TEXT: 2300AD
  2300AD
  TRAVELLER
  Hard Suits, Combat 
  Walkers and Battlesuits
  
  2300AD
  2300AD
  2300AD Hard Suits, Combat Walkers and Battlesuits © 2014 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the writ-
  ten permission of the publisher is expressly forbidden. All significant characters, names, places,items, art and text herein are copyrighted by Mongoose Publishing.
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open 
  Game License, please go to www.mongoosepublishing.com.
   This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual people 
  organisations, places or events is purely coincidental.
  Credits
  2300AD OriginAl Writers AnD COntributOrs 
  Marc Miller, Loren Wiseman, Frank Chadwick, Lester Smith, Timothy 
  Brown, Gary Thomas, Joe Fugate, John Harshman, William H. Keith, Jr. 
  Deb Zeigler, Bryan Gibson and Steve Venters
  AuthOr
  Colin Dunn
  eDitOr
  Matthew Sprange
  lAyOut
  Will Chapman
  COver illustrAtiOn
  Anthony Cournoyer /Shaman’s Stock Art
  interiOr illustrAtiOns
  Sandrine Thirache, Colin Dunn, Bryan Gibson
  PrOOfreADing
  Andrew James Alan Welty
  Dedication:
  To my wife and partner, Julia Girouard, for all of her help and support.
  Contents
  Introduction 
  2
  Walker and Suit Design 
  3
  New Chassis Types 
  5
  Modifications and Equipment 
  9
  Battlesuits, Hardsuits and Walkers 
  18
  James Callahan (order #6459923)
  
  2
  The three Manchurian walkers picked their way through the 
  debris-lined streets of Tashkent. Hours before, an allied strike 
  force of French and Japanese hardsuits had blasted through 
  this neighbourhood, looking for an arms cache that wasn’t 
  there. Their push had ended when a small team of locals had 
  ambushed them with RPGs, destroying two suits and disabling 
  three more. The survivors had called for an airstrike and evac, 
  and the results were the ruins around the Manchurian team.
  The bird-like walkers negotiated the wreckage easily, sensors 
  looking for both further ambushes and for survivors of the earlier 
  attack. The war could not be won by force of arms anymore, but 
  by winning the hearts and minds of the people they had tried 
  to conquer only a few years before. Two of the walkers were 
  standard Manchurian designs, an armoured pod on two spindly 
  legs, with a small turret atop the pod, sporting a machinegun 
  and auto grenade launcher. The third was something different, 
  though. While it had the same basic layout, in place of the turret 
  was a small crane, and a pair of heavy manipulator arms sprang 
  from the pod just forward of the legs. A third leg, barely-visible as 
  it walked, served as a support when the crane was in operation. 
  A sensor pod completed the odd vehicle, including ground-
  penetrating radar and high-resolution thermal scanners, capable 
  of finding survivors through over two meters of debris. 
  A shout from the rescue walker brought the other two racing 
  back to it, sensors scanning the roofs of the half-destroyed 
  buildings, on alert for a surprise attack from any allied force, 
  or the locals. As the rescue machine’s third leg thudded down 
  into the dirt, the arms already shifting large blacks of concrete, 
  a tag team of French hardsuits peered at them from two blocks 
  away, effectively-hidden by the ruins of the restaurant they were 
  crouched in. One of them raised a laser designator, painting the 
  rescue vehicle, while the other called for the strike. 
  Forty kilometres away, two armed drones banked around, 
  bringing their missile-laden wings to bear in the general direction 
  of the battered city…
  The term combat walker has been used ambiguously in 2300AD 
  to refer to either a small walking vehicle or to a humanoid suit 
  of powered combat armour. A battlesuit, on the other hand, is 
  a non-powered suit of clamshell full-body armour. This design 
  sequence distinguishes between them, continuing to use the 
  term battlesuit to refer to clam-shell-style unpowered armour (or 
  with assistive exoskeletons only), hardsuit to refer to a humanoid 
  suit of powered combat armour with enhanced capabilities, and 
  combat walker for lightweight non-humanoid walking vehicles. 
  The revised chassis and construction sequences in this book 
  reflect the changes to hardsuit construction from page 188 of 
  the 2300AD Core Rulebook, and add two new chassis types; the 
  unpowered battlesuit and the combat walker. One key difference 
  between these rules and the guidelines outlined in the 2300AD 
  Core Rulebook is the change in Duration. The 10% Duration has 
  proved to be unpractical, and led to designs that were basically 
  walking battery packs.
  While walker-type vehicles can be constructed with the Vehicle 
  Design system in Supplement 5-6: Vehicle Handbook, those 
  walkers are large and over-priced in comparison to hardsuit-
  style humanoid walkers. Though the design sequences build 
  off the Vehicle Handbook, it is not required for construction. 
  However, useful advanced combat rules are found in the Vehicle 
  Handbook, including range extensions. 
  INTRODUCTION
  INTRODUCTION
  James Callahan (order #6459923)
  
  3
  WALKER AND SUIT DESIGN
  WALKER AND SUIT DESIGN
  Walker and suit design follows a simple process, much like 
  vehicle design.
  •	
  Choose a chassis type and Tech Level
  •	
  Add Armour
  •	
  The cost of the chassis plus Armour is the Base Cost, used 
  for all other modifications
  •	
  Add Modifications
  •	
  Add Weapons
  •	
  Denote any Slots for Packs
  •	
  Add utility packs
  Each chassis has a table, showing performance by Tech Level.
  Slots: Amount of space available in the suit for weapons and 
  options. The increasing Slots per Tech Level more reflects 
  miniaturisation and increased carry capacity than actual space 
  in the suit. A Slot represents approximately a pistol-sized piece 
  of gear.
  Str Modifier: This is the DM added to the user’s Strength while 
  wearing the suit.
  Dex Modifier: This is a DM applied to Dex while wearing the 
  suit, representing the speed and stability of the suit, especially 
  when used as a firing platform.
  Base Damage: The damage caused by unarmed attacks made 
  by the suit or walker, before being modified for Strength.
  Max. Armour: This is the maximum Armour the suit can support, 
  by Tech Level. The base Armour for any suit is 0.
  Duration: Hours the suit can operate at full combat power. 
  Cost: Cost in Livre.
  Speed: This is the walk and running speed, in metres per round.
  Shipping Size: This is the volume, in starship tons, that one suit 
  takes up as cargo.
  Base Cost
  The total spent on the Chassis and Armour is the Base Cost of the 
  suit or walker, a figure used to calculate the cost of modifications 
  that can now be added. Other equipment and weapons have a 
  cost independent of the Chassis cost. 
  Armour
  Armour for all battlesuits, hardsuits and walkers is Lv500 per 
  point, up the maximum listed. Assistive exoskeletons cannot be 
  armoured, but the operator can wear personal armour up to a 
  full-body inertial suit.
  Overloading Armour
  A suit or walker can be designed with more armour than the 
  normal maximum, but this incurs a significant penalty. There is a 
  -1 penalty to Dex, and all physical skill checks performed while 
  using the suit or walker, per amount of armour on the table below. 
  So, unassisted battlesuits receive DM-1 per point of armour over 
  the maximum, while Medium Hardsuits suffer DM-1 per 3 points 
  of armour over the maximum listed for that chassis type.
  Chassis Type
  DM-1 per 
  Battlesuit
  1
  Battlesuit w/Assistive Exoskeleton
  2
  Light Hardsuit
  2
  Medium Hardsuit
  3
  Heavy Hardsuit
  4
  Light Combat Walker
  3
  Medium Combat Walker
  4
  other FaCtors
  Mass
  An unpowered battlesuit has a mass of approximately 20-50 kg, 
  depending on armour level and other options. Hardsuits, on the 
  other hand, run from 100-200 kg for a light chassis, to 300-500 
  kg for a medium, and up to 800 kg for a large. Combat walkers 
  run roughly 50-100 kg heavier than similarly-sized hardsuits. 
  This is in addition to the mass of the operator.
  Battlesuits, Hardsuits and Walkers in Vehicles
  While based on the human frame, both battlesuits and hardsuits 
  are bulkier than an unarmoured person.
  Battlesuits require normal seating, whether or not they feature an 
  assistive exoskeleton. Hardsuits cannot use normal seating at 
  all, and are instead usually transported in a frame that supports 
  suit and operator. Many vehicles that transport hardsuits will 
  have a separate exit for each suit, and aircraft will often feature 
  a dedicated winch for each as well. They feature a quick release 
  winch, allowing them to be lowered and released in the same 
  action.
  Combat walkers are carried much like hardsuits, in frames that 
  allow rapid deployment, with their own doors. Due to the balance 
  of a combat walker, if they are lowered from aircraft it will be by 
  James Callahan (order #6459923)
  
  4
  a dedicated winch attached to a harness. This requires an extra 
  Significant Action to release the walker before it can move.
  Light Hardsuits require 2 Spaces, Medium 3 Spaces, and Heavy 
  requires 4 Spaces inside a vehicles. Light Walkers require 3 
  Spaces, Medium 4 Spaces, and Heavy 5 Spaces. Both types 
  can be stored as cargo in one Space less, but require unpacking 
  and preparation before they can be used.
  Support Suit
  Most battlesuits and hardsuits fit the operator snugly, preventing 
  normal clothing or personal armour from being worn. Walkers, 
  on the other hand, do not have this liability. Fortunately, most 
  nations equip their battlesuit and hardsuit operators with a 
  support suit, skin-tight clothing that features embedded heating 
  and cooling pipes, along with data and power lines for carried 
  equipment. The support suits tend to be identical for both 
  battlesuits and hardsuits.
  If the operator is forced to ditch the suit, this inner layer provides 
  a modicum of protection, as outlined in the table below. As long 
  as the operator retains the power pack, this inner layer can 
  protect from extremes of heat and cold, down to -25° C and 
  up to +50°. This support suit does not provide any other sort 
  of protection or life support, however. If combined with a gas 
  mask or respirator, it could provide some protection in a toxic 
  environment, but would be little use against radiation exposure. 
  While support suits are included as part of the cost of a battlesuit 
  or hardsuit, they can also be purchased separately.
  TL10
  TL11
  TL12
  Support Suit Protection
  2
  3
  4
  Cost
  Lv400
  Lv600
  Lv800
  James Callahan (order #6459923)
  
