Tech of the Knight Sabers

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Tech of the Knight Sabers

Tech of the Knight Sabers

Author’s Note

This section details the technology and Hardsuits of the Knight Sabers as well as gives basic guidelines for creating your own using the BRCS rules. The guidelines only state which attributes and defects I felt were best in designing a Hardsuit accurately. The Armaments step details as many weapons as I could get from the 2033 sourcebook. Î applied certain defects and Abilities which suited each weapon but left the out the level. The damage is for the GM to decide. However, I did include a damage modifier to make the math a bit easier. Just add the damage to whatever the base damage is of the desired level.

A couple of the Defects and Attributes have levels listed by them. These denote what the best level is to take the defect or attribute at. This is mainly for accurate design only. Also, Attributes with a * next to it are option attributes based on the person’s personal design.

Some of the basic information on the suits was obtained through R. Talsorian’s Bubblegum Crisis 2033 RPG Sourcebook.

1 The 1st Generation Hardsuits

Priss’s Hardsuit

General Statistics Weight: 74.35 kg Lift:

Health: 80 Armor: 25 Hand-Hand Damage: +20

Structural Sub-Attributes Super Strength (2), Armor (3), Toughness (2), Extra Endurance (2 - [50 hours]) Mobility Sub-Attributes Ground Speed (2), Jumping (3 – [100 m]) Other Sub-Attributes ECCM (3), Life Support (1), Stealth (2), Special Equipment – Radio (1 – [10 km]), Sensors (1 [x4] 1km), Emergency Armor Ejection System (Blows Armor off Wearer) Armaments Laser Beam (w/ Burst fire Option) Damage: 45 Concealed Burst Fire Mode Damage: 15 per shot Auto-fire Inaccuracy, 1/2 Damage

Railgun x3 Damage: 30 Concealed, Penetrating, Auto-fire Limited (6 Bursts), Limited Auto-fire (ROF=2)

Defects Mutual Damage (1), Reduced Capacity (1), Poor Maneuverability (1), Less Armor (2)

2 Sylia’s Hardsuit

General Statistics Weight: 86.59 kg Lift:

Health: 80 Armor: 30 Hand-Hand Damage: +25

Structural Sub-Attributes Super Strength (3), Armor (3), Toughness (2), Extra Endurance (2 - [50 hours]) Mobility Sub-Attributes Ground Speed (2), Flight (2 - [144 kph]) Other Sub-Attributes ECCM (3), Life Support (1), Stealth (2), Special Equipment – Radio (1 – [10 km]), Sensors (1 [x4] 1 km), Emergency Armor Ejection System (Blows Armor off Wearer) Armaments Laser Beam [x2] (w/ Burst fire Option) Damage: 45 Concealed (Applies to all Modes) Burst Fire Mode Damage: 15 per shot Auto-fire Inaccuracy, 1/2 Damage Knuckle Bomb Mode Damage: 45 Contact / Melee Penetrating

Laser Sword [x2] Damage: 60 Melee Concealed, Muscle-powered

Defects Mutual Damage (1), Reduced Capacity (1), Poor Maneuverability (1), Less Damage (2)

3 Linna’s Hardsuit

General Statistics Weight: 76 kg Lift:

Health: 80 Armor: 20 Hand-Hand Damage: +20

Structural Sub-Attributes Super Strength (2), Armor (2), Toughness (2), Extra Endurance (2 - [50 hours]) Mobility Sub-Attributes Ground Speed (2), Jumping (3 – [200 m]) Other Sub-Attributes ECCM (3), Life Support (1), Stealth (2), Special Equipment – Radio (1 – [10 km]), Sensors (1 [x4] 1 km), Emergency Armor Ejection System (Blows Armor off Wearer) Armaments Laser Beam (w/ Burst fire Option) Damage: 30 Concealed Burst Fire Mode Damage: 15 Auto-fire Inaccuracy, 1/2 Damage

Knuckle Bombers Damage: 45 per Bomb Penetrating, Auto-Fire (Special – One hits, All set hit) Limited (5 shots), Melee (Contact required to detonate)

Ribbon Cutters Damage: 60 Melee, Inaccurate (Lv 2) Penetration, Concealed, Linked (x2 Dmg)

Defects Mutual Damage (1), Reduced Capacity (1)

4 Nene’s Hardsuit

General Statistics Weight: 80.96 kg Lift:

Health: 80 Armor: 15 Hand-Hand Damage: +10

Structural Sub-Attributes Super Strength (1), Armor (2), Toughness (2), Extra Endurance (2 - [50 hours]) Mobility Sub-Attributes Ground Speed (2), Jumping (3 – [100 m]) Other Sub-Attributes ECM / ECCM - Radar/Sensors/Anti-Missile (2), Life Support (1), Stealth (2), Special Equipment – Radio (1 – [Orbit]), Sensors (1 [x4] 1 km), Radar (5 – [250 km]), Special Equipment – Computer (2), Emergency Armor Ejection System (Blows Armor off Wearer) Armaments Laser Beam (w/ Burst fire Option) Damage: 30 Concealed Burst Fire Mode Damage: 15 Auto-fire Inaccuracy, 1/2 Damage

Laser Scribble - Level * This is used by Nene to inscribe the Knight Saber’s signature as their calling card at a battle site. Defects Mutual Damage (1), Reduced Capacity (1), Poor Maneuverability (1), Less Armor (2)

5 The 2nd Generation Hardsuits

Priss’s Hardsuit

General Statistics Weight: 65.43 kg Lift:

Health: 90 Armor: 35 Hand-Hand Damage: +25

Structural Sub-Attributes Super Strength (3), Armor (4), Toughness (3), Extra Endurance (2 - [50 hours]) Mobility Sub-Attributes Ground Speed (2), Jumping (3 – 150 m) Other Sub-Attributes ECCM (3), Life Support (1), Stealth (2), Special Equipment – Radio (1 – [10 km]), Sensors (1 [x4] 1 km), Emergency Armor Ejection System (Blows Armor off Wearer) Armaments Laser Beam (w/ Burst fire Option) Damage: 60 Concealed Burst Fire Mode Damage: 30 per shot Auto-fire Inaccuracy, 1/2 Damage

Knuckle Bombers Damage: 60 / bomb Penetrating Limited (5 shots), Melee (Contact required to detonate)

Rocket Kicks Damage: 45 Muscle Powered Melee

Defects Mutual Damage (1), Reduced Capacity (1), Less Armor (2), Not So Tough (2), Less Damage (2) Addition Weapon Upgrades as Leg Bombers of December 2033 Damage: 60 / bomb Penetrating Limited (5 shots), Melee (Contact required to detonate) (Linked advantage when used in conjunction with Rocket Kicks)

Knuckle Guards Damage: 45 Melee Muscle-Powered

S-Mines Damage: 120

6 Penetrating Melee / Contact Required

7 Sylia’s Hardsuit

General Statistics Weight: 76.20 kg Lift:

Health: 90 Armor: 40 Hand-Hand Damage: +30

Structural Sub-Attributes Super Strength (3), Armor (4), Toughness (3), Extra Endurance (2 - [50 hours]) Mobility Sub-Attributes Ground Speed (2), Flight (2 - [180 kph]) Other Sub-Attributes ECCM (3), Life Support (1), Stealth (2), Special Equipment – Radio (1 – [10 km]), Sensors (1 [x4] 1 km), Emergency Armor Ejection System (Blows Armor off Wearer) Armaments Laser Beam [x2] (w/ Burst fire Option) Damage: 45 Concealed (Applies to all Modes) Burst Fire Mode Damage: 15 per shot Auto-fire Inaccuracy, 1/2 Damage Knuckle Bomb Mode Damage: 45 Contact / Melee Penetrating

Laser Sword [x2] Damage: 45 Melee Concealed, Muscle-powered

Defects Mutual Damage (1), Reduced Capacity (1), Not So Tough (2)

8 Linna’s Hardsuit

General Statistics Weight: 66.88 kg Lift:

Health: 80 Armor: 30 Hand-Hand Damage: +20

Structural Sub-Attributes Super Strength (2), Armor (3), Toughness (2), Extra Endurance (2 - [50 hours]) Mobility Sub-Attributes Ground Speed (2), Jumping (3 – 250 m), Maneuverability (1) Other Sub-Attributes ECCM (2), Life Support (1), Stealth (2), Special Equipment – Radio (1 – 10 km) Sensors (1 [x4] – 1 km), Emergency Armor Ejection System (Blows Armor off Wearer) Armaments Laser Beam (w/ Burst fire Option) Damage: 45 Concealed Burst Fire Mode Damage: 15 Auto-fire Inaccuracy, 1/2 Damage

Knuckle Bombers Damage: 60 per Bomb Penetrating, Auto-Fire (Special – One hits, All set hit) Limited (5 shots), Melee (Contact required to detonate)

Ribbon Cutters Damage: 60 Melee, Inaccurate (Lv 2) Penetration, Concealed, Linked (2x Dmg)

Defects Mutual Damage (1), Reduced Capacity (1)

9 Nene’s Hardsuit

General Statistics Weight: 71.25 kg Lift:

Health: 80 Armor: 25 Hand-Hand Damage: +10

Structural Sub-Attributes Super Strength (1), Armor (3), Toughness (2), Extra Endurance (2 - [50 hours]) Mobility Sub-Attributes Ground Speed (2), Jumping (3) Other Sub-Attributes ECM / ECCM - Radar/Sensors/Anti-Missile (2), Life Support (1), Stealth (2), Special Equipment – Radio (1 – [Orbit]), Sensors (1 [x4] 1 km), Radar (5 – [250 km]), Special Equipment – Computer (2) , Emergency Armor Ejection System (Blows Armor off Wearer) Armaments L Laser Beam (w/ Burst fire Option) Damage: 30 Concealed Burst Fire Mode Damage: 15 Auto-fire Inaccuracy, 1/2 Damage

Laser Scribble - Level * This is used by Nene to inscribe the Knight Saber’s signature as their calling card at a battle site. Defects Mutual Damage (1), Reduced Capacity (1), Poor Maneuverability (1), Less Armor (2)

10 Other Vehicles

Silky Wagon

General Statistics Weight: Lift:

Health: 100 Armor: 10

Structural Sub-Attributes Armor (1), Toughness (3), Extra Endurance (1), Extra Capacity (2) Mobility Sub-Attributes Ground Speed (3 – 160 kph) Other Sub-Attributes Special Equipment – Scrambler (1), Accessories – Stereo System (1) Armaments None Defects Awkward Size (2), No Arms (2), Poor Maneuverability (2), Partial Armor – Front Window (1), Restricted Ground Movement (1)

Knight Saber’s Wagon

General Statistics Weight: Lift:

Health: 120 Armor: 30

Structural Sub-Attributes Armor (3), Toughness (4), Extra Endurance (2), Extra Capacity (3) Mobility Sub-Attributes Ground Speed (3 – 160 kph) Other Sub-Attributes Special Equipment – Computer (2) Armaments None Defects Awkward Size (2), No Arms (2), Poor Maneuverability (2), Restricted Ground Movement (1)

11 Sky Carrier

General Statistics Weight: Lift:

Health: 120 Armor: 40

Structural Sub-Attributes Armor (4), Toughness (4), Extra Endurance (2), Extra Capacity (4) Mobility Sub-Attributes Flight (4 – 635 kph) Other Sub-Attributes ECCM (3), Life Support (1), Stealth (2) Armaments Missile Bays (x2) Damage: 75 Area Effect, Long Range (x1), Fixed, Stoppable, Limited (7 per bay) Defects Awkward Size (3), No Arms (2), Restricted Ground Movement (2), Start Up Time (1)

12 Mackie’s Battlesuit

General Statistics Weight: 678 kg Lift:

Health: 60 Armor: 10 Hand-Hand Damage: +10

Structural Sub-Attributes Armor (1), Toughness (1), Extra Endurance (2), Super Strength (1) Mobility Sub-Attributes Jump (1 – 50 m) Other Sub-Attributes ECCM (3), Life Support (1), Special Equipment (1 – [Onboard Computer, Micro Manipulator, Backpack Hardsuit Container, Radio – [50 km], Radio Scrambler]), Sensors (1) Armaments Bazooka Damage: 60 Inaccurate (lv 2), Limited (4 only) Defects Awkward Size (1), Reduced Capacity (1), Poor Maneuverability (3), Mutual Damage (1)

13 Highway Star

General Statistics Weight: 430 kg

Health: 40 Armor: 10

Structural Sub-Attributes Armor (1) Mobility Sub-Attributes Ground Speed (5 – 455 kph / 550 with Afterburners) Other Sub-Attributes Special Equipment (1 – [Radio Scrambler, Afterburners]) Armaments None Defects Awkward Size (1), Poor Maneuverability (1 with Afterburners), Exposed Crew (2) Noisy (1), No Arms (2), Restricted Ground Movement (1)

14 Motorslave MSX-01

General Statistics Weight: 735 kg Lift:

Health: 140 Armor: 30 Hand-Hand Damage: +30

Structural Sub-Attributes Armor (3), Toughness (5), Super Strength (3) Mobility Sub-Attributes None Other Sub-Attributes ECCM (3), Special Equipment (1 – [Radio Scrambler]), Sensors (1), Emergency Armor Ejection System Armaments 105mm Gun Damage: 120 Long Range Limited (1 shot only)

Beam Cannon Damage: Special* Long Range (Orbit), Accurate (Lv 2)

*The damage on this weapon is VERY impressive. After seeing the Episode and looking at other game stats on this weapon, it is safe to say that anything this weapon hits would be obliterated.

