Modular Exosuits
Exosuits are an advanced form of armour that robotics can produce, that can be upgraded modularly. Exosuits have some properties that make them unique to regular hardsuits:
- Modular exosuits can be modified with different specialist equipment
- Exosuits cannot be removed without outside help
- Exosuits require power
Exosuit Frames
Exosuit frames define the base properties of the exosuit.
Armour of exosuits not only protects the user, but also protects the attached components of the suit.
Weight determines how much the suit will slow you down by itself. Every 10 points of weight accounts for 100ms additional movement speed. 25 weight will reduce your movement speed from 4 steps per second down to 2.
Frame Name |
Description |
Leg Module Weight |
Arm Module Weight |
Head Modules |
Suit Modules |
Armour |
Weight
|
Exo-Skeleton |
An exo-skeleton that wraps around its occupant, allowing for a wide variety of upgrades but without providing the bulkiness that a sealed suit provides. |
Medium |
Medium |
None |
Medium |
None |
0
|
Badget Lightweight Exosuit |
A lightweight exosuit designed for space operations. It's armour isn't particularly strong, but it won't limit the user's movement too heavilly. |
Light |
Light |
1x Light |
3x Light |
15% Base |
3
|
Hornet MK I Combat Rig |
An joint-operations exosuit built as a result of collaboration between a defense contractor and a government body. Optimised for combat scenarios. |
Light |
Light (Combat) |
1x Light |
2x Light, 1x Medium |
35% Base |
6
|
Bastion Powersuit |
A suit designed in the early days of powered exo-suit armours, it was designed with enough armour to protect the user against all threats (in theory), however, it suffers from mobility and power issues making it hard to use. |
Heavy |
Heavy (Combat) |
1x Heavy, 1x Medium |
1x Heavy, 2x Medium |
80% Base |
20 (Immobile without power)
|
Syndicate Sabre |
A highly advanced syndicate suit designed for tactical operations. |
Medium |
Medium |
3x Medium |
4x Medium (Special) |
40% Base |
4
|
Syndicate Gorlex |
A continued development of the Bastion, it features heavy armoury while mitigating the mobility issues. |
Heavy |
Heavy (Combat) |
1x Heavy, 2x Medium |
2x Heavy, 3x Medium |
75% Base |
15
|
Weight Slowdown
Caption text
Weight |
Steps Per Second
|
0 |
4
|
5 |
3.3
|
10 |
2.9
|
15 |
2.5
|
20 |
2.2
|
25 |
2
|
30 |
1.8
|
35 |
1.7
|
40 |
1.5
|
45 |
1.4
|
50 |
1.3
|
Modules
Leg Modules
Caption text
Module Name |
Category |
Weight |
Power |
Function
|
Hydraulic Leg |
Light |
2 |
5W/Step |
Reduces total suit weight by 5 when powered. Made of simple electronics and is resistant to EMPs and damage.
|
Electric Motors |
Light |
1 |
3W/Step |
Reduces total suit weight by 8 when powered.
|
ArmModules
Caption text
Module Name |
Category |
Weight |
Power |
Function
|
Arm-Mounted Pepper-Cloud Launcher |
Combat/Medium |
2 |
|
An under-arm launcher which files pepper-cloud grenades, providing an area-of-denial weapon.
|
Chaingun |
Combat/Heavy |
4 |
|
Replaces one of the arms for a permanently installed chaingun, which increases its firing rate the longer it is fired for.
|
Auto-cannon |
Combat/Heavy |
6 |
|
Replaces one of the arms for a permanently installed auto-cannon, a heavy duty weapon which will pound through any walls
|
Arm-Mounted Flamethrower |
Combat/Heavy |
5 |
|
An under-arm flame-thrower which sends 3 streams of fire out in the direction that it was fired in.
|
Med-beam |
Medium |
4 |
|
A permanently installed beam that heals whoever it is pointed towards.
|
Helmet Modules
Caption text
Module Name |
Category |
Weight |
Power |
Function
|
Automatic Internals |
Light |
0 |
5W/s |
The suit will automatically connect the internals when the air is unsafe to breathe.
|
Night Vision Visor |
Light |
2 |
30W/s |
Provides the suit with night-vision capabilities.
|
Headlight |
Light |
0 |
10W/s |
Creates a light around the user.
|
Smart-Aim |
Medium |
0 |
30W/s |
Highlights allies and prevents the user from friendly-firing.
|
Suit Modules
Caption text
Module Name |
Category |
Weight |
Power |
Function
|
Faraday Cage |
Heavy |
6 |
None |
The entire suit becomes immune to EMPs.
|
Smoke Poppers |
Medium |
4 |
400W |
Creates a smoke-screen around the suit on command. Comes with an action to pop the smoke, and one that toggles auto-smoke on damage. Has a 40 second cooldown.
|
Battering Thrusters |
Heavy |
8 |
800W |
Allows the user to smash through walls, doors, and windows.
|
Adrenal Auto-injector (Syndicate) |
Medium |
1 |
1.5kW |
Injects the user with a potent mix of combat chemicals which greatly relieve their pain, allowing them to continue fighting even when in a critical condition.
|
Micro-Fission Self Destruct (Syndicate) |
Heavy |
4 |
None |
A micro-nuclear explosive which can be detonated on command, or upon the destruction of the suit. Creates a huge explosion.
|
Auto-Constriction System |
Medium |
1 |
500W |
Automatically suppresses bleeding by constricting blood flow to areas where liquids are in the suit.
|
Hologram Projections |
Special/Medium |
2 |
500W |
Deploys projections around the user to cause confusion.
|
Two-Way Projectile Shield |
Medium |
3 |
200W/s |
Creates an energy shield around the user which can be toggled. It prevents incoming and outgoing fire.
|
Medium Ammo Loader |
Medium |
2 |
200W/s |
A medium sized ammo-loading unit which can be used to provide ammo for the weapons.
|
Heavy Ammo Loader |
Heavy |
4 |
200W/s |
A large ammo-loading unit which provides significantly more
|