  5
  Battlesuits
  A battlesuit is a suit of heavy armour, usually unpowered, with a 
  self-sealing garment underneath that provides heating, cooling, 
  and some additional protection from fragments and inner-armour 
  spalling. 
  While battlesuits are typically unpowered, some varieties do 
  incorporate load-bearing powered exoskeletons to help support 
  the weight of the suit and carried equipment, but they do not add 
  any additional capabilities. 
  At TL 12, Battlesuits can add Assistive Exoskeletons, which can 
  help manage some of the load of heavy armour and weapons. 
  Otherwise, they are unpowered. Battlesuits as described below 
  do not include any sensors or life support options.
  TL 10
  TL 11
  TL 12
  Slots
  6
  8
  10
  Str Modifier
  0
  0
  0
  Dex Modifier
  -2
  -1
  0
  Base Damage
  -
  -
  -
  Max Armour
  10
  12
  14
  Cost (Lv)
  2,000
  4,000
  6,000
  Speed 
  4
  5
  6
  Duration
  3 hours
  4 hours
  6 hours
  Shipping Size
  0.05
  0.05
  0.05
  assistive exoskeletons
  Assistive exoskeletons are a light-weight, highly-mobile chassis. 
  While they do little to amplify the wearer strength or speed, they 
  do provide effectively unlimited endurance for the purposes of 
  determining fatigue. Most can also provide short-duration boosts 
  to strength, allowing a nurse to pick up and move a patient, for 
  example, or a worker to retrieve a heavy object from a high 
  shelf. The second value for STR in the table below provides 
  this boosted value. Each minute at this boosted value use 10 
  minutes of power.
  Typically unarmoured, Assistive Exoskeletons are used to assist 
  people with mobility issues, including elders, people recovering 
  from surgery, and people from lower-gravity environments. 
  Assistive exoskeletons are also used in warehouses, hospitals, 
  and some types of manual labour. They are also occasionally 
  used with battlesuits to carry some of the load of the heavy 
  armour.
  Assistive exoskeletons have between two and four hours of 
  power, though additional battery packs can be added to increase 
  their duration. A heavily-loaded exoskeleton, like on a battle suit, 
  may have only half that duration. 
  The column listed as Battlesuit is the addition to the capabilities 
  of a battlesuit that an assistive exoskeleton  of the TL will provide.
  TL 10
  TL 11
  TL 12
  Battlesuit
  Slots
  2
  3
  4
  +1
  Str Modifier
  0/+1
  0/+2
  +1/3
  +1
  Dex Modifier
  -2
  -1
  0
  -1
  Base Damage
  -
  -
  -
  -
  Max Armour
  N/A
  N/A
  N/A
  +2
  Cost (Lv)
  1,200
  2,000
  3,000
  +4,000
  Speed 
  (Walk/
  Run)
  5/25
  5/25
  6/30
  +1
  Duration
  2 hours
  3 hours
  4 hours
  +2 hours
  Shipping Size
  0.01
  0.01
  0.01
  -
  NEW CHASSIS TYPES
  NEW CHASSIS TYPES
  James Callahan (order #6459923)
  
  6
  hardsuits
  Hardsuits are anthropomorphic powered exoskeletons, capable 
  of augmenting the wearer’s strength. Unlike walkers, they 
  are worn, like a suit, with the legs and arms controlled by the 
  operator through force-feedback controls. Approximately 90% of 
  the power needed to move or lift an object is provided by the suit, 
  with the reminder provided by the operator. Certain upgrades can 
  improve that ratio as well, typically for cargo movers and artillery 
  support suits. However, the force-feedback controls and heavy 
  actuators have a cost, in reaction time and decreased manual 
  dexterity. All hard suits provide effectively unlimited Endurance 
  for purposes of determining fatigue. They are limited only by the 
  duration of their power cells and their operators.
  Though somewhat cumbersome, they are capable of keeping 
  up with conventional infantry in most environments, though all 
  but the very smallest are incapable of entering a conventional 
  residential structure or other light construction building. All too 
  often, in urban situations, hardsuits will often just go through 
  such structures. 
  Aside from heavy infantry, hardsuits are commonly used in 
  construction, emergency responders, hazmat operations, 
  search and rescue, and even police duties. 
   
  Hardsuits can accept any accessory, Slot-based or Mount-Point 
  based. 
  light hardsuits
  Light Hardsuits are seldom seen in military inventories, due to 
  their limited abilities compared to heavier suits. However, with an 
  increase in augmented crime in the Core and the near colonies, 
  police forces are starting to express interest in light-weight suits 
  like this for fast-intervention SWAT teams equipped to handle 
  these sorts of ‘hardened’ criminals 
  TL 10
  TL 11
  TL 12
  Slots
  9
  10
  11
  Str Modifier
  +1
  +2
  +3
  Dex Modifier
  -2
  -1
  0
  Base Damage
  2D
  2D
  2D
  Max Armour
  14
  16
  18
  Cost (Lv)
  5,000
  8,000
  11,000
  Speed 
  5/25
  6/30
  6/30
  Duration
  1 hour
  2 hours
  4 hours
  Shipping Size
  0.07
  0.07
  0.07
  MediuM hardsuits
  The medium-sized hardsuit is a fairly common military choice, 
  due to its combination of carrying capacity, armour, and speed. 
  Unlike the heavy chassis, the medium is able to keep pace with 
  unaugmented infantry, allowing the suit and infantry to effectively 
  support one another in highly-mobile situations.
  Medium suits are usually equipped with heavy support weapons 
  like heavy machineguns, autocannons, and plasma guns, 
  along with missiles and grenade launchers. Many suits also 
  incorporate anti-missile systems, though the common explosive 
  belt anti-missile system is dangerous when operating with close-
  supporting infantry.
  TL 10
  TL 11
  TL 12
  Slots
  12
  14
  16
  Str Modifier
  +2
  +3
  +4
  Dex Modifier
  -3
  -2
  -1
  Base Damage
  2D
  2D
  2D
  Max Armour
  18
  20
  22
  Cost (Lv)
  20,000
  25,000
  30,000
  Speed 
  4/20
  5/25
  6/30
  Duration
  2 hours
  4 hours
  6 hours
  Shipping Size
  0.1
  0.1
  0.1
  heavy hardsuits
  Due to their slow speed and mass, heavy suits are uncommon 
  on the modern battlefield, and are more likely to be found behind 
  the lines in load-carrying and artillery support roles. They can 
  sometimes be found in assault roles, carrying heavy weapons 
  and anti-missile systems in support of the main force. 
  TL 10
  TL 11
  TL 12
  Slots
  17
  20
  23
  Str Modifier
  +3
  +4
  +5
  Dex Modifier
  -4
  -3
  -2
  Base Damage
  3D
  3D
  3D
  Max Armour
  22
  24
  26
  Cost (Lv)
  50,000
  60,000
  70,000
  Speed 
  3/15
  4/20
  5/25
  Duration
  3 hours
  5 hours
  7 hours
  Shipping Size
  0.15
  0.15
  0.15
  James Callahan (order #6459923)
  
  7
  CoMBat Walkers
  The vehicle design system includes Light and Heavy Walkers, 
  with sizes down to only 1 Space, just barely able to accept a 
  single crew member. Even then, they are larger and far less 
  capable, than hardsuits. Most Ultra-Light walkers consist of a 
  pod carried atop two chicken-like legs. Much rarer is a walker 
  that uses four or more legs, which are normally found only in 
  civilian use.
  This sequence presents Ultra-Light Walkers, which use 
  computer-controlled legs to walk, rather than force-feedback-
  actuated limbs. They are otherwise treated like the other suits 
  described here, using Slots and Mount Points for expansion 
  rather than Spaces. While they do not have the ability to 
  manipulate the environment, save through relatively-clumsy 
  remote manipulators, they can mount turrets as a type of Mount 
  Point, unlike humanoid suits. Such turrets can either be mounted 
  on top of the pod, or else under the ‘chin’ at the front of the pod. 
  Ultra-light walkers are somewhat more stable than the humanoid 
  types, and can typically carry heavier weaponry.
  Combat walkers are available in Light and Medium sizes, while a 
  Heavy would be equivalent to a multi-Space Vehicle.
  While these light-weight vehicles are sometimes used in non-
  combat roles, like racing, the most common use for them is 
  military. In civilian roles, the more robust vehicular walkers are 
  preferred.
  As computer-controlled vehicles, walkers do not have either 
  a STR or DEX characteristic, unless they have some sort of 
  manipulator arms. Both Light and Medium combat walkers have 
  the equivalent of +1 Agility in vehicle terms. Walkers suffer from 
  an Initiative penalty of -2 for Light Walkers, and -3 for Medium 
  Walkers, when facing vehicles or other powered armour. 
  light CoMBat Walker
  The light chassis is still larger than most hardsuits, which 
  accounts for the greater cost and greater expansion capabilities. 
  More than capable of keeping pace with conventional infantry, 
  light combat walkers are often used to carry spare ammunition 
  and equipment for the infantry accompanying it. Along with 
  these spares, though, they will also carry an assortment of 
  heavy weapons. 
  TL 10
  TL 11
  TL 12
  Slots
  16
  18
  20
  Str Modifier
  N/A
  N/A
  N/A
  Dex Modifier
  N/A
  N/A
  N/A
  Base Damage
  -
  -
  -
  Max Armour
  18
  20
  22
  Cost (Lv)
  6,000
  8,000
  10,000
  Speed 
  8
  10
  12
  Duration
  4 hours
  6 hours
  8 hours
  Shipping Size
  0.5
  0.5
  0.5
  MediuM CoMBat Walker
  The medium chassis is slower but more capable than the light 
  chassis. When accompanying conventional infantry, medium 
  combat walkers usually provide support with a variety of heavy 
  weapons. 
  TL 10
  TL 11
  TL 12
  Slots
  20
  22
  24
  Str Modifier
  N/A
  N/A
  N/A
  Dex Modifier
  N/A
  N/A
  N/A
  Base Damage
  -
  -
  -
  Max Armour
  22
  24
  26
  Cost (Lv)
  10,000
  15,000
  20,000
  Speed 
  6
  8
  10
  Duration
  4 hours
  6 hours
  8 hours
  Shipping Size
  0.8
  0.8
  0.8
  James Callahan (order #6459923)
  