Defects Awkward Size (1), Reduced Capacity (1), Poor Maneuverability (4)

15 “Hurricane” Motorslave

General Statistics Weight: 678 kg Lift:

Health: 140 Armor: 30 Hand-Hand Damage: +30

Motorcycle Motorslave Motoroid Structural Sub-Attributes

Armor 3 3 3 Toughness 5 5 5 Strength -- 3 3 Mobility Sub-Attributes

Ground 5 (348 kph) 2 (95 kph) 2 (95 kph) Maneuver ------Flight -- 3 (380 kph) 3 (380 kph) Defects

Awkward Size 1 2 -- Poor Maneuver 1 2 1 Reduced Capacity 1 1 1 Other Sub-Attributes ECCM (3), Special Equipment (1 – [Radio – [80 km], Radio Scrambler]), Sensors (1), Accessories (1 – [Stereo System]), Artificial Intelligence (1 – In Motoroid form), Emergency Armor Ejection System Armaments MG-442 Damage: 45 Long Range, Auto Fire Limited Ammo (45 Rounds), Limited ROF (9 Max)

16 “Typhoon” Motorslave

General Statistics Weight: 207 kg Lift:

Health: 140 Armor: 30 Hand-Hand Damage: +30

Motorcycle Motorslave Motoroid Structural Sub-Attributes

Armor 3 3 3 Toughness 5 5 5 Strength -- 3 3 Mobility Sub-Attributes

Ground 5 (345 kph) 2 (90 kph) 2 (90 kph) Maneuver ------Flight -- 3 (333 kph) 3 (333 kph) Defects

Awkward Size 1 2 -- Poor Maneuver -- 2 1 Reduced Capacity 1 1 1 Other Sub-Attributes ECCM (3), Special Equipment (1 – [Radio – [100 km], Radio Scrambler]), Sensors (1), Accessories (1 – [Stereo System]), Artificial Intelligence (1 – In Motoroid form), Emergency Armor Ejection System Armaments Hand Cannon 8.8 cm Rockets Damage: 60 Long Range, Accurate (Lv 3) Limited Ammo (3 Rounds) Energy Beam Damage: 105 Long Range Limited Ammo (1 Shot)

Shoulder Shields (x2) Level 4: +60 Armor

17 “Typhoon II” Motorslave

General Statistics Weight: 278 kg Lift:

Health: 150 Armor: 35 Hand-Hand Damage: +30

Motorcycle Motorslave Motoroid Structural Sub-Attributes

Armor 4 4 4 Toughness 6 6 6 Strength -- 3 3 Mobility Sub-Attributes

Ground 5 (342 kph) 2 (82 kph) 2 (82 kph) Maneuver ------Flight -- 3 (280 kph) 3 (280 kph) Defects

Awkward Size 1 2 -- Poor Maneuver -- 2 1 Reduced Capacity 1 1 1 Less Armor 2 2 2 Not So Tough 2 2 2 Other Sub-Attributes ECCM (3), Special Equipment (1 – [Radio – [130 km], Radio Scrambler]), Sensors (1 – [11 km]), Accessories (1 – [Stereo System]), Artificial Intelligence (3 – In Motoroid form), Emergency Armor Ejection System Armaments Hand Cannon Damage: 45 Penetrating, Auto-Fire Limited Ammo (15 Rounds), Limited Auto-Fire (5 rounds)

Shoulder Shields (x2) Level 6: +80 Armor Less Armor (Lv 2)

18 STEP ONE - Structural Sub-Attributes

Armor Extra Endurance Super Strength Toughness

STEP TWO - Mobility Sub-Attributes

*Flight Ground Speed (Usually around Level 1) Jumping (Usually around level 3) *Maneuver Bonus

STEP THREE - Other Mecha Sub-Attributes

ECM / ECCM (Usually Level 2) [Sensors/comm] Life Support (Usually Level 1) Stealth

STEP FOUR - ARMAMENTS

Knuckle Bombers Damage Modifier: +30 Penetrating Limited (5 shots), Melee (Contact required to detonate)

Leg Bombers Damage Modifier: +30 (+15 when using Rocket Kicks but add half the damage from the Rocket Kick to the damage of the Bomber) Penetrating Limited (5 shots), Melee (Contact required to detonate) (Linked advantage when used in conjunction with Rocket Kicks)

Laser Beam (w/ Burstfire Option) Damage Modifier: -15 Concealed Auto-fire w/ Inaccuracy Defect (Contact/Melee + Penetrating) - Sylia's suit

Railgun Damage Modifier: +0 Concealed Limited

19 Rocket Kicks Damage Modifier: +15 Muscle Powered Melee

Laser Sword Damage Modifier: +0 Melee Concealed, Muscle-Powered

Ribbon Cutters Damage Modifier: +45 Penetration Melee, Inacurate (lv 2)

STEP FIVE – Defects

Mutual Damage Level 1 Reduced Capacity Level 1 *Poor Maneuverability Various

20

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