CWIN Vol. 2, No. 4
The Daemon Mechanic
Battlesuits

Written by Michael Garrity
New Omaha Vehicular Association
garritym@hotmail.com

Web Posted April 13, 1999
Updated August 05, 2000


Battlesuits are perhaps the ultimate expression of the armorer's craft. Twenty-first century technology has allowed these form-fitting instruments of destruction to leap onto the modern battlefield, giving foot soldiers unparalleled speed, firepower and protection. Note that battlesuits are considered to be military equipment and can only be purchased by government agencies.
 

Chassis

A battlesuit's chassis is composed of its basic framework, the drivetrain, the arm motors and the pilot seat. Battlesuit chassis are automatically sloped and streamlined.
 
 
Size
Cost
Weight
Max. Load
Spaces
HC
Armor
HTH Damage
Light
$25,000
25 lbs.
500 lbs.
3
3
500/2
1d6 punch/1d6+2 kick
Medium
$30,000
40 lbs.
750 lbs.
5
2
700/3
1d6+1 punch/1d6+3 kick
Heavy
$40,000
75 lbs.
1,500 lbs.
7
1
800/4
1d6+2 punch/2d6+1 kick
X-hvy
$60,000
150 lbs.
3,000 lbs.
8
1
1,000/5
1d6+3 punch/2d6+3 kick
S-hvy*
$100,000
300 lbs.
6,000 lbs.
10
0
1,200/6
2d6 punch/3d6 kick

*: Super-heavy

Battlesuit armor is laminate. Most of its cost comes from the custom shaping needed to protect a humanoid torso.

Battlesuits are designed to be used by a single person, called the pilot. Battlesuits cannot be operated safely without battlesuit skill. They are form-fitting and skin-tight, therefore pilots only take up 1/2 space. Battlesuits come with a pair of turret-mounted lights (equal to high-intensity flashlights) and a basic fire-control system. All other equipment must be purchased.
 

Power Plants

The standard energy source for battlesuits is a rechargeable power plant. Alternately, they can also use nuclear batteries (which last longer, but are hugely expensive).
 
 
Size
Cost
Weight
Spaces
DP 
Power Factors
Small
$1,000
75 lbs.
1
2
150
Medium
$1,500
150 lbs.
2
3
250
Large
$3,000
225 lbs.
3
4
350
Heavy-duty
$5,000
300 lbs.
4
5
500

Power plants can use platinum catalysts and superconductors. Their capacity in power units is (50 x DP). Power units are consumed at the rate of (PU x current speed/maximum speed x 30). Extra power cells are the normal cost and weight, but take up 1/4 space each.
 

Nuclear Batteries

These items are not fission reactors. Instead, they use thermocouples to convert the heat released by radioactive decay into electricity. They don't use platinum catalysts or superconductors.
 
 
Size
Cost
Weight
Spaces
DP
Power Factors
Small
$10,000
100 lbs.
1
4
300
Medium
$15,000
125 lbs.
1
5
500
Large
$30,000
175 lbs.
2
6
1,050
Heavy-duty
$50,000
250 lbs.
3
7
1,500

Nuclear batteries last for six months. Refueling costs 20% of the battery's price, and can only be done safely using radiation suits.

High-capacity nuclear batteries cost four times as much, but last for one year.

A battlesuit's highly-efficient drivetrain uses the formula (75 x power factors/power factors + weight) to determine top speed. The results are rounded down to the nearest 2.5 mph.
 

Acceleration and Performance

All battlesuits accelerate at the rate of 5 mph per turn, up to their maximum speed. They can decelerate at the rate of 2.5 mph per turn safely. Additional deceleration is a cumulative hazard of D1 for each additional 2.5 mph per turn. Thus, 5 mph/turn deceleration is a D1 and 10 mph/turn is a D3.

Battlesuits are treated as if they were motorcycles for the purpose of determining what maneuvers they can perform. At speeds of 10 mph or below, battlesuits (regardless of size) are treated as if they were pedestrians. This allows them to climb or descend stairs.

Battlesuits can operate off-road without penalty. When climbing slopes, they are treated as if they had military suspension. Battlesuits are otherwise treated as assault power armor in the following situations:

1) Battlesuits can move in reverse at a speed equal to the maximum of 50 percent top speed. All maneuvers are at +D2 hazard, and all weapons fire is made with a -2 penalty.