  8
  slots
  Equipment slots are available space for mounting modifications, 
  equipment and small arms. Heavy weapons have to be either 
  carried or installed on Mount Points. 
  An equipment Slot is approximately the same size as a shoe 
  box. Pistols take one Slot, SMGs and carbines 2 Slots, and rifles 
  3 Slots.
  Slot weapons are interchangeable but it require the services 
  of an armourer (with Mechanic-1) to do the change. Normal 
  weapons cannot be placed into a Slot without an extensive 
  amount of work, typically costing up to 50% of the value of the 
  weapon. 
  ArmPacks and BodyPacks
  ArmPacks and BodyPacks are modular tools and devices first 
  manufactured by the French Arms giant Fusilé a Trois. Battlesuits, 
  hardsuits and even walkers can be designed to accommodate 
  Pack devices, allowing weapons and equipment to be quickly 
  swapped out depending on mission requirements. Pack devices 
  use Slots, just like every other modification. ArmPacks can have 
  two Slots, while BodyPacks can have up to four. The size of 
  a Pack mount has to be specified at time of construction, and 
  is fixed for that suit without substantial reconstruction. A Pack 
  mount costs Lv500 per Slot devoted to the Pack, so if a suit 
  devotes 4 Slots to 2 Packs, the cost is Lv2000.
  If the Slot is configured to accept Packs, however, they can be 
  interchanged in the field with a minimal amount of effort.
  Mount Points
  In addition to Slots, powered suits and walkers may also mount 
  heavy weapons in Mount Points. Mount Points are areas of a 
  suit that can be locked and stabilised to withstand the recoil of 
  a heavy weapon.
  Mount Points allow vehicle-scale heavy weapons to be used on 
  a suit or walker. Each Space of heavy weapons on a vehicle 
  requires eight Slots on a hardsuit or combat walker. A 1 Space 
  weapon can be arm-mounted, taking up the entire arm. A 2 Space 
  weapon can be shoulder mounted, while 3 Space weapons have 
  to be back-mounted. Back-mounted either fire vertically, or the 
  suit has to incline itself to fire the weapon in the direction of the 
  target. Heavy weapons of this size are more commonly mounted 
  on walkers than on hardsuits.
  Mount Point weapons cannot be fired in the same round that a 
  hardsuit has moved, unless they are turreted, where they can be 
  fired if the unit moves, subject to weapon stabilisation just like 
  any other vehicle.
  A turret costs Lv10,000, plus 20% of the cost of the weapons 
  installed in it, and uses 1 Slot in addition to the Slots required 
  by the weapons. A walker can have up to 50% of its total Slots 
  in turrets, and up to two turrets. Turrets are either located on the 
  walker’s ventral surface, or front dorsal, on the pod’s ‘chin’.
  Carried WeaPons
  In addition to weapons in Slots or on Mount Points, a hardsuit 
  can also carry weapons, much as a soldier carries an assault 
  rifle. Combat walkers, on the other hand, must use weapons in 
  Slots or on Mount Points. Even if they have arms, the arms are 
  typically unsuited to carrying and firing weapons.
  Battlesuits, whether or not they are unaugmented, can use any 
  standard infantry weapon. Light hardsuits can use adapted 
  handguns and submachineguns, and any long arm without 
  modification. These adaptions usually involve enlarging or 
  removing the trigger guard, and changes to make the action 
  easier for the suit’s large hands to cycle. Medium and heavy 
  hardsuits, on the other hand, can only use small arms that have 
  been modified for their use, and typically cannont use handguns 
  that are not purpose-built for use by a hardsuit. If the trigger 
  guard is removed, it is occasionally possible for these heavier 
  suits to use otherwise unmodified small arms, but with DM-1 for 
  medium suits and DM-2 for heavy suits.
  Weapons have a STR listed in the Weapon Table. This is 
  the minimum required strength for that weapon, either by an 
  unaugmented character, or by the suit. For every point below 
  the minimum, there is DM-1 to fire the weapon, and at DM-3, the 
  weapon cannot be fired at all.
  oPtional rules: 
  slot distriBution
  In order to keep things simple, Slot distribution is normally 
  not an issue, in much the same way hit locations are not 
  an issues. However, those desiring a little added realism, 
  and complexity, can make use of location-specific Slot 
  Distribution. In some cases, rounding can increase the 
  available Slots, as each location must have at least 1 full 
  Slot. Note that legs receives a disproportionately-smaller 
  number of slots, as they are ill-suited to hold most 
  weapons and equipment. This table is used for Hardsuits 
  and Battlesuits only.
  Location
  % of Slots
  Minimum
  Head
  10%
  1
  Torso
  40%
  3
  Right Arm
  15%
  2
  Left Arm
  15%
  2
  Right Leg
  10%
  1
  Left Leg
  10%
  1
  James Callahan (order #6459923)
  
  9
  The following items are modifications used with hardsuits, 
  walkers, and assistive exoskeletons, as appropriate.
  PerForManCe ModiFiCations
  Strength 
  Increase 
  (Hardsuits 
  and 
  Assistive 
  Exoskeletons only)
  Strength can be increased by +1, at a cost of 10% of the Base 
  Cost. This may be done up to ten times.
  Extended 
  Duration 
  (Hardsuits, 
  Assistive 
  Exoskeletons and Walkers)
  This adds additional power cells to the suit. Every 50% increase 
  in duration costs Lv10,000 and uses one Slot. This cannot be 
  used on the same unit as Decreased Duration.
  Decreased 
  Duration 
  (Hardsuits, 
  Assistive 
  Exoskeletons and Walkers)
  Decreased duration uses smaller or lower-powered power cells 
  to save cost. Each 10% decrease in Duration reduces the Base 
  Cost by Lv5,000. This cannot be used on the same unit as 
  Extended Duration.
  Increased Speed (Hardsuits, Assistive Exoskeletons 
  and Walkers)
  The maximum speed of hardsuits and walkers can be increased. 
  For every 10% increase in Speed, increase the cost by 25% of 
  Base Cost. There is a limit to how much speed can be increased 
  by, based on suit type and TL.
  Armour Type
  TL 10
  TL 11
  TL 12
  Assistive Exoskeleton
  N/A
  +10%
  +15%
  Light Hardsuit
  +10%
  +15%
  +20%
  Medium Hardsuit
  N/A
  +10%
  +20%
  Heavy Hardsuit
  N/A
  N/A
  +10%
  Light Walker
  +20%
  +30%
  +40%
  Medium Walker
  +10%
  +20%
  +30%
  Decreased 
  Speed 
  (Hardsuits, 
  Assistive 
  Exoskeletons and Walkers)
  Speed can also be decreased. For each 33% decrease in 
  Speed, decrease Base Cost by 25%. Minimum speed for all unit 
  types is 1
  Enhanced Manoeuvrability (Hardsuits, Assistive 
  Exoskeletons and Walkers)
  Each point of Dex penalty can be removed at a cost of 50% of 
  the Base Cost. This can reduce the Dex penalty to 0 but cannot 
  add a bonus. 
  Lowered Manoeuvrability (Any)
  Lowering manoeuvrability can either increase the Maximum 
  Armour permitted or, as here, reduce the price of the unit. Each 
  point of Dex penalty taken, to a maximum of -3, will reduce the 
  Base Cost of the suit by 10%.
  environMental systeMs
  Nuclear. Bacteriological, and Chemical (NBC) 
  Protection
  NBC protection is an over-pressure and filtration system designed 
  to allow the suit is operate in toxicological environments. NBC 
  Protection uses 1 Slot and costs 5% of the Base Cost, with a 
  minimum cost of Lv10,000
  Extended Life Support
  Extended Life Support provides complete life support, including 
  food, water, waste collection and recycling for up to 72 hours. 
  Extended Life Support uses two Slots and costs 10% of the 
  Base Cost. Duration is dependent on power and a supply of 
  filters and bottled oxygen.
  Corrosive Environment Protection
  This coating provides effectively unlimited protection in a 
  corrosive environment. It is integral, costs 25% of the Base Cost 
  and requires no Spaces. 
  Insidious Environment Protection
  Suits can be designed to be resistant to Insidious atmospheres. 
  Insidious Environment Protection will provide protection for 72 
  hours before it starts to degrade, at the rate of one point of 
  Armour per hour. Insidious Environment Protection costs 100% 
  of the Base Cost of the suit, as every component has to be 
  protected. 
  Vacuum Protection
  Vacuum Protection Effectively makes a hardsuit, battlesuit or 
  walker into a spacesuit. Extended life support is still required, 
  MODIFICATIONS AND EQUIPMENT
  MODIFICATIONS AND EQUIPMENT
  James Callahan (order #6459923)
  
