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  1. Objects

Hardsuit Construction

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

Zerus

259kg

6D6

120

+4

-2

12

50

97

24,250

Warrior

355kg

1D4X10

170

+6

-2

10

80

 

 

Brute

421kg

2D4+1X10

220

+8

-2

8

50

 

 

 

Common Features

Life Support

1km Comms

+10% Perception checks

 

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

Structure Points: SP

10 BP for Base 120 SP (60kg), 1 BP per 5 SP, 2kg per SP (min 120-240)

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.

Prowess Modifier

Starts at -6, cost 3 BP per point to increase, +5kg per point

Move modifier

2 BP per meter of move, +2kg per point

Jump

3 BP per 10 meters of jump, +5kg per 10 meters

 

 

Comms

1km

0 BP

 

5km

2 BP

 

10km

4 BP

 

25km

6 BP

 

100km

10 BP

Power Cell

2 BP per  40 hours of operation before recharge is required

1BP = 250c

 

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

 

 

 

 

 

Quick repair

 

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

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

Weapon

ACC

DMG

RNG

CLIP

ROF

WT

Cost

Swarm Launcher

+10%

4D6X10*

800

250

10

100kg

13500

* 1D6X10 per missile