materials for this suit & for their own Combat Environment Power Armor. If the deal goes through then any of these suits that are manufactured with the N.E. Thermo-Kinetic formula will see their M.D.C. values increased by approximately 25% & the cost for the basic armor reduced by 15%. Interestingly, the nanites used in the self-repair systems can be upgraded by N.E. at a cost of an additional 1,000,000 and they will produce N.E. grade materials for later repairs of the suits. New Coventry has already begun to produce the suits for the C.A.F. & other I.D.F.s as well & is about to open not one but two separate new manufacturing facilities raising their production capacity to in order to catch up with back orders.
Cost to Purchase: The Base Market Price is 8,000,000 credits with none of the accessories, 15,000,000 with all standard accessories including the Super Heavy Force Field. The cost for New Coventry to produce the suits is approximately 3,500,000 with no accessories and 8,000,000 with all of the listed accessories.
Height: 6” taller than the wearer (adjustable to fit anybody within 5' to 7' ft. tall)
Weight: 160 lbs.
Exo-Skeleton Bonuses: 25 Robotic Strength, +4 to P.P., Triples speed Reduces Rate of fatigue by 80%
M.D.C. By Location; N-50A Super Heavy Force Field 160, Head/Helmet 100, Main Body 140, Arms 80, Legs 100, Hands 40
Kinetic Energy Dampening System as per standard thermo-kinetic armors: Explosion/ Falls/High Impact-Projectile Weapons (Arrows/Bullets/Rail Guns/Missiles/ Grenades etc.) do ½ damage. Low Speed Kinetic Attacks such as Punches do full damage
Insulated High Temperature Resistant Shielding for up to 500 degrees Centigrade: Plasma, & Magic Fire do ½ damage. Lasers, Ion Weapons, Particle Beams, Electricity & Cold attacks do full damage
Speed: Underwater 75 Mph
Flying in atmosphere 250 Mph Flying in space Mach 1( Kitsune Values:can maintain 0.5 G per turn acceleration. Maximum safe speed is 20% of light)
Endurance is limited only by the Pilot thanks to the fusion powered contra gravity system
Leaping: The Exo-Skeleton adds 10ft. to leap distance without attaining flight
Diving, Space Features: Depth Tolerance: 2,000 ft.(Two Miles with the contra-gravity system active), Computer controlled depth/altitude and pressure gauge built into the armor and transmitted via Heads Up Display to provide a constant indication of depth and direction (Pointed up, down, horizontal, north/south etc.)
Environmental Systems: Unlike most power armors, this suit has an internal recycling system like those used in some space suits. This allows the power armor to operate for up to two weeks in completely airless environments. There is also a nutrient paste & water dispenser with enough paste for two weeks. Internal “Plumbing” connections allow the soldier to stay in his armor for up to two weeks before hygiene becomes a consideration, although there will be some chafing. The suit has enough internal supplies for two weeks. "Moisture" is recycled & 99.8% of the moisture lost through sweating breathing and other bodily functions is re-used, this is mixed with a special nutrient powder to produce the paste. This makes the suit excellent for deserts as well. Every day or two a solid block of waste material is produced that the soldier can then dispose of. The soldier can fill the four ½ Gallon internal tanks with water before getting equipped and will be able to survive on reclaimed water alone. The suit is also rigged to put the wearer into a state of suspended animation, or at least lower metabolic activity for up to two additional weeks if desired. This system is used to “drop” soldiers at farther distances from the planet they are going to perform their mission on & let them coast near their targets in stasis with the internal A.I. waking them when they approach the target or if there is an emergency it’s self-repair systems cannot handle
Micro-Contra Gravity Buoyancy Control System & Maneuvering Jets: Allows the suit to withstand additional environmental pressures by using the C.G. system to reduce the external pressures on the skin of the suit, used as directional thrusters in space, under-water or during a trans-atmospheric parachute style insertion. The Contra-Gravity generators produce numerous small localized gravity fields that allow for “Trans-Atmospheric Parachuting”. The C.G. generators are intricately balanced and as the suit takes damage to its main body the speed & its ability to handle extreme pressures will fall off at an equal percentage.