  10
  on top of the vacuum protection. Vacuum protection takes 1 Slot 
  and costs 50% of the Base Cost.
  Oxygen Bottles
  Hardsuits and battlesuits require bottled oxygen in addition to the 
  extended life support system. Each air bottle provides 2 hours 
  of oxygen. With the scrubbers in the extended life support pack, 
  this can be extended to 4 hours. 2 Slots and Lv800 per bottle.
  eleCtroniCs
  Computer
  All hardsuits and combat walkers have a computer to run the suit 
  or vehicle itself. This is factored into the cost of the unit. They, 
  along with battlesuits, can also be equipped with a computer to 
  perform ancillary functions. The primary value of a computer is 
  to interface with other systems on the suit and run applications 
  to support and enhance these functions. Computers use the 
  rules from page 92 of the Traveller Core Rulebook.
  In 2300AD, computers are treated as being two TLs higher than 
  would otherwise be the case. So a TL 12 hardsuit would use a 
  TL14 computer.
  Typical Expert System skills includes Sensors and Recon, to 
  assist in spotting targets. At TL 12 and higher, an Expert system 
  on an onboard computer can take control of the suit even if the 
  operator is dead or incapacitated. It generally is not so well-
  known that such an Expert system can potentially also take 
  control of the suit even if the operator is conscious and resisting.
  TL
  Computer/Power
  Slots
  Cost (Lv)
  12 (10)
  Computer/3
  1
  1,000
  13 (11)
  Computer/4
  1
  1,500
  14 (12)
  Computer/6
  0
  5,000
  Neural Jacks
  Neural jacks are not required to operate any kind of suit or combat 
  walker. They can only be incorporated into a design at TL12 and 
  higher, and increase the Base Cost of the suit or walker by 10%. 
  They can be incorporated into battlesuits, but only give some 
  sort of bonus if the suit has an assistive exoskeleton.
  Neural Jacks provide DM+1 to initiative checks and any Combat 
  Walker-related skill check. They do not provide any other sort 
  of bonus.
  Laser Designators
  Laser designators are used to ‘mark’ targets for smart missiles. 
  While some missiles require the laser to paint the target until 
  impact, more sophisticated models can remember the painted 
  target and continue to home in. A laser designator requires 1 
  Slot, and costs Lv200.
  Navigation
  These are enhanced tools for making your way through the 
  world. There are three different categories of navigation systems; 
  Basic, Standard and Advanced.
  Type
  TL
  Slots
  Navigation DM
  Cost (Lv)
  Basic
  5
  1
  +1
  2,000
  Standard
  9
  2
  +2
  10,000
  Advanced
  12
  3
  +3
  50,000
  Communications
  Most communications use electromagnetic radiation, whether in 
  the form of radio, lasers or masers. 
  Basic communicators are first available at TL 4, have a range 
  of Distant, and cost Lv1,000. They can support Boosted Range.
  Standard communicators are first available at TL7, have a range 
  of Very Distant, and cost Lv2,000. They can support Boosted 
  Range, Satellite Uplink and Encryption.
  Advanced communicators are first available at TL 10, have a 
  range of Extreme, and cost Lv4,000. They can support all options.
  Type
  TL
  Range
  Slots
  Cost (Lv)
  Basic
  4
  Dist
  1
  1,000
  Standard
  7
  Very Distant
  2
  2,000
  Advanced
  10
  Continental
  3
  4,000
  Communications Modifications
  Modification
  TL
  Range
  Slots
  Cost
  Boosted Range
  4
  +1 Range 
  band
  +1
  x2 per Range 
  band
  Tightbeam
  9
  —
  +1
  x3
  Uplink
  7
  Orbital
  +2
  x3
  Encrypted
  9
  —
  —
  x2
  Boosted Range
  Each additional range band desired doubles the cost of the 
  communicator.
  Tightbeam 
  Tightbeam uses a laser or maser to precisely aim the signal so 
  it cannot be intercepted.
  Satellite Uplink
  This allows a communications system to communicate with a 
  satellite or ship in orbit. It includes the necessary tracking equipment 
  to stay locked on and is often combined with a tight-beam system.
  James Callahan (order #6459923)
  
  11
  Encrypted
  At the same Tech Level, Encrypted communications are 
  Formidable to crack. Tech Level difference represents a DM, 
  depending on whether the reading equipment is from a higher 
  or lower tech. So, if invading TL 15 Imperial marines intercept a 
  TL12 encrypted communiqué from insurgent forces, they have 
  DM+3 to decode it. If those insurgents managed to intercept an 
  encrypted TL15 transmission, they would have DM-3 on their 
  roll to decode it.
  Electronic Countermeasures 
  Like most electronics and their counter-measures, the relative 
  Tech Levels are critically important. Basic communications 
  and sensors are relatively easy to intercept and/or jam, while 
  Standard and Advanced become increasingly more difficult. 
  Tightbeam communications cannot be intercepted, save by pure 
  luck, but they can be jammed. TL difference is a negative or 
  positive DM in all attempts to jam communications
  Countermeasures 
  Type
  TL
  Range
  Slots
  Bonus
  Cost (Lv)
  Basic
  8
  Long
  1
  +1
  10,000
  Standard
  11
  Distant
  2
  +2
  20,000
  Advanced
  14
  Very 
  Distant
  4
  +3
  40,000
  Countermeasures Skill Checks
  Sensor/Comm 
  Class
  Basic
  Standard
  Advanced
  Task
  Difficult
  Hard
  Impossible
  Sensors
  Hardsuits and Ultra-light Walker Chassis types come with some 
  manner of visual sensors, usually an array of redundant cameras 
  on the exterior of the vehicle or suit. Battlesuits and assistive 
  exoskeletons do not come with such sensors, and instead rely 
  on the operator’s unaugmented vision. Either can be enhanced 
  by the additional of upgrades and add-ons to the visual sensor 
  system.
  Other sensors are available, including ground-penetrating radar, 
  radiation detectors, chemscanners and magnetic anomaly 
  detectors. The base Tech Level for all sensors is TL8. 
  Standard Sensors
  Using a combination of active and passive electromagnetic 
  sensors, the standard packages provide effective sensor 
  coverage out to the listed range. When used in active mode, 
  sensors are detectable by passive sensors at up to twice the 
  listed range. Passive sensors are more subtle, but not as 
  effective, giving DM-2 to Sensor Skills checks. 
  Sensors are rated within their Tech Level. The difference in TL 
  is used as a positive or negative DM. This is in addition to any 
  effects from Stealth.
  Class
  Bonus
  Slots
  Range
  Cost (Lv)
  Basic
  +0
  1
  Long
  10,000
  Standard
  +1
  2
  Very Long
  20,000
  Advanced
  +1
  3
  Distant
  35,000
  Underwater Sensors
  Class
  Bonus
  Slots
  Range
  Cost (Lv)
  Basic
  +1
  1
  Long
  5,000
  Standard
  +2
  2
  Very Long
  15,000
  Advanced
  +3
  3
  Distant
  25,000
  The basic Tech Level for underwater sensors is also 8 and they 
  have the same modifications as standard sensors. Surface 
  sensors cannot be used underwater, and vice versa.
  Modifying Sensors
  The following items can be used to modify sensors.
  Range Increase: Sensor range can be increased at a cost of 
  doubling the sensor’s cost for every additional Range Band 
  desired.
  Sensory Extensions: A boom mount (often called ‘rabbit ears’) 
  is available for video and audio sensors, allowing the suit to 
  peek around corners without exposing itself to fire. Uses one 
  Slot, and costs Lv1,000.
  Enhanced Visual Sensors: These sensors add low-light, 
  telescopic optics and thermal imaging to a suit’s capabilities. 
  They take up no Slots, and cost Lv15,000. These can be added 
  to battlesuits and assistive exoskeletons as well.
  Enhanced Audio Sensors: These sensors add high and low-
  frequency hearings, audio enhancement and, when required, 
  audio dampening to a suit. They take up no Slots, and cost 
  Lv7,000.
  Magnetic Anomaly Detectors: Magnetic Anomaly Detectors 
  (MAD) sensors detect unusual level of magnetism or magnetic 
  objects. Such sensors can detect the ‘spike’ of a gauss weapon or 
  plasma gun firing, hidden ferromagnetic materials, and artificial 
  magnetic fields. MAD sensors can detect a gauss rifle firing 
  from 100 metres, a plasma gun from 500 metres, and a mass 
  driver cannon from 5000 metres. Range to detect ferromagnetic 
  materials is approximately 10 metres per kilogram, with larger 
  objects detectable from further away, with a maximum range of 
  about 5,000 metres (Very Distant). MAD sensors are Lv1,000, 
  and take up 1 Slot.
  James Callahan (order #6459923)
  
  12
  Radiation Detector: Radiation detectors detect radiation 
  sources higher than the current background level, and typically 
  have to be calibrated from world to world (needing an Average 
  Sensors check). Their size is negligible, and they cost Lv1,000.
  Chemscanner: The chemscanner in normal operation uses 
  its air intake to sample the surrounding atmosphere and test it 
  for the presence of a variety of chemicals, including biological 
  materials and chemical weapons. It does this on a more-or-less 
  continuous basis. It can also scan small samples loaded into 
  it, which takes about 5 minutes. This can identify any known 
  material, and adds DM+2 to any attempt to determine what an 
  unknown material is. It is usually mated with an expert system 
  running on the hardsuit or walker’s computer. Together, these 
  two components can reliably analyse just about anything. As the 
  testing of samples is destructive, it cannot always determine the 
  makeup of any substance. The chemscanner takes up 2 Slots, 
  and cost Lv10,000.
  Ground-Penetrating Radar (Hardsuits and Walkers only): 
  This sensor system uses high-frequency radio waves to achieve 
  high-resolution images up to up to 10 metres underground under 
  ideal circumstances, though in damp terrain this can be reduced 
  to a metre or less. With hardsuits and walkers, this sensor is 
  usually used by civilian scouts and prospectors, along with 
  search and rescue teams. In military use, ground-penetrating 
  radar is used to search for mines and other explosives, and also 
  in emergency situations to aid in rescue and recovery efforts. 
  Ground penetrating radar is mounted in the legs of suits and 
  walkers, and takes up 2 Slots. Cost for the system is Lv2,500.
  stealth and CaMouFlage
  Stealth 
  Stealth is the art of rendering a suit of armour undetectable to 
  sensors.
   
