HARDSUIT ADD-ONS
Listed below (and illustrated at right) is an assortment of new weapons and systems which can be added to a hardsuit to enhance its performance.
1. Gatling Cannon +9IP
WEAPON……….......WA…..RNG……....DMG……LOC……SPECIAL NOTES
20mm GATLING..-1……...440m…….12D6*……RA…….*AP, ROF 100, 5 bursts
This triple-barreled, caseless weapon attaches to a hardsuit's powerglove to greatly enhance its firepower. A linkage through the glove powers the cannon's motor, and a weight in the rear improves balance (although recoil is still very strong). It precludes use of the right hand and its weapons, and adds 49.7 kg.
2. Laser Cannon +11IP
WEAPON……….WA…..RNG……DMG……LOC……SPECIAL NOTES
Laser Cannon…..+1……..1km..…7d6x5……RA……..No burstfire ability
A powered-up version of the standard laser gun built into a hardsuit's right arm, this weapon prohibits the inclusion of a manipulator of any kind. In exchange, room is made for the high-speed capacitor which power the laser.
3.Beam Missiles +11IP
WEAPON……….WA…..RNG……DMG……LOC……SPECIAL NOTES
Beam Missiles….-2……550m…..7d6x3….Torso….*Does damage twice per hit
This system packs the power of the Hand Cannon (BGC B&A p69) in a compact package; batteries and converter packs are attached to the outside surfaces of the hardsuit's calves and thighs, linked to the main projector array on the chest. For firing, the chest panels open to clear the dual beam lenses
4. Slingers +1IP
WEAPON……….WA…..RNG……DMG……LOC……SPECIAL NOTES
Slingers…………-1………200m……..(*)……A,A…….*Entangling
This pair of arm-mounted line-throwers uses compressed gas to launch multi-role grapnels. Each grapnel is a combination articulated claw, adhesive plate and electromagnet, and is attached by a weaved monofilament line to a coreless-motor winch. The 200m lines are capable of supporting 3 tons and allow the hardsuit to easily swing from building to building and/or entangle opponents.
5. Wing Pannier +18IP
Armor: 40SP Structure: 30SDC Weight: +31.5kg FLYING MA: 101 (304kph) Ground Maneuver: -2REF & MA when worn
WEAPON……….WA…..RNG……DMG……LOC……SPECIAL NOTES
Vulcan Gun…….+0……480m…….8d6*…..Torso….*AP, ROF 80, 7 bursts
This device attaches to a Hardsuit's shoulders and back to grant full flight capability. Clamplike panels close over the chest to secure the unit, which consists of a turbofan engine, variable-geometry wings, and a triple-barreled Vulcan gun. The Wing Pannier allows the Hardsuit to fly for extended periods of time, although hovering isn't possible (the turbine would stall). When not in use, the wings can fold down over the back of the Hardsuit.
6. BB-2000 Eliminator +16IP
WEAPON……….WA…..RNG……DMG……LOC……SPECIAL NOTES
Eliminator……….+0…..166m……7d6x4*…RA…….*API, ROF5, 20bursts
This weapon uses magnetic fields to fire a mercury-like liquid (stored inside a tank on the back) like a railgun. It was designed to be attached to the right arm of Priss' first Hardsuit, but was never actually deployed in combat.
Listed below (and illustrated at right) is an assortment of new weapons and systems which can be added to a hardsuit to enhance its performance.
1. Gatling Cannon +9IP
WEAPON……….......WA…..RNG……....DMG……LOC……SPECIAL NOTES
20mm GATLING..-1……...440m…….12D6*……RA…….*AP, ROF 100, 5 bursts
This triple-barreled, caseless weapon attaches to a hardsuit's powerglove to greatly enhance its firepower. A linkage through the glove powers the cannon's motor, and a weight in the rear improves balance (although recoil is still very strong). It precludes use of the right hand and its weapons, and adds 49.7 kg.
2. Laser Cannon +11IP
WEAPON……….WA…..RNG……DMG……LOC……SPECIAL NOTES
Laser Cannon…..+1……..1km..…7d6x5……RA……..No burstfire ability
A powered-up version of the standard laser gun built into a hardsuit's right arm, this weapon prohibits the inclusion of a manipulator of any kind. In exchange, room is made for the high-speed capacitor which power the laser.
3.Beam Missiles +11IP
WEAPON……….WA…..RNG……DMG……LOC……SPECIAL NOTES
Beam Missiles….-2……550m…..7d6x3….Torso….*Does damage twice per hit
This system packs the power of the Hand Cannon (BGC B&A p69) in a compact package; batteries and converter packs are attached to the outside surfaces of the hardsuit's calves and thighs, linked to the main projector array on the chest. For firing, the chest panels open to clear the dual beam lenses
4. Slingers +1IP
WEAPON……….WA…..RNG……DMG……LOC……SPECIAL NOTES
Slingers…………-1………200m……..(*)……A,A…….*Entangling
This pair of arm-mounted line-throwers uses compressed gas to launch multi-role grapnels. Each grapnel is a combination articulated claw, adhesive plate and electromagnet, and is attached by a weaved monofilament line to a coreless-motor winch. The 200m lines are capable of supporting 3 tons and allow the hardsuit to easily swing from building to building and/or entangle opponents.
5. Wing Pannier +18IP
Armor: 40SP Structure: 30SDC Weight: +31.5kg FLYING MA: 101 (304kph) Ground Maneuver: -2REF & MA when worn
WEAPON……….WA…..RNG……DMG……LOC……SPECIAL NOTES
Vulcan Gun…….+0……480m…….8d6*…..Torso….*AP, ROF 80, 7 bursts
This device attaches to a Hardsuit's shoulders and back to grant full flight capability. Clamplike panels close over the chest to secure the unit, which consists of a turbofan engine, variable-geometry wings, and a triple-barreled Vulcan gun. The Wing Pannier allows the Hardsuit to fly for extended periods of time, although hovering isn't possible (the turbine would stall). When not in use, the wings can fold down over the back of the Hardsuit.
6. BB-2000 Eliminator +16IP
WEAPON……….WA…..RNG……DMG……LOC……SPECIAL NOTES
Eliminator……….+0…..166m……7d6x4*…RA…….*API, ROF5, 20bursts
This weapon uses magnetic fields to fire a mercury-like liquid (stored inside a tank on the back) like a railgun. It was designed to be attached to the right arm of Priss' first Hardsuit, but was never actually deployed in combat.