EXO-ARMOR
by Raymond Hutchens [Abindar@aol.com]

   I don't know how many of you remember a cartoon called Exo-squad but I used to watch it with my little sister when it as on and I wondered if  how it would be to have them in Star Frontiers.  So I whipped these up.  For those of you who don't remember the show, exo-armor are combat ships that walk and fly [sometimes space capable] and are custom designed by the pilot/owner.  The tables below allow the building of Small to extra large suits.  In space they use the same rules as other starships and while on planet they use the movement rules for standard vehicles.  The conversion from space weapons for use on the ground are not included because the suits have a safety over-ride that prevents them from being fired within a planets atmosphere,  If you choose to let the weapons fire, you must do the conversions yourself. Enjoy.

EXO-ARMOR:
 In order to use these suits Powered Assault Armor skill is needed, if in someone else's suit then a penalty of  half  of what is actually needed [if you have skill of 30% chance then in the wrong suit it is reduced to 15%].  The suit works through a series of mechanical/electronic controls, a neuro-helmet interface, Body-comp, Projit, VC Computer and Vehicle Projit. A lot of equipment.

CHASSIS:
 This is the feridium frame used to mount all other parts to, the joints for legs are included with purchase as well as shoulder joints.
  SMALL MEDIUM LARGE EX-LARGE HP x SIZE
CREDITS
WEIGHT
50,000
.5 MT
100,000
1 MT
150,000
2 MT
200,000
4 MT
100

BODY:
 These are the plating pieces of a steel and special ceramic material called Cere-steel.  These are formed and cut to the shape needed after all other components are attached to frame:
SMALL MEDIUM LARGE EX-LARGE HP x SIZE
CREDITS
WEIGHT
50,000
.5 MT
75,000
1 MT
100,000
2 MT
125,000
4 MT
300

MUSCULATURE:
 These are special retracting crystal fiber optics that retract through positive and negative electrical charges, which are used to move the limbs of the vehicle as well as any arms, claws, etc.
  SMALL MEDIUM LARGE EX-LARGE
CREDITS
WEIGHT
25,000
.5 MT
50,000
1 MT
75,000
1.5 MT
100,000
2 MT

COCKPIT:
 This is self explanatory, this is where the pilot sits and all his controls are, behind the cockpit is the electronics bay for all the hookups.  Comes with a very comfortable Seat.
  SMALL MEDIUM LARGE EX-LARGE HP x SIZE
CREDITS
WEIGHT
CREW
75,000
.5 MT
1
100,000
1 MT
1
125,000
1.5 MT
1 to 2
150,000
2 MT
1 to 3
300

ELECTRICALS:
 These are all the many meters of wiring needed to hook everything together.
  SMALL MEDIUM LARGE EX-LARGE HP x SIZE
CREDITS
WEIGHT
20,000
1 MT
25,000
1.5 MT
30,000
2 MT
35,000
2.5 MT
200

ARMS:
 This represent each arm that is purchased, the appropriate arm must be bought for the appropriate frame of body.  A punch from one of these babies does 20 points x size of limb [ouch].  Has a strength  of  base 200 for small then raised in 50 point increments up to extra large.  Great lifting tools.
  SMALL MEDIUM LARGE EX-LARGE HP x SIZE
CREDITS
WEIGHT
5000
.25 MT
10,000
.5 MT
15,000
.75 MT
20,000
1 MT
50

LEGS:
 This represents each leg purchased, this includes the knee joint, foot pads, and hydraulics. a kick by one does the same as in arms above.
  SMALL MEDIUM LARGE EX-LARGE HP x SIZE
CREDITS
WEIGHT
10,000
1 MT
20,000
2 MT
30,000
3 MT
40,000
4 MT
200

CLAWS:
 Each claw must be purchased separately, but a Claw can only have one energy weapon mounted in the palm, and not a space one. It can not fire and grasp at the same time.  Damage from the claw is 40 x size [4 x size in space damage to hulls].
  SMALL MEDIUM LARGE EX-LARGE HP x SIZE
CREDITS
WEIGHT
5000
.5 MT
10,000 
.75 MT
15,000
1 MT
20,000
1.5 MT
25

DRILLS:
 This is a large drill used for boring rock or  hulls on ships, it is placed where a claw would go, but no weapon can be in the hand of the drill.  The drill does 60 x size in damage [6 x size in space damage to hulls].
  SMALL MEDIUM LARGE EX-LARGE HP X SIZE
CREDITS
WEIGHT
6,000
.5 MT
12,000
1 MT
18,000
1.5 MT
24,000
1.5 MT
100