  The listed bonus is applied against sensors of the same Tech 
  Level. Cost is based on the Base Cost.
  Stealth Class
  Stealth Bonus
  Cost
  I
  +1
  200%
  II
  +2
  400%
  III
  +3
  600%
  Basic Camo
  Shatter-pattern paint scheme in colours designed to help blend 
  into the local environment. This adds DM+1 to Stealth checks, 
  and costs Lv500.
  IR Camo (TL8)
  IR camo selectively bleeds the suit’s temperature to match 
  background levels. It does not work in vacuum environments. 
  This adds DM+2 to Stealth checks vs. heat-seeking and IR 
  sensors, and costs Lv25,000.
  Active Camo (TL10)
  Active camo allows a choice of camo patterns and colours, and 
  instantly changes the suit’s surface to match. This adds DM+2 
  to Stealth checks, and costs Lv10,000. This bonus is reduced to 
  DM+1 if the suit is not standing still.
  Thermoptic Camouflage (TL12)
  Thermoptic camouflage turns the entire surface of the suit into 
  a display surface that mimics its surroundings. The System also 
  incorporates a thermal system that accomplishes the same 
  thing for the suits heat signature. Use of the thermoptic system 
  gives DM+4 to Stealth checks as long as the suit stands still. If 
  it attempts to move, then the bonus is only DM+2. Thermoptic 
  camouflage costs Lv50,000 for battlesuits, and Lv75,000 for 
  hardsuits. It can only be used on small hardsuits, and cannot be 
  used at all on combat walkers.
  Sonic Suppresser (TL10)
  An active system that constantly monitors the sounds being 
  made by the suit and broadcasts sound waves in direct 
  opposition, in order to cancel them out. Takes up one Space. It 
  costs Lv20,000, and adds DM+2 to Stealth checks. 
  deFenCes
  Anti-missile Systems
  Missiles, rockets and launched grenades are a nightmare to battle 
  dress. While the suits have enough armour to withstand small-
  arms attacks, the concentrated firepower of explosive weapons 
  can often crack many suits, making them an effective equaliser.
  To combat this threat, a variety of anti-missile systems have 
  been developed. They are often used in concert.
  These systems will negate an incoming missile, rocket, launched 
  grenade or mortar round on a roll of 8+. Some systems have 
  Target DMs that modify this, and every system will suffer DM-1 
  for every additional target it is forced to engage in each round.
  Explosive Belt (TL 8)
  An Explosive Belt system is an array of explosive mine blocks 
  attached to the exterior of the battle dress. This system uses the 
  hardsuit or walker’ sensor system to detect incoming warheads. 
  They detonate an outward-facing charge loaded with hundreds 
  of small steel and ceramic buck shot. The explosive belt can 
  also be detonated manually, often for defence against infantry 
  in close quarters. In such cases, the Explosive Belt causes 4D 
  damage up to Short Range and is treated like a giant shotgun. 
  The belt can target any threat fired from Short Range or longer.
  The Explosive Belt costs Lv5,000, and reloads cost Lv400 per 
  shot. It uses 1 Slot.
  James Callahan (order #6459923)
  
  13
  Damage
  Shots
  Target DM
  4D
  5
  +0
  Laser Anti-Missile System (TL10)
  Laser-based anti-missile systems is available at TL 12, and 
  uses a relatively low-powered laser to damage or destroy 
  the seeker heads of missiles, sending them off-course. It is 
  only effective against guided weapons and smart weapons. It 
  cannot engage anything fired from Short Range or closer. The 
  Laser Anti-Missile System takes up 1 Mount Point and costs 
  Lv150,000.
  Weapon
  DAM
  DM
  TL10
  —
  +1
  Phalanx Anti-Missile System (TL8)
  This system uses a small-calibre, very high rate of fire minigun 
  to intercept and destroy incoming projectiles. It is first available 
  at TL 8. These systems cannot target anything fired from Short 
  Range or closer. This system takes up 1 Mount Point and costs 
  Lv30,000, while reloads Lv2,000.
  Weapon
  TL
  DAM
  Shots
  DM
  Minigun
  8
  1D
  10
  +0
  Smoke Discharger
  This pack include three smoke dispensers, which can lay down 
  a cloud of thermally-opaque smoke giving DM-2 on all to hit 
  rolls. At TL 7, radar-based targeting renders smoke dischargers 
  largely ineffective. They remain effective against laser weapons, 
  reducing damage by 3D. They use 1 Slot, and cost Lv500 per 
  pack.
  Prismatic Aerosol Dispenser
  Similar to the smoke discharger, the prismatic aerosol dispenser 
  fires a cloud of diamonoid dust, which refracts and breaks up 
  laser fire, including laser designators for smart weapons. This 
  provides DM-2 on all to hit rolls for all laser weapons for D3 
  rounds, including designators. It uses 1 Slot, and costs Lv1,000 
  per pack.
  Chaff Dispenser
  The Chaff dispenser fires a cloud of radar-reflective strips, which 
  confuse active sensors systems and missile guidance systems, 
  giving DM-2 on to hit rolls for all radar-guided missiles for D3 
  rounds. It uses 1 Slot, and costs Lv1,000 for three dischargers.
  MoBility oPtions
  Powered Wheels (TL11)
  This is a set of pop-down powered wheels that give battle dress 
  high mobility on smooth roadways. Powered wheels consume 
  2 Slots and cost Lv10,000. They allow the hardsuit or walker to 
  travel at up to 40 km/h on roads but are unusable off-road, only 
  very flat, smooth terrain.
   
  Parachute  (Any)
  The Parachute is a simple harness and deployment system 
  for a large canopy capable of supporting the weight of a suit or 
  walker. It takes 3 Slots. Lv4,000.
  Swimmer System 
  The swimmer system allows a hardsuit or combat walker to 
  move around unrestricted under water, at speeds up to the suit’s 
  running speed. Life support must be purchased separately. The 
  Swimmer System uses 2 Slots and costs Lv15,000. 
  Safe depth for a hardsuit is 100 metres, while crush depth is 
  250 metres. Safe and crush depths can be improved: Each 50% 
  increase in Safe Depth/Crush Depth costs 100% of the Base 
  Cost of the hardsuit. Walkers have a Safe Depth of 200 metres, 
  with a Crush Depth of 500 metres, and these depths can likewise 
  be improved
  EVA Manoeuvre System
  An EVA system is a small thruster pack attached to a vacuum-
  enabled hardsuit, walker or battlesuit. The controls are integrated 
  into the other controls of the suit, and all the operator has to 
  do is use the included joystick to move in the desired direction, 
  and the system takes care of the rest. For advanced operators, 
  the system can be disengaged and the system controlled 
  manually. This makes the suit or walker less stable, but more 
  manoeuvrable. 
  EVA systems have 100 rounds of propellant available, with 
  a delta-V of 10m per round. They take up 6 Slots, and cost 
  Lv80,000.
  MisCellaneous
  Armoured Coveralls
  Armoured coveralls are only available for hardsuits, and while 
  it provides some additional protection to the suit, the primary 
  function is to keep contaminants and debris out of the complex 
  limb joints. Coveralls provide an additional two points of Armour 
  (which can take the hardsuit above its normal maximum Armour) 
  and cost Lv10,000. They use no Slots.
  Tool Kit
  A set of basic mechanic tools, powered off the suit’s own power 
  supply. This includes screwdrivers, drill, wrench and saw. Uses 
  2 Slots, and costs Lv1800. It is also available in a Pack mount 
  for Lv2000
  James Callahan (order #6459923)
  
