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Post by Mutant Lord: William McAusland on Apr 17, 2013 19:22:16 GMT -8
NOTE: re-posted from the TME SOE member's only forum:
Any Ideas on Exo-Skeletons in Mutant Epoch by FW » Thu Apr 11, 2013 10:38 pm
Hi all,
Has anyone seen any material in the the Mutant Epoch Rules or supplements on Exo-Skeletons, Civilian or Military?
Thanks
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Post by Mutant Lord: William McAusland on Apr 17, 2013 19:22:48 GMT -8
Re: Any Ideas on Exo-Skeletons in Mutant Epoch by WillMcAusland » Mon Apr 15, 2013 5:13 pm
There aren't any official exo-skeleton suit style rigs yet in the rules. They would make a great addition. One of our writers, Danny Seedhouse, is working on a massive new relics book so I should check with him and see what variants he's come up with.
In the meantime: Exo-Skeleton Type 34X Takes 10 rounds to slip out of, but 3 minutes to put on and adjust to the wearer's size and shape. Once activated, the wearer can run +6m per round, while the suit's strength is 100 pts ( (+14 dmg). The alloy frame also serves as an extra layer of armor protection and increases the user's defense value by -20. The unit can operate for a full 24 hours on a power pack, or 2 hours on a standard power cell and weighs 50 kilograms +15kg if a power pack is used. The resale value to a relic dealerships is 3000+2d100sp
Somewhere online I did see a US army version they are working on. Let me look see if I can find the link.... This one is from way back in 2007. Wait til the end when they show what the outer shells of the suit might look like. Very cool!
Lockheed Martin has one, too from 2012: ... =endscreen
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toddk
Junior Member
Posts: 69
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Post by toddk on Nov 1, 2015 19:39:52 GMT -8
(Apology for thread necromancy) One way to handle the exosuits might be a variant of robot construction rules. Instead of the robot protecting itself, it is protecting the wearer. I might even impose a strength/endurance penalty, as the exosuit has to make a second set of joints that have to fit around the wearer's arms, while a robot would only have one set of joints to deal with. Civilian exosuits might not even be airtight, and might merely be a set of arms on a treaded frame (no need for keeping one's balance). Examples would be loaders and firefighters. For putting on the suit, a military suit would be capable of auto-adjusting to the wearer's stats, so no need for adjustment. It also means you need a technician for robotics or computer programming, to set the suit up to handle the new owner. A special design suit might even be able to handle this adjustment automatically, as long as you are within PSH baseline stats. There would be limits to this though, as the suit might be set up to handle up to military standards of operators, while if the PC falls outside those ranges the suit will squeeze the wearer (think Baymax from Big Hero 6): So your character might get inside the armor, and wind up getting squeezed like toothpaste as the armor tries to adapt to their body shape. A smart armor will reach the limits, recognize the wearer does not fit, and release the wearer without harm (and listing which areas do not fit properly). This could be fun if the only PSH that can wear it is not in sufficient shape. Cue the rest of the party (having fun) putting the PSH through TME boot camp to get in shape. But once the exosuit and the wearer are properly equipped and partnered up, you will have a combat robot with human intelligence. Rough rules to convert from a robot to exo-skeleton: Take the robot's strength, and reduce it to 90% (FRU) - this is due to having to shape the robot arm around the human inside The robot's Agility is unaltered, however if the player decides to use the robot's full Agility and that full Agility exceeds the PC's Agility, impose 1/10 the difference (FRU) in END damage. (using the safety limiters is a good idea) Use the rules for environmental suits to determine when the exo-suit's END has been reduced to where the outside environment will affect the wearer. Or just use the existing Shell rules from the main rulebook.
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