For those of you who have not spotted this being dicussed on the list, this is an additional set of characteristics which I have given to the armour so far published for SLA INDUSTRIES. It also includes an alternative set of values for the marvellous powered armour suits of SLA's illustrious rival THRESHER. Although these values are designed to reflect the superior quality of design and production that THRESHER undoubtedly have, they should in no way be interpreted as an official fix. I have done this because I really like the THRESHER company and wanted to present players with a genuinely tough opponent. These alternate values ensure that the armour will perform well aganist the calibres mentioned in their descriptions, the pilot will not suffer harm from any calibre the report cliams the armour will 'stop'. NOTE: all the rounds are assumed to be standard type. I have added DAMAGE BONUS (DB) and WEIGHT (WT) to the armours' list of characteristics. If you want to work these out for yourself for later gear: Weight is calculated by adding the I.D. values of the head, torso, BOTH arms and BOTH legs then multiplying the result by the suits P.V. and finally dividing by an arbitary constant, 30. For example: PP7 Exo = ((10+20+15+15+17+17)*7)/30 = 21.93 Rounded to the nearest,expressed in Kilos, 22Kg. These are powered suits so the weight does not affect the pilot but it may make him or her think twice about going up those rickety stairs... Damage Bonus is much simpler, assume the suit has a strength equal to it's P.V. and then divide it's strength by 3 to find it's damage bonus. For example: PP7 Exo has a P.V. of 7 so it has a strength of 7 and a DB +2, ((7/3) rounded down,always DOWN). This is a bonus, it is intended to be added to the users own DB, that way people who are stronger than their armour don't winge. I suppose that you could insist on using only the suits DB on the grounds that it restricts the stronger guy's movement. Well, it is armour. As usual it's personal preference, manga mecha action or Forever War hell. I couldn't be bothered to type in all the armour details so here are the bits I've added only... ARMOUR PV&STR DB WEIGHT PP664 BLOCKER 5 1 11 KG PP7 EXO 7 2 24 KG PP8 HV. EXO 8 2 41 KG PP9 STORMER 9 3 72 KG PP10 HARD 10 3 80 KG PP70 POWERCELL 12 4 124 KG PP100 CRACKSHOT 15 5 220 KG PP112 SILVERBACK 15 & 7 2 27 KG >>>>>>>> *SPECIAL* see KARMA(1) PP104 DOGEYBONE 16 5 325 KG PP100 SNAPFIRE(DANTE) 17 5 221 KG >>>>>>>> *SPECIAL* see KARMA(2) MAL SHOCK 18 6 529 KG (1) This suit is highly specialised so I halved the weight and strength. (2) This suit has an improved PV but it's ID was never improved. Go figure. DEATH SUIT LIGHT 6 2 8 KG These values use the MEDIUM 8 2 11 KG same strength/DB idea, HEAVY 9 3 28 KG but the weight constant SUPER 13 4 78 KG is 60 to make these ANGEL 17 5 161 KG scary things lighter. DN00875 RESIGEL 6 2 12 KG DN00985 BODY 5 2 9 KG DN01000 BODY 11 3 103 KG THRESHER old TH0001 ENDEAVOR 6 2 10 KG TH0002 ONE WAY 8 2 63 KG TH0003 CLOSE NITT 10 3 100 KG TH0004 FIRST STEP 14 4 191 KG TH0005 SARGE 18 6 648 KG THRESHER new TH0001 ENDEAVOR 10 3 35 KG TH0002 ONE WAY 15 5 117 KG TH0003 CLOSE NITT 20 6 200 KG TH0004 FIRST STEP 25 8 342 KG TH0005 SARGE 30 10 1080 KG Well, thats it. I hope you find it useful even if just for the idea and not the numbers. Its easy to mess around with the constant and tweak it until you get the figures that please you. Some people may object to a suit that weighs over a metric ton, all I can say is take another look at the illustration on page XXX. That guy is really, really big. Anyway, even the all new Sarge can be punched by a big rifle, 17mm isn't expensive enough to deter that. (Quick word to the Americans, sorry if the weight in kilos is inconvienient or incomprehensible but it is the simpliest way. If you still haven't seen KARMA, the Silverback is a flying powersuit with good PV but low ID's. The PP100.D which I have dubbed the Snapfire is used by the Ex-War Criminal NPC.)
Contributing Operative: "MAGUIRE.T" -- cjc824@ujvax.ulst.ac.uk