  14
  Food and Water
  All suits are assumed to have a small bottle of water accessible 
  to the operator, enough to provide the occasional short drink. 
  Additional supplies can be provided, and one day of food and 
  water take up 1 Slot, and cost Lv500.
  Waste Handling
  As most suits only have short operating times, the provision of 
  waste-handling systems is considered unnecessary. At most, 
  operators might be issued a disposable diaper-type garment, 
  which most will go to great lengths to avoid using.. This diaper 
  can handle urine, but not faeces. It is generally considered 
  usable for trips of up to 4 hours.
  For longer excursions, a type of heavy diaper, called the 
  Maximum Absorbent Garment (MAG), can handle both liquid 
  and solid waste, though can become very uncomfortable after 
  use. The MAG is used for missions of up to 12 hours.
  The stock waste collection system uses a catheter and 
  gekkocotte-fastened faecal collection system. The faecal 
  collection system seldom functions correctly, and is only ever 
  used as a last resort. This system is good for 12 to 24 hours, 
  however.
  Waste Handling
  Item
  Slots
  Mass
  Price
  Standard Diaper
  -
  0.25kg
  Lv5
  MAG
  -
  0.5kg
  Lv20
  Waste Collection
  1
  6kg
  Lv1200
  Manipulators
  Manipulators are used by combat walker operators to manipulate 
  their external environment. These computer-controlled limbs 
  require some training to operate, and are not as dextrous as 
  limbs controlled by force-feedback systems. While similar to 
  the manipulator arms used by their large kin, the limbs used by 
  small walkers are usually of lightweight construction, and are not 
  intended to engage in combat or heavy labour.
  Manipulators have a STR of 5 and a base DEX of 5. They cost 
  Lv10,000 for a pair, and take up two Slots. DEX can be improved 
  to 7 at a cost of Lv5,000 per point.
  Heavy Manipulators
  Heavy Manipulators are more robust, and capable of lifting 
  considerable more weight than standard manipulator arms, but 
  they are even slower and less precise. Base STR is 15, and 
  DEX is 3. They cost Lv20,000 for a pair, and take up 4 slots.
  Crane
  Heavy Hardsuits and Medium Walkers can make use of a crane, 
  which allows the suit to lift up to 500kg. Cranes are used for 
  everything from loading heavy weapons to conducting search 
  and rescue operations. They take up 8 Slots (one Mount Point), 
  and cost Lv5,000.
  Grapple Cannon
  This compressed air cannon can be used to fire grappling hooks, 
  with a line designed to hold up to 2000 kg in normal gravity. 
  A winch is not included, but highly recommended. The grapple 
  cannon takes up 6 Slots, and costs Lv8,000.
  Winch
  A winch with 200 metres of 2,000 kg cable costs Lv1,200, and 
  takes up 3 Slots. The winch can raise or lower its load at the rate 
  of 20 metres per round. 
  Stabilising Leg (Hardsuits and Walkers only)
  The stabiliser is a third ‘leg’ that can fold down to support and 
  stabilise a hardsuit or walker while it is doing heavy lifting, or 
  using a crane or other heavy equipment. Use of the stabilizing 
  leg adds DM+2 to all STR-based Checks by the suit’s operator. 
  The suit itself cannot move while the leg is deployed. The leg 
  takes up 6 Slots, and costs 10% of the base cost of the suit or 
  walker
  Med Pack
  The med pack is an advanced ‘smart’ medical diagnostic and 
  dispensary, which the operator of the suit can use to diagnose 
  and treat others. The operator would have to dismount the suit 
  in order to use the med pack on themselves.
  It contains up to five doses of a variety of drugs and is equipped 
  with an expert system that either gives DM+1 on all Medic 
  checks, or else can operate on its own as if it had Medic-1. It 
  costs Lv5,000, and requires 1 Slot.
  Medikit (TL9)
  This internal medikit provides support and assistance to the 
  wearer. It can diagnose medical emergencies as if it had Medic-2 
  and can heal up to four points of damage instantly, though the 
  effects only last for 1D hours. It takes up one Slot and costs 
  Lv25,000.
  Advanced Medikit (TL12)
  This internal medikit is more effective than the standard model. It 
  can repair up to six points of damage instantly, though the effects 
  only last for 1D hours. It also has the equivalent of Medic-3 for 
  treatment and diagnostic purposes. It takes up one Slot and 
  costs Lv50,000.
  Reflex Booster Technology
  Available only in Japan, the Reflex Booster technology 
  incorporates a learning neural net computer. Momotaro, the 
  developer of the system, is very careful to point out that this 
  neural net system is by no means an artificial intelligence. To 
  receive the bonus, the operator has to work with the same suit 
  for several weeks. A Difficult (-2) Drive (walker), Dex check 
  must then be made The pilot receives a bonus to the suit’s Dex 
  penalty equal to the Effect-3. If the result is greater than 1, then 
  1 point can be added to the wearer’s initiative whenever they are 
  the wearer of that particular suit. The bonus disappears if the 
  James Callahan (order #6459923)
  
  15
  operator uses a different suit, even if they are the same design. 
  Note that this bonus will stack with a neural jack. Ref boosters 
  cost 100% of the Base Cost of the suit, and require 1 Slot.
  Survival Kit (TL11) 
  The survival kit is an emergency kit for use by the operator if they 
  are forced to ditch the suit. It includes a short-range encrypted 
  radio, a small medikit, a couple of spare batteries for the support 
  suit heat/cooler, a pair of shoes to go over the support suit, a 
  compacted set of coveralls, a forage cap, sunglasses, a 9mm 
  pistol with 2 20 round magazines, a flare gun with 4 rounds, 2 
  days of emergency rations, 3 days of water, a survival knife, and 
  a suicide pill. It takes up two Slots, and cost Lv2,000.
  Black Box Recorder
  The Black Box is a small block of high-density memory that 
  captures all sensor, camera, and operator input, including 
  medical sensors. It is used to provide data for after-action 
  analyses, and to assist in operator training. The coin-sized 
  chunk of memory has sufficient space to record all inputs in raw 
  format for up to 48 hours, and costs Lv10. 
  Ammunition Capacities with a * indicates weapons that can be 
  powered off a hardsuit or walker’s internal power supply. Each 
  2D of damage potential requires 1 minute of power, so the F-19, 
  with 6D, requires 3 minutes of power for each shot. 
  Indicated ammunition capacities are for weapons that are carried 
  externally. Mounted weapons can increase their ammunition 
  capacity. Each doubling of the number of slots consumed by the 
  weapon and ammo doubles the ammunition capacity.
  Stracher L100 and LR200: The Stracher L100 pistol and LR200 
  rifle are purpose-built weapons designed for use by hardsuits. 
  They fire the same 12x95 mm ammunition as the older Type-12 
  machinegun.
  Seeker Guns: Seeker Guns fire a 15mm homing rocket. 
  Seekers re-roll a single miss. 
  120mm Mortar: The 120mm mortar is a light artillery piece 
  that is usually used to fire High-Explosive rounds. The weapon 
  requires a third leg to be fired properly, otherwise it has DM-2 to 
  hit. It cannot be fired in the same round the suit or walker moves.
  6mm Railgun: The railgun can engage light armour and 
  aircraft at ranges of up to 10 km. It is very susceptible to minor 
  movements of a suit, and so like the mortar requires a third leg 
  for effective fire. Often called a sniper cannon
  PaCk WeaPons
  ArmPack weapons and tools can be attached to the arms of the 
  suit, but only one per arm. ArmPack devices can only take up a 
  maximum of two Slots. BodyPacks can be mounted anywhere, 
  and in the case of Burst Packs and Ripple Packs. It should be 
  noted whether the Pack points to the front or to the rear. 
  ArmPack Gun Pod: The Gun pod combines a 6.7mm automatic 
  carbine with 4 seeker missiles, and is light enough to be 
  mounted on unpowered suits. This is the standard weapon on 
  the American HULC battlesuit.
  ArmPack Laser Pistol: Laser weapons have the advantage of 
  not requiring ammunition, and instead feed off the suit’s own 
  power cell. Each shot from a laser pistol uses one minute of suit 
  power. If used by unpowered infantry, they require a standard 7 
  Mj FDLMS cell, which provides 35 shots. 
  James Callahan (order #6459923)
  
  16
  WeaPons
  Handheld, Slot and Mount Point Weapons
  The ranges listed below in the tables use the same range bands as mounted weaponry. For weapons used by battle suits, use the 
  standard ranges for personal weapons from the 2300AD Core Rulebook.
  Weapon
  TL
  Cost (Lv)
  Damage
  Auto
  STR
  Slots
  Range
  Magazine
  Stracher P-11m
  9
  350
  4D
  No
  8
  1
  Long
  10
  Stracher M-6
  11
  370
  3D AP
  No
  7
  1
  Long
  22
  Traylor T-50
  11
  700
  3D
  No
  8
  1
  Medium
  40
  Stracher L100 12mm pistol
  10
  1,100
  5D
  No
  10
  1
  Vey Long
  10
  Stracher MP-67
  11
  1,100
  3D AP
  4
  7
  2
  Long
  50
  DunArmCo Close Assault Gun
  10
  1,340
  4D
  4
  9
  3
  Long
  20
  Sk-19
  12
  1,300
  4D SAP
  6
  8
  3
  Distant
  50
  FAM-90
  12
  2,100
  4D+1
  4
  7
  3
  Distant
  40
  FTE-10
  12
  3,000
  6D AP
  No
  10
  4
  Distant
  10
  Type-81 Storm Gun
  11
  1,700
  5D AP
  No
  11
  4
  Distant
  10
  Stracher LR200 12mm assault rifle
  10
  2,200
  5D
  4
  12
  3
  Distant
  30
  MG-7 Machinegun
  9
  800
  3D+1
  6
  8
  3
  Distant
  200
  M-97 Machinegun
  12
  1,400
  4D SAP
  6
  9
  3
  Distant
  200
  Type 381 Machinegun
  10
  800
  3D+3
  4
  9
  3
  Distant
  150
  ArmPack Laser Carbine: Laser Carbines, like laser pistols, 
  do not require ammunition, using the suit’s own power cell. 
  Each shot uses 2 minutes of power from the cell. Unlike 
  ArmPack laser pistols however, ArmPack Carbines cannot be 
  mounted on unpowered suits, even those that use an assistive 
  exoskeleton.
  ArmPack Autoshotgun: The ArmPack autoshotgun can only 
  be used by hardsuits. It is identical in effect to the DunArmCo 
  Close Assault Gun, on page 149 of the 2300AD Core Rulebook.
  Burst Pack: A burst pack is a directional mine mounted on the 
  exterior of a suit. Only hardsuits and combat walkers can use 
  burst packs, as the explosion would maim or kill the operator 
  of even a battlesuit. A burst pack is reloaded by replacing the 
  entire unit.
  Ripple Pack: A Ripple Pack fires a rolling burst of flechettes 
  from a cluster of short barrels. These high-powered flechettes 
  have significant penetration. Though they cannot punch most 
  hardsuits or combat walkers, they can be dangerous to battlesuit 
  or conventional infantry. These weapons can only be mounted 
  on hardsuits and walkers. Ripple packs are typically reloaded 
  by replacing the entire unit, though it is possible to only replace 
  the flechettes and propellant charge. This is usually only done in 
  depots, however, and not in the field. 
  James Callahan (order #6459923)
  