2) Stationary battlesuits can change their facing (by pivoting) up to 180 degrees per turn.
 

Combat

Battlesuit armor is universal, protecting each location with the same amount of armor as anywhere else. Shooting at light, medium and heavy battlesuits has a penalty of -3. The penalty for shooting at extra-heavy and super-heavy battlesuits is -2. Directly targeting a specific location (arm, leg, turret) is at an additional -1 penalty. These penalties take into account a battlesuit's sloped surfaces.

Randomly firing at battlesuits means that the shots will strike a random location. Roll 2d6 and determine which one by the following table:

Damage which penetrates the armor on the arms, legs or turret has a 1-4 chance of hitting the battlesuit's pilot and a 5-6 chance of hitting (and disabling) the mechanisms in that location. If the interior of the turret is damaged and the pilot is not hit, it is frozen in the last declared facing. Additionally, any sensors or other equipment in the turret are inoperable until repaired. If either leg is damaged (as with the turret), it is paralyzed until repaired. Top speed is halved (round down) and deceleration is a maximum of 2.5 mph per turn. If both legs are disabled, the battlesuit can't move. Damage which penetrates to the interior of the arm without hitting the pilot will disable the arm and any weapons mounted there. If the torso is hit by weapons fire, damage is allocated as follows:

Front: armor, front-mounted weapons, power plant/pilot, back-mounted weapons, backarmor.

Back: reverse of front hit

Any Other Direction: pilot/power plant

Battlesuits may physically attack the target, causing the damage listed on the chassis table. The damage is halved against vehicles and vehicular components. A battlesuit pilot may punch twice per turn, or kick once per turn. Every two levels of battlesuit skill gives the pilot a +1 to-hit bonus in hand-to-hand combat.
 

Weapons

Battlesuit weapons are smaller and lighter than their vehicular counterparts. They may be mounted in the arms or the torso. Torso-mounted weapons are normal cost and half normal weight. They are also -1 space to size (minimum of 1 space) and extra magazines are 10 lbs. and 1/2 space each. Arm-mounted weapons are 1.1x base cost and 1/4 normal weight (round up). Their volume is expressed as a certain number of grenade-equivalents (GE). Each size of battlesuit has the following space in each arm:

Weapons of one-space size take up 3 GEs, two-space weapons are 5 GEs and three-space weapons are 7 GEs. Extra magazines for arm-mounted weapons are 2 GEs each. Pedestrian weapons mounted in the arms are 1.1x cost and -1 to their GE (minimum of 1); the weight isn't counted towards maximum load. Extra magazines are still 1 GE each.

Weapons of four spaces or bigger may not be mounted in the arms; this prohibition does not apply to the torso.

Instead of torso mounts, weapons of 5+ spaces in size may be built as armored rifles.

Such weapons are either slung on the back of a battlesuit, or carried using both of a battlesuit's hands. Once the weapon has been selected, it is armored with component armor appropriate to its size (maximum of 10 points; w/ normal cost & weight). Armored rifles are treated as if they were normal vehicular weapons. Their arcs of fire are the same as a hand weapon.

The largest weapons that can be built as armored rifles are 75mm tank guns and heavy recoilless rifles. An example is shown below.

The component armor for this weapon would cost $25 and weigh 10 lbs. per point. Armored rifles may use long barrels and rotary magazines. A maximum of two extra magazines may be attached to the weapon. Extra magazines will increase the cost and weight of component armor accordingly. Note that the weight of an armored rifle is counted against a battlesuit's maximum load and adjust the top speed accordingly.

The following types of weapons are examples of those commonly mounted in battlesuits. Where necessary, they have been modified in accordance with the rules presented in this article.
 

Gauss Slugthrowers

These weapons fire 3mm bullets. Their magazines contain an integral power cell with enough energy to fire all 20 shots. The pistol and SMG magazines cost $5 and take two minutes to recharge. The rifle magazine requires $10 and four minutes to recharge.

Gauss Pistol: To-hit 6, $550, 1 GE, 1d6+1 damage, 20 shots, CPS $5, loaded cost $650.

Gauss Submachine Gun: To-hit 6, $1,100, 1 GE, 1d6+2 damage, 20 shots, CPS $5, loaded cost: $1,200.

Gauss Rifle: To-hit 6, $2,200, 2 GEs, 1d6+3 damage, 20 shots, CPS $10, loaded cost $2,400.
 