HAMMER:
 This is like it says a Large hammer and the rules apply as to a weapon not being allowed on that arm. Damage from the hammer does 50 x size [5 x size in hull damage].
  SMALL MEDIUM LARGE EX-LARGE HP x SIZE
CREDITS
WEIGHT
10,000
1 MT
15,000
2 MT
20,000
2.5 MT
25,000
3 MT
100

LIFE SUPPORT:
 These are specially designed life support units using microcircuitry developed just for them, this is put in the EB [electronics bay] and support the numbers listed for 1 year.
  SMALL MEDIUM LARGE EX-LARGE HP x SIZE
CREDITS
RECHARGE
WEIGHT
CREW
75,000
750
.25 MT
1
100,000
1000
.25 MT
1
150,000
1500
.5 MT
1 to 2
200,000
2000
.5 MT
1 to 3
50

PLASMA CORE ENGINE:
 This is a miniature reactor which vents clean plasma, it is used to power systems and give thrust [thrusters are placed all over vehicle and a larger one below].  For a small engine it packs a punch. Each engine has points which can be used in space for acceleration/deceleration and turning.  When points run out a recharge must be purchased.  on ground when 100,000 km is reached a point is used [yes you must keep track of them].
  SMALL MEDIUM LARGE EX-LARGE HP x SIZE
CREDITS
WEIGHT
MOVE PTS
MOVE/TURN
100,000
2 MT
200
300m
200,000
3 MT
300
200m
300,000
4 MT
400
200m
400,000
5 MT
500
100m
200
THRUSTERS *
CREDITS
WEIGHT
5000
.1 MT
10,000
.25 MT
15,000
.5 MT
20,000
.75 MT
10

* These small jets are placed at all points with a large one on bottom and at back of suit.

EXO-BATTERIES:
 These are special parabatteries that can only be used with the suits due to a special power coupler.  % batteries are required per suit but depending on suit different power outputs result.  2 Batteries are for Weapons [1 space weapons/1 ground weapons], 2 are for defense systems [1 space defense/1 ground defense] and the last is for all other systems that do not run off power plant [computers that are separate from the suits computer, etc] SW=Space Weapons, GW=Ground Weapons, SD=Space Defense, GD=Ground Defense.  Power for space is power that can be consumed, basically 1 point for missiles, for energy it is 1 point per 5 of damage done by weapon.  Power for ground based is in SEU, power can be transferred from one battery to another at a rate of 1 space point is equal to 50 SEU.
  SMALL MEDIUM LARGE EX-LARGE
SW
GW
SD
GD
50
5000
50
500
75
5500
75
550
100
6000
100
600
125
6500
125
650
CREDITS all are 5000cr WEIGHT all are 100kg HP all are 100

WEAPON/DEFENSE SPACE SLOTS:
 Each suit has a number of spaces [or slots] that can hold weapons or defense systems. The tables following gives the amount of "slots" a suit has for space and ground systems. The weapons and defenses must be designated as to where placed [left arm/back/etc.] because a weapon mounted on the left side has no right side fire arc, etc.
  SMALL MEDIUM LARGE EX-LARGE
SPACE WEAPONS 2 4 6 8
SPACE DEFENSES 1 1 2 3
GROUND WEAPONS 4 8 12 16
GROUND DEFENSES 1 1 2 3

WEAPON SPACE:
SPACE WEAPON SLOTS GROUND WEAPON SLOTS
Laser Piston
Disruptor Piston
Proton Gun
Electron Gun
Assault Rocket Launcher
Rocket Battery
1
3
2
2
3
2
Small Rifle
Rifle
Large Gun
Cannon
Missle Launcher [1 tube]
MLTC
1
2
3
8
1
2

DEFENSIVE SYSTEMS:
SPACE SCREEN * SLOTS GROUND SCREENS SLOTS
Energy Type
Masking Screen
2
6
Energy Type Only 2
* all these screens are modified versions of the original at only 30% the original cost and size, but also with 30% the power to protect.

NOTE: Ammo can take up slots for projectile weapons and missiles a ground slot can hold 100 rounds or 3 missiles while a space slot can hold 500 rounds of ground ammo or 6 missiles.

PODS:
 Pods are casings made with the same material as the body shells, in various shapes that can attach to "shoulder" areas of the suit, on "hip" area or back of suit. These are added to space slots only for space weapons only.  They give extra protection to the weapon and can hold extra electronic or used as cargo holders. Small EXO-ARMOR can not use pods. Pods can also be used to carry ammo for ground weapons and missiles.
  MEDIUM LARGE EX-LARGE HP x SIZE WT X SIZE
SLOTS USED
CARGO CAP.
1
200kg
1
300kg
2
400kg
100 .25 MT



OPTIONAL EQUIPMENT:
 The items listed below are optional and their individual descriptions tell what they are used for.