  17
  DunArmCo Mini 12
  10
  900
  5D
  6
  12
  4
  Distant
  100
  Guiscard F-44
  12
  2,500
  4D+1
  8
  11
  4
  Distant
  5000
  DunArmCo M-600
  11
  1,400
  4D AP
  10
  10
  6
  Distant
  1500
  Rorttman LK-1 Laser
  11
  2,500
  4D
  No
  7
  2
  Distant
  30*
  Mueller-Rivera F-19
  12
  2,000
  6D
  No
  7
  2
  Distant
  15*
  A-9 Plasma Gun
  12
  5,000
  8D Destructive
  No
  9
  2
  V. Long
  6
  Kurita Type 21-F Plasma Gunn 
  11
  4,000
  12D Destructive
  No
  10
  3
  Distant
  4
  Quinn-Darlan Mk2A2 Plasma Gun
  12
  6,000
  1D Destructive
  No
  10
  3
  Distant
  10
  Darlan CLP-1A
  11
  27,000
  16D Destructive
  No
  14
  6
  Distant
  10
  Jaschonek A4 Plasma Gun
  12
  16,000
  14D Destructive
  No
  12
  4
  Distant
  5
  Type 17 HEPC
  11
  12,000
  14D Destructive
  No
  14
  4
  Distant
  10
  Quinn M-22 Plasma Bazooka 
  11
  7,500
  10D Destructive
  No
  8
  4
  V. Long
  1
  Flamethrower
  10
  4,000
  3D+6 Flame
  No
  7
  3
  Long
  25
  Stun Carbine
  11
  600
  Special
  No
  6
  2
  Long
  15
  Disposable Rocket Launcher
  9
  600
  7D AP
  No
  6
  2
  Distant
  1
  Mortar, Light
  10
  1,200
  7D
  No
  10
  4
  Distant
  3
  Grenade Launcher
  10
  1,000
  6D
  No
  8
  3
  Distant
  6
  Automatic Grenade Launcher
  11
  2,500
  6D
  4
  11
  4
  Distant
  50
  Recoilless Rifle, 80mm
  10
  900
  9D AP
  No
  8
  3
  Distant
  3
  RPG Launcher
  10
  500
  8D AP
  No
  7
  3
  Distant
  1
  Antichar-14
  12
  6,000
  8D SAP
  No
  7
  3
  Distant
  1
  Panzerfaust 93
  12
  9,000
  9D SAP
  No
  7
  3
  Distant
  1
  Martel
  12
  8,000
  7D
  No
  7
  3
  Extreme
  1
  Hornisse-4
  11
  21,000
  9D
  No
  7
  4
  Extreme
  1
  Seeker Missile
  12
  3,000
  4D
  No
  5
  1
  Distant
  4
  Supercav Microtorp
  11
  2,000
  5D AP
  No
  8
  3
  Distant
  2
  20mm Autocannon
  11
  1,000
  6D AP
  4
  14
  8
  Distant
  400
  30mm Autocannon
  10
  3,000
  7D AP
  6
  16
  16
  Distant
  400
  6mm railgun
  12
  9,000
  8D SAP
  No
  15
  10
  Very Distant 20
  120mm mortar
  10
  12,000
  10D
  No
  16
  16
  Very Distant 3
  Rocket Pod
  6
  10,000
  6D
  4
  18
  16
  Distant
  8
  Weapon
  TL
  Cost (Lv)
  Damage
  Auto
  STR
  Slots
  Range
  Magazine
  James Callahan (order #6459923)
  
  18
  FranCe
  BH-12 Hardsuit
  Though it was a long time coming, the Central Asian War 
  nonetheless took military observers by surprise; not so much 
  that the war happened, but that it happened when it did, and 
  that it got so large, so quickly, involving nations from across the 
  Eurasian continent. It is the closest thing humanity has had to a 
  world war since Twilight. 
  Like many such wars, the CAW became the testing ground for 
  number of technologies that were barely past the prototype 
  stage. High-mobility hovertanks, combat robots, and hardsuits 
  were the biggest innovations to come out of that war. The first 
  hardsuit to see action was the French-built BH-12, an armoured 
  exoskeleton that carried an autocannon and magazine-fed 
  rocket-propelled grenade launcher. It was used in support of 
  ground troops in the vicious house-to-house clearing actions of 
  the latter part of the war. Lightly armoured compared to modern 
  walkers, the BH-12 was nonetheless proof against small arms 
  and even heavy machineguns, though armour-piercing rounds 
  from autocannons and similar weapons could still defeat it.
  Lessons learned from the BH-12 fed French design and 
  innovation on the next generation of combat walkers, including 
  the current BH-21.
  The BH-12 was never manufactured in large numbers, and 
  with the advent of the BH-21, the design was declared surplus 
  BATTLESUITS, HARDSUITS AND WALKERS
  BATTLESUITS, HARDSUITS AND WALKERS
  TL
  10
  Slots
  12/0
  STR Modifier
  +2
  DEX Modifier
  -2
  Base Damage
  2d6
  Armour
  14
  Duration
  2 hours
  Cost
  Lv42,500
  Speed
  4/20
  Shipping Size
  0.15 tons
  Modifications: Basic Camouflage, Basic Communications 
  (Encrypted), Basic Navigation (+1), Basic Sensors (+0)
  Armament: Carried 20mm Autocannon, Recoilless Rifle 
  with 3 reloads on shoulder Mount Point
  before the end of the War. Many were scrapped, but most were 
  transferred to colony police and militia services, as a sort of one-
  person SWAT team. Texas purchased a number as training units 
  in 2295, as they had just signed a deal with France to purchase 
  80 of the newer BH-21s. In this role it is usually equipped with a 
  large-calibre sniper rifle and a machinegun. A few frames were 
  even made available for the civilian market, with their armour 
  stripped off and weapon links removed. These frames can be 
  found for Lv20,000 or less on the open market.
  James Callahan (order #6459923)
  
  19
  BH-21 Hardsuit
  The BH-21 is a French-made hardsuit, licensed-built across French-
  allied nations. It first debuted during the final years of the Central 
  Asian War, a response to the poor showing of the BH-12 hardsuit.. 
  The BH-21’s powerful limb motors are slaved to the pilot’s 
  movements, and has an internal monitor that can expand up to 
  a 360-degree view of the surrounding area. The operator has 
  heavy NBC filters to provide clean air, and the suit is equipped 
  with a variety of weapons and Slot points, with a plasma gun in 
  the left arm.
  In addition to the Mk4-A3 PGCW on the left arm, typical weapons 
  load-out includes either a DunArmCo 9mm rotary gun on the 
  right shoulder, or a drone mount or a point-defense weapon on 
  the left shoulder. 
  TL
  11
  Slots
  18/2
  STR Modifier
  +4
  DEX Modifier
  -3
  Armour
  22
  Duration
  15 hours
  Cost
  Lv147,150
  Speed
  4/20
  Shipping Size
  0.15 tons
  Modifications:  Basic Sensors (+0), Basic Commo, 
  Basic Navigation, Rad Sensors, NBC Protection, Smoke 
  Discharger (6 reloads), Prismatic Aerosol Discharger (6 
  reloads), Enhanced Visual Sensors, Enhanced Audio 
  Sensors, Increased Duration (+40,000), Survival Pack, 
  Food/Water Pack
  Armament: PGMP Mk2A3 in left arm, 9mm Gatling on 
  right shoulder, 
  Defences: Belt-based Anti-missile system
  James Callahan (order #6459923)
  
  20
  gerMany
  Kz-7 (Kampfanzug-7) Hardsuit
  The Kz-7 Combat Walker was developed by Hanover toward 
  the end of the War of German Reunification in preparation for 
  an invasion of France, an invasion that France halted at the 
  Somme, suing for peace and accepting the reunification of the 
  previously separate German states. Intended as a response to 
  the French BH-21 Combat Walker, the Kz-7 was made much 
  stronger and more flexible.
  The Kz-7’s plasma gun was mounted on the walker’s shoulder 
  in order to have its considerable recoil nearer the suit’s center 
  of balance than if the weapon had been mounted on an arm. As 
  well, extra armament was included on the walker in the form of a 
  laser in the suit’s right arm.
  The laser can be used against soft-skinned targets, saving 
  the plasma gun’s limited ammunition for hard targets. There 
  is currently only one model of Kz-7 Combat Walker, and given 
  the emphasis on mobility, it is unlikely that any variants will be 
  created with the bulky equipment needed for use in space
  TL
  12
  Slots
  20/4
  STR Modifier
  +7
  DEX Modifier
  -2
  Armour
  20
  Duration
  7 hours
  Cost
  Lv238,500
  Speed
  2/25
  Shipping Size
  0.15 tons
  Modifications: 
  Increased 
  Strength 
  (+2), 
  Basic 
  Camouflage, NBC Protection, IR Camo, Enhanced Visual 
  Sensors, Enhanced Audio Sensors, Standard Sensors 
  (+1), Standard Nav (+2), Standard Comm with encryption, 
  Waste Handling, Food/Water, Computer/3
  Armament: A-4 Plasma Gun in Shoulder Mount Point, 35-
  01 laser carbine in left arm
  Defences: Explosive Anti-Missile System, 3 Prismatic 
  Aerosol Dispensers
  TL
  12
  Slots
  10/6
  STR Modifier
  0
  DEX Modifier
  0
  Armour
  10
  Duration
  6 hours
  Cost
  Lv15,000
  Speed
  6/30
  Shipping Size
  0.05 tons
  Modifications: NBC protection, Basic Communications 
  with Encryption, Laser Designator, Computer/1, 
  Armament: None integral, typically a carried FAM-90
  Gabarit-20 AE Battlesuit
  The Gabarit (Build) 20 battlesuit was one of the last procurements 
  undertaken by the military dictatorship before they were forced 
  to step down in the wake of the War of German Independence. 
  The concept was to create a non-augmented battlesuit that 
  was inexpensive enough for use by line infantry. While the 
  Gabarit-20 failed in this task, it did introduce some innovations, 
  and continues to be used by French colonial troops in a hard 
  assault role. The battlesuit’s low-mass and NBC protection 
  make it a good choice for soldiers assaulting Kaefer burrows 
  on Aurore, even if the protection is less than ideal. Powered-
  assisted suits are often too bulky for this role, and hardsuits and 
  combat walkers are too big and slow for the task. 
  James Callahan (order #6459923)
  