Standard Issue Weapons Systems: Typically carries 2 flash-bangs, 4 micro-grenades & a pistol of the soldiers’ choice. Additional weapons equipment & explosives can be carried by the soldier & are assigned on as needed basis
1.) Retractable Silver Plated Vibro-Blades 2D6+3 Damage & a Silver Plated Vibro-Garrote in the left arm 4D6 S.D.C. Uncharged D6x10 M.D. charged(on a successful surprise attack the damage is done direct to hit points, See Pg.: 108 Merc Ops)
2.) 6 Micro-Missile Launchers built into the Wrists Lower Legs & on the Back:6D6 per missile, Range 1 or 2 miles depending on missile type Each launcher can fire its full payload of 4 as a volley giving the soldier 24 single missiles, 6 volleys of 4 missiles 1 large volley of 24 or any combination therein
3.) All Environment High Intensity Variable Frequency Laser C.Q.B.W. (Internal Computer automatically selects the most efficient frequency after one melee, adjusts for underwater combat at the flick of a switch): 4D6+6 per single shot 2D4x10 per 3 shot pulse, Rate of Fire: Single Shot or 3 Shot Pulse, Effective Range: 1,200 feet in atmosphere 9,600 feet in space, Integral Palm Link & Cybernetic Gun Link System, Payload: Unlimited when hooked to the Armors Power Supply or 30 shots per E-Clip
Skill Penalties in Armor: Operator must have a Universal Headjack implanted, No Skill Penalties thanks to the Exo-Skeleton & the Contra-Gravity System
Bonuses; +1 to strike & pull punch at levels 1, 6 & 12, + 3 to parry & dodge at level 1 with an additional +1 at levels 6 & 12, +3 to Roll with Punch/Impact, +2 attacks per melee at Level 1, & + 1 at levels 4, 8, 12 & 15, Cybernetic Gun Link: +3 to strike on aimed shots and +2 to strike on bursts with weapons which are modified to use the system, +25% Swim, + 10% to Prowl, + 10% to Climb/Acrobatics & Gymnastics abilities
Power System: Advanced Fusion Power system with 5 Years of life.
Stealth Systems; Radar Absorbent with an advanced internal cooling system there is a -70% penalty to be detected via Read Sensory Equipment skill. There is only a 20% chance to be detected by Thermal Optics (even then the reading will seem unusual or unclear) as well as a Thermal Suppression System that makes it impossible to be detected by thermal systems & will even conceal the thermal signature of a trans-atmospheric drop but needs to be cooled down for 1 hour after every 2 hours of use. The Gravity Signature of this suit is so small it can only be detected if it is being used within 5 miles of a ship with military grade sensors & 1 mile of a ship with civilian sensors & even then a sensor operator specifically on guard against this suit is still at -20% to rolls & a sensor operator not familiar with this suit is at -60% to rolls
Special Features: Palm Link allowing hand held energy rifles to use the Power Cell for Unlimited Ammunition(costs an additional 50,000 to modify weapons), Psionic Electro-Magnetic Dampers, Space worthy 6"x12"x18" Thermo-Kinetic Combat Backpack with 2 side pockets 35 S.D.C. The backpack, all exterior pouches & the connections holding them to the armor are made of Thermo-Kinetic materials. All other features are as standard to Thermo-Kinetic Armors. Integral Tac-Vest. See PG; 35 Dimension Book 08 for standard features of Thermo-Kinetic Armors. The Contra-Gravity generators automatically reduce the pressure on the surfaces of the armor and function as a Buoyancy Control System in the water even at 3 miles below the surface. This makes the suit ideal for races of different gravity norms from the planet they are operating on as it can be used to maintain the users Home Worlds Gravity.
