Responding to another thread got me thinking about how we all interpret the different armors in the game. So I thought it might be fun to see what everyone came up with for Battle Dress given that the original specs are fairly wide open to adding on all sorts of goodies. Not having bought the Emperor's Arsenal or anything since I don't run the OTU, here's what I have had in mine:
Battle Dress TL-13+
More advanced and powered form of combat armor. The suit incorporates electronic and servo-powered enhancements, better personal protection and medical trauma support, and on-board weapon systems. Battle Dress is also referred to as a Battlesuit.
Regardless of tech level all suits are of the same basic design and become more energy efficient, lighter in bulk, and provide better protection at higher levels. They contain all the equipment needed to provide life support for up to 72 hrs. , and the suit’s power supply is rechargeable.
Construction and Use
Battle Dress is a clamshell design and the user steps backwards into it while the suit is held in its charging/maintenance cradle. The suit then closes and performs a pre-check test for functionality. Recharging a suit requires 12 hours. Donning the suit requires 1 minute, removing it takes 1 combat round in an emergency, 1 minute under ordinary conditions. The suits are made to the wearer’s body shape and specifications and one person’s suit cannot be worn by another. “One-Size-Fits-Some” emergency suits are available, but are only used by military units for emergency evacuation if a soldier’s personal suit is nonfunctional. These suits cannot be used for combat.
Enhancements
The suit’s servo-boosted limbs effectively double the wearer’s strength, allow endurance to be ignored, but have no effect on dexterity. For purposes of wounding the user’s strength is doubled, and damage to all attributes applied is halved when the suit is removed to represent the suit’s ability to absorb damage and protect the wearer. Movement is doubled.
The helmet incorporates telescopic Image Enhancement, and a tactical HUD with datalinks for a mapbox and Smartgun HUD. The suit is also equipped with a 500 PWR radio.
The same filter/compressor system is included in the helmet as with combat armor to allow the wearer to use outside air while conserving or recharging his onboard supply.
Offensive Systems
Battle dress has several in-built systems to support or that include weapons. The primary onboard weapon is the laser finger. The laser finger is located in the right gauntlet and fires along the axis of the index finger, though it is actually built into the back of the gauntlet, hence the name. The weapon is treated as a laser carbine for attacks and damage; the weapon has unlimited shots during the 72hr operational range of a fully charged suit.
The left gauntlet/forearm has a built-in RAM grenade launcher using 3 shot magazines. The suit has slotted locations built into the waist and torso to carry 6 such magazines. The launcher fires 1 RAM grenade per round using the standard attacks and damages depending on the type.
The right and left shoulders have the standard sockets to allow the wearer to fire the P/FGMP-13, 14 and the SSG-88 support gun while using the suit itself as a recoil carriage. The datalinks in the sockets activate the suit’s recoil compensation systems and targeting displays appropriate to the weapon. Only one weapon may be used at a time.
A pull-down over the shoulder rack for tac missiles is mounted on the back of the suit and carries 2 tac missiles to be launched by the wearer. The grip is extended above the shoulder, and when pulled forward, the launcher rolls up and over the shoulder to lock in place while activating the targeting display. The target designator in the helmet (or from another soldier or RPV) is used to designate the target to the fire-and-forget missile seeker, and the missile is fired. Releasing the grip automatically causes the launcher to retract back over the shoulder and close. The soldier wearing the suit cannot load the rack when it is depleted unless he removes the suit.
Defensive Systems
Basic battle dress has automatic anti-laser aerosol dispensers which fire whenever the in-built sensors detect target designator lasers illuminating the suit. The system carries 4 activations of the aerosols. The user may replace canisters himself.
A camo film applied over the suit’s surface allows the wearer to blend the suit’s coloration and IR signature into the surrounding terrain either automatically or manually. The manual controls are in the left wrist and activated by rotating the wrist. IR chill cans are used at TL-13, but by TL-15 a nanoskin sheathing not only blends the suit’s color and IR signature automatically, but it also modifies the suit’s texture (within certain limits) to match that of the terrain around it in a manner similar to that an octopus does.
At TL-14 an active laser intercept defensive system attempts to intercept incoming projectile rounds that are targeted at the suit. The laser “studs” are mounted on the shoulders, hips, and helmet of the suit and when an incoming threat is detected, fire to destroy or deflect it. Incoming projectiles have a -4DM applied to them, -2DM for hyper-velocity AP rounds.
Trauma Maintenance
Onboard medical care is incorporated to support the wounded wearer of the suit automatically or manually by the wearer or an outside medic. When the medscanner detects injury it automatically injects a combination of appropriate drugs, and may close sections of the suit limbs off with razor irises to prevent catastrophic compromise of the suit by vacuum or an NBC atmosphere. An emergency beacon activates while the wearer is sedated and kept alive while waiting for emergency crews.