GRAPPLE GUN & GRAPPLE:
 These are of two styles, the first is a magnetic grappler the second is a claw, 1 grapple can be installed per size of suit with a 5000 meter cable and anchor set, cables can be detached from inside suit cockpit. Base impact damage from the grapple gun is 10, its range is actually 5003 meters due to grapple head. The claw works by radio remote to grab. Retracting is at 50 meter/turn.
TYPE CREDITS SLOTS WEIGHT HP DAMAGE
Magnetic
Grapple
1000
2000
1
2
.25 MT
.5 MT
100
120
Impact Only
+ 40

SHOCK SHELLS:
 These shells are fired from a large gun that has the range of a Machine Gun, using a 30 SEU charge to ignite the shell with a electrical charge of plasma.  When a target is hit [gun works in space or ground] the round discharges blue lightning all around the vehicle or individual.  There is a 50% chance per electronic item/system [check for each separately] gets shut down, if 1% to 10% rolled the system is destroyed [fused together], when a Sentient being is hit by it the shell burns the flesh for double the listed amount.
CREDITS: 15,000 WEIGHT: .5 MT HP: 100 DAMAGE: 50

COMM PACK:
This is a subspace communication package that can also be used as a command control communication system.
CREDITS: 10,000 WEIGHT: 100kg HP: 40 RANGE: 100,000km

NEURAL HELM:
 Each helm must be attuned to the user, this requires wearing for the first time of a duration of 1 day.  From then on the helmet stores the brain patterns of the user.
CREDITS: 1500 WEIGHT: 1kg

ARMOR COATING:
 This is a liquid coating that hardens into a ceramic armor that can only be applied as 2 layers total. The information below is for one layer only.
CREDITS: 50,000 WEIGHT: 1 MT HP: 100

EXO-ARMOR DOCKING HOOD:
 This is attached to space stations, ships or buildings exposed to hostile environments when a hanger or airlock large enough is not available. It slips over the canopy of the cockpit and allows it to open in pressurizing environment.
CREDITS: 20,000 WEIGHT: 2 MT HP: 75

DAMAGE TABLE:
 Well when you score a hit on these roll 2d10 and compare to table below.

DIE ROLL RESULT
2
3
4
5

6
7
8
9
10
11

12
13
14
15
 

Body Hit
Body and Chassis hit [1/2 damage to each]
Musculature hit [1/4 movement, 10% penalty to arm weapons/leg weapons]
Cockpit [Passengers/Pilots take 1/4 of the damage and 10% chance that the canopy breaks exposing those within to vacuum if in space]
Electricals [1/4 move, 10% penalty to all attacks, 10% chance defenses   shutdown.
Arm, Left [any weapon there 50% chance it is hit first, 10% penalty attack]
Arm, Right [as above]
Leg, Left [as arm]
Leg, Right [as arm]
Life Support [when hp reach 0 then there is only 1d10 minutes till air is gone and then suffocation begins]
Engine [1/4 move, 10% penalty to attacks, 10% chance defense system shutdown
Weapon hit [Random choice, if still has hp then 10% penalty to attack]
Control Jet [lose 10 points for space movement]
Exo-battery; roll 1d10 [lose 10% of power/damage from system effected]
ROLL SYSTEM
1-2
3-4
5-6
7-8
9-10
Space Weapon
Space Defense
Ground Weapon
Ground Defense
Other electrical packages 
[choose randomly]
16

17
 

18
 

19

20
 

Pod Hit [when a pod is destroyed then everything in it is destroyed], if no pod then a weapon hit [as above]
Ammo Hit [if ammo can explode, it will, multiply damage of 1 round by numbers left, then apply evenly to chassis, body, weapon, armor, defenses, engine, life support and then the cockpit and its inhabitants.
Computer/Communication, systems [lose communication, 10% penalty to attacks, 10% chance defenses fail, 10% chance of total shutdown, 10% chance of careening out of control till repaired]
1-50% Neural helmet shorts out, 20 points of damage to pilot, KO for 2 turns, out of control.
51-00% Grapple hit [if had, if not Neural helmet hit]
Engine hit [Shielding around core fractures and the exo-armor explodes in   a fireball of plasma energy, any ship in hex with it takes a 10 point hull   hit. all on board dead.

Well that's it, the reason these items cost a lot is to prevent the players from being able to overwhelm the universe with them, a carrier may have 1 to 3 in place of fighters, companies use them very sparingly due to their cost, but enjoy them all.

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