Hardsuits are a wearer sized suit that is fully environmentally sealed. It consists of an integrated exoframe and systems to enhance the wearer’s performance. Due to the nature of Hardsuit, it takes special training to be able to use it effectively. A Hardsuit skill test is required in place of the following skill tests: Acrobatics, EVA, Evade, Athletics, Brawl, Martial Arts and Thrown. Unlike a Mech which is piloted from a cockpit a Hardsuit is worn. Only a Body Sleeve be worn underneath. Hardsuits do not have hard points but can hook in and power external systems. Hardsuits use hand held weapons the same way a normal person does.
Name |
Weight |
AR |
SP |
Bod |
Pro |
Move |
Jump |
BP |
Credits |
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Zerus |
259kg |
6D6 |
120 |
+4 |
-2 |
12 |
50 |
97 |
24,250 |
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Warrior |
355kg |
1D4X10 |
170 |
+6 |
-2 |
10 |
80 |
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Brute |
421kg |
2D4+1X10 |
220 |
+8 |
-2 |
8 |
50 |
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Common Features |
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Life Support |
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1km Comms |
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+10% Perception checks |
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Armour Rating: AR |
1 BP per increment in armour, +5kg per increment up to 6 ranks the n10kg per subsequent rank. For every 3 ranks of armour reduce Move by 1 and Jump by 10m |
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Structure Points: SP |
10 BP for Base 120 SP (60kg), 1 BP per 5 SP, 2kg per SP (min 120-240) |
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Body Modifier |
2 BP per 1 point of modifier, +10kg per Body point, for every 2 Body reduce Prowess by 1 (Max +8). For every 2 Bod increase add 6” to height. |
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Prowess Modifier |
Starts at -6, cost 3 BP per point to increase, +5kg per point |
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Move modifier |
2 BP per meter of move, +2kg per point |
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Jump |
3 BP per 10 meters of jump, +5kg per 10 meters |
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Comms |
1km |
0 BP |
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5km |
2 BP |
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10km |
4 BP |
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25km |
6 BP |
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100km |
10 BP |
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Power Cell |
2 BP per 40 hours of operation before recharge is required |
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1BP = 250c |
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Step/BP |
Armour Increment |
Mov Pen |
Jump |
Weight |
1 |
5D6 |
-1 |
-10 |
+5 |
2 |
6D6 |
-1 |
-10 |
+10 |
3 |
1D4X10 |
-1 |
-10 |
+15 |
4 |
1D4+1X10 |
-2 |
-20 |
+20 |
5 |
1D6X10 |
-2 |
-20 |
+25 |
6 |
1D6+1X10 |
-2 |
-20 |
+30 |
7 |
2D4X10 |
-3 |
-30 |
+40 |
8 |
2D4+1X10 |
-3 |
-30 |
+50 |
9 |
2D6X10 |
-4 |
-40 |
+80 |
10 |
2D6+1X10 |
-5 |
-50 |
+100 |
Repairs
Damage Level |
% of SP damaged |
Time |
Cost in parts |
Effect |
Light Damage |
01-50% |
15 mins |
10% |
Full repair |
Moderate Damage |
51-75% |
1 hour |
20% |
Full repair |
Heavily Damaged |
76-90% |
6 hours |
40% |
Full repair |
Nearly Destroyed |
91-99% |
1 day |
80% |
Full repair |
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Quick repair |
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1 min |
100 |
10% of max SD |
Weapon |
ACC |
DMG |
RNG |
CLIP |
ROF |
WT |
Cost |
Punch |
0 |
2D6 |
0 |
NA |
NA |
NA |
NA |
Power Kick |
-10% |
3D6 |
0 |
NA |
NA |
NA |
NA |
Body |
Modify damage by |
3-6 |
-4 |
7-9 |
-1 |
10-12 |
0 |
13-15 |
+1 |
16-18 |
+2 |
19-20 |
+4 |
21-22 |
+6 |
23-24 |
+8 |
25-26 |
+10 |
27-28 |
+12 |
Hardsuit Armaments
Weapon |
ACC |
DMG |
RNG |
CLIP |
ROF |
WT |
Cost |
Energy Lance |
0 |
1D6X10 |
- |
- |
- |
60kg |
1600 |
Vibro Claw |
0 |
6D6 |
- |
- |
- |
50kg |
1200 |
Power Glove |
0 |
6D6 |
- |
- |
- |
40kg |
800 |
Electo Whip |
-10% |
1D4X10 |
50 |
- |
- |
25kg |
1500 |
Hardsuit Modules
Autocannon modular units are mounted as a harness |
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Weapon |
ACC |
DMG |
RNG |
CLIP |
ROF |
WT |
Cost |
Autocannon |
+10%/-10% |
1D6+1X10/2D6X10 |
600 |
250 |
10/30 |
100kg |
6500 |
Missile Swarm modular units are mounted as a harness |
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Weapon |
ACC |
DMG |
RNG |
CLIP |
ROF |
WT |
Cost |
Swarm Launcher |
+10% |
4D6X10* |
800 |
250 |
10 |
100kg |
13500 |
* 1D6X10 per missile