Gauss Needlers

Gauss needlers are assumed to fire bullet 1mm to 2.5mm in caliber at a very high rate of fire.

Light Gauss Needler: To-hit 6, $2,500 ($2,750 for arm mount), 50 lbs. (25 lbs. for arm mount), 1 space (3 GEs for arm mount), 2 DP, 2d6+2 damage, 20 shots, 0.10 PU/shot, CPS $25, WPS 2 lbs., area effect.

Medium Gauss Needler: To-hit 6, $5,000 ($5,500 for arm mount), 100 lbs. (35 lbs. for arm mount), 1 space (3 GEs for arm mount), 3 DP, 3d6+3 damage, 20 shots, 0.15 PU/shot, CPS $50, WPS 3 lbs., area effect.

Heavy Gauss Needler: To-hit 6, $10,000 ($11,000 for arm mount), 150 lbs. (75 lbs. for arm mount), 2 spaces (5 GEs for arm mount), 4 DP, 4d6+4 damage, 20 shots, 0.25 PU/shot, CPS $100, WPS 3.5 lbs., area effect.
 

Gauss Cannon

The Gauss cannons fire larger projectiles at much lower rates than Gauss needlers. The 40mm EMGL and the 50mm Gauss massdriver fire shells of whatever type their bore sizes permit. The 50mm massdriver also has a built-in autoloader.

5mm Gauss Cannon: To-hit 6, $15,000 ($16,500 for arm mount), 175 lbs. (90 lbs. for arm mount), 2 spaces (5 GEs for arm mount), 3 DP, 5d6+5 damage, 20 shots, 0.5 PU/shot, CPS $150, WPS 3.5 lbs., area effect.

7.5mm Gauss Cannon: To-hit 6, $40,000 ($44,000 for arm mount), 250 lbs. (125 lbs. for arm mount), 3 spaces (7 GEs for arm mount), 4 DP, 8d6+8 damage, 20 shots, 1.0 PU/shot, CPS $200, WPS 5 lbs., area effect.

40mm EMGL: To hit 7, $2,000 ($2,200 for arm mount), 100 lbs. (50 lbs. for arm mount), 1 space (3 GEs for arm mount), 2 DP, damage per grenade type, 40 shots, 0.5 PU/shot, CPS $20 + grenade cost, WPS 2 lbs.

50mm Massdriver: To-hit 8, $7,500 ($8,250 for arm mount), 160 lbs. (80 lbs. for arm mount), 1 space (3 GEs for arm mount), 3 DP, damage per shell type, 10 shots, 1.0 PU/shot, CPS $140, WPS 5 lbs.
 

Lasers

Light Laser: To-hit 6, $3,000 ($3,300 for arm mount), 100 lbs. (50 lbs. for arm mount), 1 space (3 GEs for arm mount), 2 DP, 1d6 damage, 1.0 PU/shot, area effect.

Medium Laser: To-hit 6, $5,500 ($6,050 for arm mount), 175 lbs. (90 lbs. for arm mount), 1 space (3 GEs for arm mount), 2 DP, 2d6 damage, 2.0 PUs/shot, area effect.

Laser: To-hit 6, $8,000 ($8,800 for arm mount), 250 lbs. (125 lbs. for arm mount), 1 space (3 GEs for arm mount), 2 DP, 3d6 damage, 2.0 PUs/shot, area effect.

Heavy Laser: To-hit 6, $12,000 ($13,200 for arm mount), 500 lbs. (250 lbs. for arm mount), 2 spaces (5 GEs for arm mount), 2 DP, 4d6 damage, 3.0 PUs/shot, area effect.

X-ray Laser: To-hit 6, $15,000 ($16,500 for arm mount), 375 lbs. (190 lbs. for arm mount), 2 spaces (5 GEs for arm mount), 3 DP, 4d6 damage, 4.0 PUs/shot, area effect.
 

Conventional Projectiles

Light Machine-Gun: To-hit: 7, $850 ($935 for arm mount), 50 lbs. (25 lbs. for arm mount), 1 space (3 GE for arm mount), 2 DP, 1d-1 damage, 20 shots, CPS: $20, WPS: 2, area effect.

Machine-Gun: To-hit: 7, $1,000 ($1,100 for arm mount), 75 lbs. (40 lbs. for arm mount), 1 space (3 GE for arm mount), 3 DP, 1d damage, 20 shots, CPS: $25, WPS: 2, area effect.

Heavy Machine-Gun: To-hit 7, $1,500 ($1,650 for arm mount), 125 lbs. (65 lbs. for arm mount), 1 space (3 GEs for arm mount), 4 DP, 2d6-2 damage, 20 shots, CPS $50, WPS 5 lbs., area effect.

Vulcan Machine-Gun: To-hit 6, $2,000 ($2,200 for arm mount), 175 lbs. (90 lbs. for arm mount), 1 space (3 GEs for arm mount), 3 DP, 2d6 damage, 20 shots, CPS $35, WPS 5 lbs., area effect.

Heavy Vulcan Machine-Gun: To-hit: 6, $7,000 ($7,700 for arm mount), 325 lbs. (165 lbs. for arm mount), 2 spaces (5 GEs for arm mount), 5 DP, 4d6 damage, 10 shots, CPS $75, WPS 10 lbs., area effect.

Recoilless Rifle: To-hit 7, $1,500 ($1,650 for arm mount), 150 lbs. (75 lbs. for arm mount), 1 space (3 GEs for arm mount), 4 DP, 2d6 damage, 10 shots, CPS $35, WPS 5 lbs., burst effect.

Mini-Cannon: To-hit 6, $6,500 ($7,150 for arm mount), 250 lbs. (125 lbs. for arm mount), 2 spaces (5 GEs for arm mount), 4 DP, 3d6 damage, 10 shots, CPS: $75, WPS 5 lbs., burst effect.

Blast Cannon: To-hit 7, $4,500 ($4,950 for arm mount), 250 lbs. (125 lbs. for arm mount), 5 DP, 4d6 damage, 10 shots, CPS $100, WPS 10 lbs., burst effect.
 

Rockets

Micro-Missile Launcher: To-hit 8, $750 ($825 for arm mount), 50 lbs. (25 lbs. for arm mount), 1 space (3 GEs for arm mount), 2 DP, 1d6 damage, 10 shots, CPS $20, WPS 2.5 lbs., burst effect.

Rocket Launcher: To-hit 8, $1,000 ($1,100 for arm mount), 100 lbs. (50 lbs. for arm mount), 1 space (3 GEs for arm mount), 2 DP, 2d6 damage, 10 shots, CPS $35, WPS 5 lbs., burst effect.

Variable-Fire Rocket Launcher: To-hit 9, $2,000 ($2,200 for arm mount), 100 lbs. (50 lbs. for arm mount), 2 spaces (5 GEs for arm mount), 5 DP, burst effect. The type of mode, three-shot or six-shot, must be selected at time of installation and cannot be changed once chosen.

Dropped Weapon Projectors

Grenades fired from these weapons have impact fuses at no extra cost.

Grenade Launcher: To-hit 7, $1,000 ($1,100 for arm mount), 100 lbs. (25 lbs. for arm mount), 1 space (3 GEs for arm mount), 2 DP, damage per grenade type, 10 shots, CPS per grenade type, WPS 2 lbs.

Automatic-Fire Grenade Launcher: To-hit 7, $2,000 ($2,200 for arm mount), 125 lbs. (65 lbs. for arm mount), 1 space (3 GEs for arm mount), 3 DP, damage per grenade type, 20 shots, CPS $20 + cost of grenade, WPS 3 lbs.
 

Flamethrowers

Light Flamethrower: To-hit 6, $350 ($385 for arm mount), 125 lbs. (65 lbs. for arm mount), 1 space (3 GEs for arm mount), 1 DP, 1d6-2 damage, 10 shots, CPS $15, WPS 3 lbs., area effect.

Flamethrower: To-hit 6, $500 ($550 for arm mount), 225 lbs. (115 lbs. for arm mount), 1 space (3 GEs for arm mount), 2 DP, 1d6 damage, 10 shots, CPS $25, WPS 5 lbs., area effect.
 

Melee Weapons

Hammer: $500, 20 lbs. This weapon is designed for one-handed use. It enables a single punch attack to cause full damage to all kinds of targets. Arm-mounted weapons may not be fired from an arm which is carrying a hammer.

Axe: $1,000, 50 lbs. This weapon can be used in one hand, although the handle is long enough for two hands. If used one-handed, it replaces one of the battlesuit's punch attacks and adds 1d6 to the damage caused. If used two-handed, it replaces both punching attacks and adds 1d6+1 to the damage caused. As with the hammer, this weapon causes full damage to all kinds of targets. An axe removes 1 DP of metal armor (by hacking and chopping) per die of damage on rolls of 5-6.

Claws: $500 per arm. These weapons are short, retractable blades built into the knuckles of a battlesuit's hands. The give +1 per d6 of damage caused by punching attacks.
 

Accessories

Rangefinders: $5,000 for radar, $15,000 for infrared laser, 25 lbs., 0 spaces. ese devices cut the range penalty of direct-fire weapons in half (from -1 per 4" of range to -1 per 8" of range).

Infrared Targeting Laser: $15,000, 25 lbs., 0 spaces. An infrared targeting laser gives a +1 to-hit bonus for all direct-fire weapons linked to it (requires the use of a smart link). When used to designate targets for attack by laser-guided weaponry, an IRTL has a range penalty of -1 per 100" of range.

Tactical Radio: $2,000, no weight or space. This item has the same range as a military radio, but with better sound quality.

Nuclear Biological Chemical Kit: $2,500, 20 lbs., no space. NBC Kits are designed to filter out radioactive contamination, harmful chemicals and bacteria from the surrounding air, allowing a battlesuit pilot to breathe normally in contaminated environments. An NBC kit has two filters which last for one week each (the extra one is carried as a back-up). The kit also includes a hazard detector.

Life Support: $500, 50 lbs., 1/2 space. This item stores eight hours of oxygen for a battlesuit pilot. Extra 8-hour air tanks are $250, 25 lbs. and 1/4 space each.

Sealed Structure: $250 per space, no weight or space. This is equivalent to vehicular waterproofing, with the exception that all of the battlesuit's weapons are waterproofed at no extra cost. A battlesuit with a sealed structure must have an NBC kit or a life-support system.

Battle Computer: $5,000, 10 lbs., 0 spaces. This device gives a +1 to-hit bonus for a battlesuit's ranged weapons. It also has a hardwired diagnostic program that gives a +2 bonus to all Mechanic rolls made to fix the suit or its weapons. Upgraded targeting software is available for $2,000. It gives a +2 bonus to-hit. Software to enhance the performance of the suit's sensors costs $750 for a +1 spotting bonus and $3,000 for a +2 spotting bonus. A satellite navigation program (equivalent to a computer navigator) costs $250.

Heads-Up Display: $1,000, no weight or space. This item is mounted in a battlesuit's turret. It gives a +1 to-hit bonus for a battlesuit's ranged weapons. Neural interfaces already incorporate a HUD.

Neural Interfaces: A neural interface is the ultimate control system. It links the battlesuit directly to the pilot's brain, giving him nearly-instinctive control. Socket interfaces cost $25,000, weigh 10 lbs. and take up no space. To use this system, a pilot must have an interface port attached to his brain. The implant operation costs $10,000 and requires two weeks of hospital time. After recovery, it takes the pilot an additional two weeks to become accustomed to the interface. Socket interfaces give a +2 bonus to battlesuit skill and a +2 to-hit bonus for the battlesuit's ranged weapons. A neural-induction field is the next generation of neural interface. Instead of using a physical connection to the pilot's brain, it reads the electric signals generated by the brain and directly translates them into control impulses. Neural-induction fields cost $50,000, weigh 25 lbs. and take up 1/4 space. They give a +4 bonus to battlesuit skill and a +4 bonus to-hit with the battlesuit's weapons.

Advanced Low-Light Television (ALLTV): $10,000, 10 lbs., 1/4 space. As with telescopic optics, ALLTV reduces the spotting penalty to -1 per 60" of range. It has the abilities of light amplification (reduces the darkness penalty from -3 to -1) and image enhancement (gives +2 bonus on target spotting rolls at night). If ALLTV is used during daylight, it gives a +5 bonus to spotting rolls along with the benefits of telescopic optics.

Foot Spikes: $750 per leg. These items are built into a battlesuit's feet. When used off-road, they give a + bonus to HC. When used on paved surfaces, they give a -1 penalty to HC, but allow the battlesuit to ignore the effects of ice or oil.
 

Defensive Countermeasures

Partial Stealth: $1,000 per space of size, no weight or space. Using partial stealth involves applying anti-radar paints and making slight alterations to a battlesuit's surface. Partial stealth gives a -4 penalty to spotting attempts by radar. Additionally, radar based weaponry used against a battlesuit equipped with partial stealth has a -3 penalty.

Full Stealth: $5,000 and 5 lbs. per space of size, 1/4 space. As above, but with radical changes to a battlesuit's surface and extensive use of radar-absorbent materials. Full stealth gives a -8 penalty to spot the battlesuit by radar. Radar-based weaponry now has a to-hit penalty of -5.

Basic Infrared Cloaking: $1,000 per space of size. Basic IR cloaking gives a -4 penalty to all attempts to spot the battlesuit by thermographs or other infrared-based sensors.

Full Infrared Cloaking: $5,000 and 5 lbs. per space of size, 0 spaces. Full IR cloaking gives a -6 penalty to infrared-based spotting attempts.

Basic Chameleon System: $250 and 1 lb. per space of size. This system is built into a battlesuit's surface at the time of construction. It uses advanced LCD technology to copy the battlesuit's surroundings onto its surface, allowing the battlesuit to blend in. The process is rather slow, taking 10 turns to fully accomplish. It gives a -3 penalty to all visually-based spotting rolls. The penalty is reduced to -1 if the battlesuit is moving faster than a slow walk.

Instant Chameleon System: $1,000 and 5 lbs. per space of size. As above, but with fiber-optic light guides and superior computer-processing power. The blending process only takes one turn. Instant chameleon systems give battlesuits a -6 penalty to all visually-based spotting rolls made against them. The penalty is halved (to -3) if the battlesuit is moving faster than a slow walk.
 

Sample Battlesuits

Trooper -- Light battlesuit, small power plant with PlatCats and SuperCons, pilot, light Gauss needler (with extra magazine) in right arm, claws on both arms, battle computer, HUD, tactical radio, NBC kit, sealed structure, foot spikes, partial stealth, basic infrared cloaking, basic chameleon system. Metal/plastic armor: 10/11. Acceleration 5, Top speed 20, HC 3; 500 lbs., $69,000.

Phantom -- Medium battlesuit, small nuclear battery, pilot, VMG in right arm, neural-induction field, NBC kit, life support (8 hours), sealed structure, tactical radio, ALLTV, full stealth, full infrared cloaking, instant chameleon system. Plastic armor: 30. Acceleration 5, Top speed 22.5, HC 2; 740 lbs., $192,650.

Ranger -- Medium battlesuit, heavy-duty power plant with PlatCats and SuperCons, pilot, Gauss rifle (with two extra magazines) in right arm, battle computer, heads-up display, tactical radio, life support (8 hours), sealed structure, partial stealth, basic infrared cloaking, basic chameleon system, 58 points plastic armor. Acceleration 5, Top speed 35, HC 2; 749 lbs., $105,500.

Reaver -- Heavy battlesuit, heavy-duty power plant with PlatCats, SuperCons and torso-mounted laser battery, pilot, FT (with extra magazine) in right arm, laser in left arm, battle computer, heads-up display, ALLTV, NBC kit, life support (16 hours), sealed structure, basic stealth, basic infrared cloaking, basic chameleon system. Metal/plastic armor: 20/25. Acceleration 5, Top speed 22.5, HC 1; 1,497 lbs., $155,650.

Warrior -- X-hvy battlesuit, large nuclear battery, pilot, HVMG (with two extra magazines) in right arm, 2 VFRPs (each with extra magazine each) aimed front in torso, battle computer, heads-up display, tactical radio, life support (8 hours), NBC kit, sealed structure, basic stealth, basic infrared cloaking, basic chameleon system. Metal/plastic armor: 30/50. Acceleration 5, Top speed 20, HC 1; 2,948 lbs., $258,050.

Destroyer -- Super-heavy battlesuit, heavy-duty nuclear battery, pilot, 4 mini-cannon (2 right arm, 2 left arm), 2 VMGs (1 right arm, 1 left arm), 2 AGLs (each with explosive grenades and two extra explosive magazines) aimed front in torso, axe, battle computer, heads-up display, tactical radio, NBC kit, life support (24 hours), sealed structure, partial stealth, basic infrared cloaking, basic chameleon system. Metal/plastic armor: 50/75. Acceleration 5, Top speed 20, HC 0; 4,330 lbs., $461,000.

If the pilot of a Destroyer-class battlesuit anticipates fighting tanks or other heavy vehicles, he will carry a 75mm armored rifle (see above) fitted with a rotary magazine and loaded with a mix of APFSDSDU and HESH. If this option is chosen, the axe will be carried on a waist-level external mount.