Terran Battlesuits & Combat Armor

Heavy infantry means battlesuit troopers, the backbone of most Terran forces. Everyone from grunts to support (heavy weapons, medics, techs) to company officers are apt to be wearing some kind of powered, environmentally-sealed, armored combat suit. A cybernetic exoskeleton greatly augments strength and mobility, and advanced laminate armor resists small-arms fire and indirect battlefield hazards (explosions, shrapnel, etc). All battlesuits come with integral Personal-sized computers (High-Capacity, Complexity 5, 100 TB; p. UT22), with output to the visor's HUD (p. UT24), and input via helmet-integrated neural input receiver (p. UT48). All include standard power and data jacks, as well as secure wireless, allowing connections to compatible computerized devices. DX and DX-based skills are effectively limited by the Battlesuit skill of anyone operating a powered suit, but this is before modifiers for targeting systems, range, etc.

Battlesuits– System Hit Locations
When a battlesuited soldier takes a hit, there's a good chance that it won't actually injure him, but will instead damage the battlesuit or its systems. For any non-targeted hit that penetrates DR, roll to see where the hit landed, and what effects it has – “Life Support / Wearer” means that the damage did make it through, and affects the wearer normally, as well as being applied to the suit … and worse, the environmental seal on his armor has been breached, putting him at risk for life-support failure. The suit has automated damage control systems, which will attempt to seal a breach with flash-hardening foam, but any single injury to Wearer / Life Support of over suit HP/2 “cripples” life-support, and the wearer begins to lose the benefits of such advantages as Pressure Support, Sealed, and Vacuum Support. The amount of time he has to patch the suit depends on the type and severity of the damage; impaling, piercing, and “blaster” (photon or plasma beams) attacks tend to leave neat holes (1 minute to life-support failure), while cutting attacks leave great gashes, and crushing attacks leave cracks (both 10 seconds to failure). Other forms of damage may be too extensive to repair – massive burning or corrosion damage blasts or melts the suit away, etc.

Most battlesuits have 20-30 HP (2-3 dHP), and follow the normal rules for a machine taking damage (Immune to Metabolic Hazards, No Blood, Unliving, Electrical, Hardened/Rugged); use the hit location penalties (modified by SM as usual) and damage rules (including crippling injuries – read “crippled or dismembered” as “disabled or destroyed”) for the equivalent body parts listed.

Front/Upper Hull (1-2)
[1-2] Armor
[3] Comm/Sensors (Eyes; HP/10 to cripple)
[4-5] Powered Skeleton (Arms; HP/2 to cripple) & Weapon/Tool Mounts (Hands; HP/3 to cripple)
[6] Life Support / Wearer

Central Hull (3-4)
[1-3] Armor
[4] [Optional System]
[5-6] Life Support / Wearer
[Core] Computer (C5) (Brain)

Rear/Lower Hull (5-6)
[1-2] Armor
[3] Ammo Pack / Auto-Loader (Backpack)
[4-5] Powered Skeleton (Legs; HP/2 to cripple)
[6] Life Support / Wearer
[Core] Power Core (Vitals)

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