The suit’s stores include:
4 doses Medical
4 doses No-Shok
2 doses Anti-Rem
2 doses HDAP
2 doses Combat Slow
1 dose MetaBrake
Any injections made form an external source are made through the ports of the chest mounted medscanner unit.
Battle Dress TL-13+
More advanced and powered form of combat armor. The suit incorporates electronic and servo-powered enhancements, better personal protection and medical trauma support, and on-board weapon systems. Battle Dress is also referred to as a Battlesuit.
Regardless of tech level all suits are of the same basic design and become more energy efficient, lighter in bulk, and provide better protection at higher levels. They contain all the equipment needed to provide life support for up to 72 hrs. , and the suit’s power supply is rechargeable.
Construction and Use
Battle Dress is a clamshell design and the user steps backwards into it while the suit is held in its charging/maintenance cradle. The suit then closes and performs a pre-check test for functionality. Recharging a suit requires 12 hours. Donning the suit requires 1 minute, removing it takes 1 combat round in an emergency, 1 minute under ordinary conditions. The suits are made to the wearer’s body shape and specifications and one person’s suit cannot be worn by another. “One-Size-Fits-Some” emergency suits are available, but are only used by military units for emergency evacuation if a soldier’s personal suit is nonfunctional. These suits cannot be used for combat.
Enhancements
The suit’s servo-boosted limbs effectively double the wearer’s strength, allow endurance to be ignored, but have no effect on dexterity. For purposes of wounding the user’s strength is doubled, and damage to all attributes applied is halved when the suit is removed to represent the suit’s ability to absorb damage and protect the wearer. Movement is doubled.
The helmet incorporates telescopic Image Enhancement, and a tactical HUD with datalinks for a mapbox and Smartgun HUD. The suit is also equipped with a 500 PWR radio.
The same filter/compressor system is included in the helmet as with combat armor to allow the wearer to use outside air while conserving or recharging his onboard supply.
Offensive Systems
Battle dress has several in-built systems to support or that include weapons. The primary onboard weapon is the laser finger. The laser finger is located in the right gauntlet and fires along the axis of the index finger, though it is actually built into the back of the gauntlet, hence the name. The weapon is treated as a laser carbine for attacks and damage; the weapon has unlimited shots during the 72hr operational range of a fully charged suit.
The left gauntlet/forearm has a built-in RAM grenade launcher using 3 shot magazines. The suit has slotted locations built into the waist and torso to carry 6 such magazines. The launcher fires 1 RAM grenade per round using the standard attacks and damages depending on the type.
The right and left shoulders have the standard sockets to allow the wearer to fire the P/FGMP-13, 14 and the SSG-88 support gun while using the suit itself as a recoil carriage. The datalinks in the sockets activate the suit’s recoil compensation systems and targeting displays appropriate to the weapon. Only one weapon may be used at a time.
A pull-down over the shoulder rack for tac missiles is mounted on the back of the suit and carries 2 tac missiles to be launched by the wearer. The grip is extended above the shoulder, and when pulled forward, the launcher rolls up and over the shoulder to lock in place while activating the targeting display. The target designator in the helmet (or from another soldier or RPV) is used to designate the target to the fire-and-forget missile seeker, and the missile is fired. Releasing the grip automatically causes the launcher to retract back over the shoulder and close. The soldier wearing the suit cannot load the rack when it is depleted unless he removes the suit.
Defensive Systems
Basic battle dress has automatic anti-laser aerosol dispensers which fire whenever the in-built sensors detect target designator lasers illuminating the suit. The system carries 4 activations of the aerosols. The user may replace canisters himself.
A camo film applied over the suit’s surface allows the wearer to blend the suit’s coloration and IR signature into the surrounding terrain either automatically or manually. The manual controls are in the left wrist and activated by rotating the wrist. IR chill cans are used at TL-13, but by TL-15 a nanoskin sheathing not only blends the suit’s color and IR signature automatically, but it also modifies the suit’s texture (within certain limits) to match that of the terrain around it in a manner similar to that an octopus does.
At TL-14 an active laser intercept defensive system attempts to intercept incoming projectile rounds that are targeted at the suit. The laser “studs” are mounted on the shoulders, hips, and helmet of the suit and when an incoming threat is detected, fire to destroy or deflect it. Incoming projectiles have a -4DM applied to them, -2DM for hyper-velocity AP rounds.
Trauma Maintenance
Onboard medical care is incorporated to support the wounded wearer of the suit automatically or manually by the wearer or an outside medic. When the medscanner detects injury it automatically injects a combination of appropriate drugs, and may close sections of the suit limbs off with razor irises to prevent catastrophic compromise of the suit by vacuum or an NBC atmosphere. An emergency beacon activates while the wearer is sedated and kept alive while waiting for emergency crews.
The suit’s stores include:
4 doses Medical
4 doses No-Shok
2 doses Anti-Rem
2 doses HDAP
2 doses Combat Slow
1 dose MetaBrake
Any injections made form an external source are made through the ports of the chest mounted medscanner unit.
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