Accessories:
1.) A Super Heavy Robotic Force Field can replace the Integral Robotic Force Field for 4.5 million credits
2.) Camouflage System: The suit's skin is covered by a fiber-optic material that can change colors to match the general environment. Color change takes 1D4 melee rounds (15 to 60 seconds), in which the armor becomes the exact same color as the predominant one in the area. In the woods or in broken terrain, the suit will also create stripes and blotches of lighter and darker color like a camouflage pattern. In all cases, the wearer is difficult to spot: -20% for others to detect ambush and detect concealment, adds an additional +5% to the wearers prowl skill, and even characters without prowl have a 40% chance of not being seen if they stay under cover and don't move. The camouflage system is disabled after the armor's main body takes 80 points of damage. Cost: 200,000 credits
3.) Nanite-Repair System: This system has about two hundred tiny robots to do repairs. It can repair system damage or armor damage. It repairs system damage by repairing and replacing component and wire runs. It repairs armors damage by first stabilizing the damage (repairs about ½ of damage, before continuing) and finally by scavenging from objects around it. When stabilizing damage, S.D.C. is repaired at the rate of 20 per hour & has enough internal supplies to repair 100 M.D.C., but when micro-robots are scavenging, repair rate is limited to 3 M.D.C. or less per hour based on the availability of supplies & due the time it takes to convert the materials into thermo-kinetic variable camouflage armor, & it can only scavenge raw materials from similarly high tech items with a penalty of needing to breakdown the materials in order to change them so it takes 2 md of materials scavenged per point of repairsCost: 2,000,000 credits. The high cost is due to the fact that these nanites create variable camouflage & thermo-kinetic armor from standard materials. Add an extra million for the N.E. Upgraded units
4.) Gravity Wave Sensor: As the sensor system in NE Enforcer Power Armor, it uses gravity waves like a form of radar, Connected to an Integrated Sensor Pod (PG: 38 Dimension Book 8, bonuses are already included). Range is 2000 ft. and can electronically map the insides of structures. Combined with the advanced thermo graphics optical systems, it will detect invisible targets and find people inside buildings or ships, and even detect traps and hidden rooms. It cannot penetrate force fields or phase fields. Cost 1,000,000
Military Grade Accessories (“Officially” sold only to the CAF & other Independent Defense Forces)
1.) Force Field Disruption System identical to the system on the Silverhawk Power Armor suit, excellent for use in ship boarding actions, Cost 500,000 credits
2.) Wild Weasel Black Box System(Copied directly from the Bandito Arms Wild Weasel Samas on PGs:186-187 New West, but with the higher level of technology in The Three Galaxies they are one quarter the size with improved functionality)
Radar & Computer Tracking System: Range of 100 miles radius when above the tree line or 100 feet in the air, whichever is greater, 200 miles in space. Can identify and track 144 different targets simultaneously.
Sonar: 30 mile range.
Directional, narrow and wide band radio & laser communication: Can send and receive messages on broad or narrow bands of frequencies and send precision laser beam communications. The Laser can be used to upload data to ships or relay satellites in high orbit if there is LoS to them
Radio Scrambler and Encryption System: Scrambles and unscrambles incoming and outgoing messages, decodes encrypted messages, as well as records and stores transmissions of other frequencies channels and unscrambles them(and respond or transmit) at a later time.
Targeting Uplink: The Wild Weasel can uplink data to as many as 30 aircraft, ground troops, or other power armor units within 75 miles. In this capacity, the Wild Weasel can be used as a forward observer and/or communications/data relay unit. All units receiving this data are +1 on initiative and +1 to dodge.
Full Jamming Suite: The Jammers can interfere with and garble any enemy communication transmissions with a 01-75% success rate (80% against Earth Level Technology). Successful jamming means the enemy transmission is nothing but white noise; completely unintelligible. A failed roll, 76-00, means the transmission successfully escapes the interference of the Wild Weasel, but while it is discernable, it is not the cleanest message and is still filled with interference. In order to jam incoming missiles, the pilot must roll under his weapon systems skill (or electronic countermeasures). A successful roll means the targeting system or radio control signals and scanners of all missiles directed at him, or in his path, are scrambled, causing the missiles to veer off target & are -7 to strike. Roll for each missile in the volley. In the alternative, the Wild Weasel can send a direct, laser signal to one or two missiles within a 2000 foot range, whether directed at him or another target entirely, and scramble their targeting to make them veer off target: -9 to hit their intended target. Note that this jamming ability applies to "smart bombs" as well as mini-missiles and other types of guided missiles. The jamming defense disables the missile's tracking, guidance and motor systems, it does not enable the Wild Weasel to seize control and direct the missiles to a new or different target.
Skill Note: In order to operate the WW jamming systems the pilot must have the skills: basic electronics, weapon systems, read sensory instruments and radio scrambler or electronic counter-measures. Whenever the system is used, an applicable roll must be made, usually at -10% because of the hectic nature of combat. Cost: 500,000
New Stealth Armor for New Coventry
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- ZINO
- Knight
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Re: New Stealth Armor for New Coventry
very well done
now we need a picture for the New Stealth Armor for New Coventry
now we need a picture for the New Stealth Armor for New Coventry
let your YES be YES and your NO be NO but plz no maybe
- Aramanthus
- Monk
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Re: New Stealth Armor for New Coventry
I like it. I am quite familiar with the NC setting! I think that this is something that Kit would add to his website if it was his. But I will be happy to add it to my collection.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE