Guide to the Powered Armored Designer

Guide to the Powered Armored Designer

Postby Lt. Staplic » Tue Feb 08, 2011 4:52 pm

Designer Fields

Size: This is the size of the suit being designed and has 3 options:

Exoskeleton: Similar to Iron Man, a body-tight suit that provides higher maneuverability
Larger-Than-Life: Similar to Iron Monger or the Avatar Suits, these are larger less maneuverable options, but have the added benefit of room for everything
Mecha: Similar to the Gundams, these are massive suits with very low maneuverability and serious scaling costs, but they present a larger platform

Sensor Modes: This is how many sensor inputs your Suit can utilize, the modes are progressive (i.e. if you get Radio you have both Radio and Visible), and has 3 options:

Visible: Like humans the suit is only able to pick up Visible Light, this includes Night vision
Radio: Additionally the Suit is able to pick up/intercept/”see” Radio waves, this is good for listening to your orders, the other sides orders, or for scanning for focused radio wave areas signaling the existence of a base.
Infrared: Suits able to detect infrared can see the heat signatures of soldiers, vehicles, and other devises.

Computer Level : This is the sophistication of the onboard Computer System and has 4 divisions:

Functional: This is a rudimentary programming that allows the suit to be operated, though the User is virtually unaided. (Think Avatar)
Operational: This is an upgraded programming that allows for more refined control of the suit as well as passing along information from the suit to the driver.
Analytical: This is a sophisticated programming that analyzes inputs from the suits and devises meanings and scenarios and assists in the control of the suit. (HUD level)
Neural: The most sophisticated programming allows the suit computer to meld with the drivers neural functions for ultimate precision control of the suit and rapid exchange of information between the driver and the suit.

Fuel Source: This determines how the Suit Draws Power and has 3 divisions:

Battery: A recharged/regularly researchable battery system. Lowest time duration but cheaper by a considerable margin.
Fission: An upgrade to the Battery, the Fission reactor will last longer, but is much heavier
Fusion: An upgrade to the Fission reactor. The Fusion Reactors last very long times and aren’t overly bulky, however they cost much more.

Environmental Protection: This determines if the Suit has climate control systems capable of protecting the user from the Environment.

Internal Sustainability: this determines if the Suit is sealed and can prevent against Biological attacks, Chemical attacks, Radiation, and Space. This option includes transport inhibitors. In order to have Internal Sustainability the suit must have Environmental Protection.

Flight: This determines if the suit has the hardware and software capable of allowing it to fly.

Speed: Only applicable if the Suit Can Fly. This determines how fast it can go and has three options:

Sub-Sonic: Slow moving, mostly used for short distance flights or to boost the speed/quickness of the suit.
Super-Sonic: Much faster speed used more for traveling around the planet quickly to trouble spots or fleeting danger on the ground or in Orbit. This also allows for a suit to space-jump.
Orbital: A suit that is capable of Orbital Speeds can rapidly move anywhere on the planet and is capable of returning to spacecraft without the use of shuttle craft.

Targeting Range: This is the Range the suit has in kilometers, average values are around 15km

Hull Metal: This determines the strength of the main frame and body of the suit and has four options:

Monotanium: The TOS era metal which has fallen out of use in starship construction leaving plentiful amounts for other purposes.
Duranium: The mid-level metal. Stronger than Monotanium, but less common.
Kelinide: The Cardassian space alloy. Has significant advantages over Duranium; however it also misses the cost reductions.
Duranium/Tritanium: The current standard for starship hulls. This is very expensive, but will let your suit take quite a beating.

Armor metal: This is the type of metal used for the Armor on the Suit. There are four options:

Dense: This would be a metal like Steel, or Lead, a dense metal capable of protecting the wearer.
High Density: This would be a metal like Tungston or more dense alloy that is among the densest strongest things around.
Ablative: This is the most sophisticated armor as it prevents any energy from reaching the operator, dissipating the energy into it’s own destruction.

Armor Thickness: Thickness of the armor on the suits. Typical values are around 3-4cm

Beam Type: This is the type of Beam/Primary weaponry employed by the operator and has 4 options:

Projectile: Guns, Projectile weapons are usually medium to high caliber guns strapped onto the suit.
Laser: A step up in power the Laser offers extended range and firepower to the arsenal.
Particle Weapons: A more powerful weapon than Lasers
Phasers: or Disruptors, are the pinnacle of beam weapon technology at this level.

Number of Emitters: Number of Primary weapon emplacements on the Suit.

Explosive type: This is the type of Explosive/Secondary weapon employed by the operator and has 3 options:

Explosive: traditional explosive round, usually an RPG
Nuclear: a small nuclear bomb with limited explosive ability.
Micro-Photon: very small photon torpedoes.

Number of Explosives: Number of Rounds carried on the suit.

Technology: This will reflect your relative technological advancement to a degree and is under GM control.

Advanced: A large or technologically advanced society
Average: A Medium or average advanced society
Behind: A small or technologically behind society

Strength Fields

Life: This is the life span of the unit in months without fuel
Conditions: The Conditions the unit can operate in
Beam: The DITL Beam Rating (approximate)
Torpedo: The DITL Torpedo Rating (approximate)
Maneuverability: A Staplic Rating
Defense: The DITL Hull Rating (approximate)
Weight: The estimated total weight of the suit, can be used to calculate ore requirements/upkeep.

All you have to do is choose the attributes you want your suit to have. it will calculate all of the strength fields for you as well as a total cost. You can then input how much you want to pay annually and it will calculate the amount of time to completion.
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
Lt. Staplic
2 Star Admiral
2 Star Admiral
Posts: 8094
Joined: Sat Sep 06, 2008 2:25 am
Location: Somewhere Among the Stars

Return to Star Trek SIM

Who is online

Users browsing this forum: No registered users and 1 guest