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 |
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 |
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 |
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
12
|
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]
|
||||
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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