  21
  Drachenzahn (Dragon’s Tooth) Battlesuit
  First used with the GPz-9 Infantry Fighting Vehicle, the 
  Drachenzahn battlesuit is a heavy, unaugmented suit used in 
  lightning raids. Combat endurance is low for operators of these 
  suits, usually only a few hours. The GPz-9 contains support and 
  ammunition for its carried troops, who carry little into combat. 
  TL
  11
  Slots
  8/5
  STR Modifier
  0
  DEX Modifier
  -1
  Armour
  12
  Duration
  6 hours
  Cost
  Lv32,100
  Speed
  5/25
  Shipping Size
  0.05 tons
  Modifications: NBC protection, Basic Communications 
  with Encryption, Enhanced Visual Sensors, Laser 
  Designator, Computer/3
  Armament: Typically a carried Sk-19 or A-9 Plasma Gun
  James Callahan (order #6459923)
  
  22
  Britain
  Cavalier
  The Cavalier is based on the very successful BH-21 hardsuit, 
  incorporating lessons learned over the past 20+ years. While 
  newer, the underlying chassis is still that of a BH-21, the rest of 
  it, however, is made in Britain, and simplifies the British supply 
  chain. Units equipped with these walkers are widely deployed, 
  including Beowulf, Crater, Joi, and Beta Canum. Armament is 
  typically light, though most carry either 20mm or 30mm cannon 
  as the primary armament.
  The Cavalier is far lighter than the old BH-21, however, and is 
  capable of operating in a number of environments, including 
  vacuum.
  TL
  12
  Slots
  16/0
  STR Modifier
  +4
  DEX Modifier
  -1
  Armour
  18
  Duration
  9 hours
  Cost
  Lv144,700
  Speed
  6/30
  Shipping Size
  0.1 tons
  Modifications: Basic Camouflage, Extended Duration 
  (50%), Standard Communications (Encrypted), Basic 
  Navigation (+1), Standard Sensors (+1), Extended Life 
  Support, 1 Oxygen Bottle, Vacuum Protection, MedPack, 
  Enhanced Visual Sensors
  Armament: Carried 20mm Autocannon
  Defences: 6 Prismatic Aerosols, 6 Smoke Dischargers
  D9 Battlesuit
  First used in 2299 during the Crater Incident, the D9 is a heavy, 
  unaugmented battlesuit, similar to the German Drachenzahn, 
  but with improved life support options and some basic 
  integral weaponry. While the D9 is not intended for use in 
  vacuum environments, it is suitable for most other terrestrial 
  environments.
  TL
  12
  Slots
  10/4
  STR Modifier
  0
  DEX Modifier
  0
  Armour
  14
  Duration
  6 hours
  Cost
  Lv33,300
  Speed
  6/30
  Shipping Size
  0.1 tons
  Modifications: 
  Basic 
  Camouflage, 
  Standard 
  Communications (Encrypted), Basic Navigation (+1), 
  Extended Life Support, Enhanced Visual Sensors 
  Armament: M67 in right arm w/40 rounds, carried FAM-
  90 Assault Rifle with Grenade Launcher
  Defences: None
  James Callahan (order #6459923)
  
  23
  united states
  Kodiak Hardsuit
  The Kodiak is the standard suit of powered armour in use by 
  both the US Army and the US Marine Corps for ground-based 
  actions. It has been in use for nearly 30 years, and it is stating to 
  show its age. High mass and low-mobility makes it less suitable 
  for modern combat. For vacuum operations, the marines use a 
  variant of the French-built BH-24 hardsuit.
  The Kodiak is built on a Heavy chassis, and is not suitable 
  for urban operations. The typical role is stand-off support and 
  theatre missile defence. 
  Armament includes an arm-mounted machinegun and a pod of 
  vertical-launch missiles, along with a laser-based anti-missile 
  system. It is equipped with arm and torso Pack systems, and 
  often carries a 30mm autocannon.
  The Marine Corps has been looking into commissioning a new 
  suit, built on a medium frame, that will be able to keep up with 
  troops in any theatre. They are only in the initial trial stages at 
  the moment, with a decision unlikely before 2303.
  TL
  11
  Slots
  18/0
  STR Modifier
  +4
  DEX Modifier
  -3
  Armour
  12
  Duration
  5 hours
  Cost
  Lv158,800
  Speed
  4/20
  Shipping Size
  0.15 tons
  Modifications: Basic Camouflage, NBC Protection, 
  Enhanced 
  Visual 
  Sensors, 
  Medikit, 
  Computer/2, 
  Advanced Sensors, Standard Commo with Encryption
  Armament: Carried 30mm Autocannon, Explosive Anti-
  Missile System, 3 shot pod for Antichar-14 missiles on 
  back
  Defences: Explosive Anti-Missile System
  ‘Queen’ High-Gee Assistive Exoskeleton
  The so-called ‘Queen’ is designed to allow unmodified humans 
  to visit the surface of King for extended periods of time. Even 
  with the exoskeleton, however, a regime of pharmaceuticals 
  and extended periods of rest in supportive beds is necessary. 
  Maximum activity time for a person from a standard gravity, even 
  with the frame, is only about 4 hours. 
  King natives regard the frames and their users with a mixture of 
  scorn and pity. 
  TL
  11
  Slots
  4/3
  STR Modifier
  +4/+6
  DEX Modifier
  -1
  Armour
  0
  Duration
  4.5 hours
  Cost
  Lv13,000
  Speed
  5/25
  Shipping Size
  0.01 tons
  Modifications: Increased Strength (+4), (The +6 
  Strength Bonus is only for short periods of activity), 
  Increased Duration (+50%)
  Armament: None
  James Callahan (order #6459923)
  
  24
  APE Battlesuit
  The APE (Armour, Power-Enhanced) is a battlesuit with an 
  assistive exoskeleton to help move the mass of the suit and the 
  operator’s weapons. Unlike most battlesuits, the APE is designed 
  to stay in the field for upwards of 12 hours at a time, with a 
  significant amount of its load being in the extra power packs. 
  It is equipped with a two-Slot Pack on each arm, and two two-
  Slot Packs on the torso. In addition to simple battlefield sensors, 
  the APE is also equipped with a survival pack, in case the 
  operator needs to ditch. 
  American armour development has been leaning towards 
  enhanced protection for standard infantry. While the APE is 
  still too expensive to properly fill that goal, it is a step in the 
  right direction. Standard armament is a heavy assault rifle or 
  magazine-fed grenade launcher
  TL
  12
  Slots
  11/0
  STR Modifier
  +1
  DEX Modifier
  -1
  Armour
  15
  Duration
  6 hours
  Cost
  Lv58,500
  Speed
  6/30
  Shipping Size
  0.05 tons
  Modifications: NBC Protection, Increased Duration 
  (50%), Basic Camouflage, Basic Communications 
  (Encrypted), Basic Navigation (+1), Basic Sensors (0), 1 
  2-Slot Pack on the right or left arm, 1 2-Slot Pack on the 
  Torso, Survival Kit
  Armament: Arm-mounted GunPack 
  James Callahan (order #6459923)
  
  25
  JaPan
  Shirow J70 Hardsuit
  The J70 hardsuit is generally considered to be the most 
  technologically-advanced suit in use with any nation in human 
  space. In addition to a sophisticated anti-missile system 
  and an array of Pack weapons and expansions, the J70 also 
  incorporates a ‘reflex booster’ that uses a learning computer to 
  anticipate pilot actions, and over time results in a removal of 
  the DEX penalties associated with a hardsuit. This technology 
  is unique to Japanese suits, and the secret is widely-sought by 
  other nations.
  The J70 is actually under-armoured for its size, relying on its 
  speed and anti-missile systems for defense. For ground transit, 
  the suit is equipped with a powered-wheel system that can 
  propel it at speeds of up to 4h0 km/h, allowing it to keep pace 
  with typical armoured vehicles in most terrains. 
  TL
  12
  Slots
  16/2
  STR Modifier
  +4
  DEX Modifier
  -1
  Armour
  16
  Duration
  6 hours
  Cost
  Lv142,350
  Speed
  6/30
  Shipping Size
  0.1 tons
  Modifications: Computer/4, Reflex Booster, Standard 
  Sensors (+1), Basic Navigation (+1), Standard Commo 
  with Encryption, Enhanced Visual, Sensory Extension, 
  Enhanced Audio, Medikit, Powered Wheels, NBC 
  Protection, Armoured Coveralls
  Armament: Carried F-44 Gauss Machinegun 
  Defences: Explosive Belt Anti-Missile system, Prismatic 
  Aerosol Dispenser (3 shots)
  Okuninushi Combat Armour  (Battlesuit)
  The Ōkuninushi (named after a hero from Japanese mythology), 
  is a lightweight battlesuit equipped with an assistive exoskeleton. 
  Coupled with Japanese ‘reflex booster’ technology, with training 
  this suit can actually provide improved reaction times for the 
  operator when using the armour. 
  The Ōkuninushi is not equipped with any Pack mounted 
  weapons or devices, and usually carries a heavy assault rifle 
  with grenade launcher, along with a limited sensor suite. The 
  reflex booster is still considered to be in the pre-deployment 
  stage for this battlesuit, and is unlikely to be seen in the field. 
  However, there are persistent rumours of a sort of ‘special 
  forces’ unit using a stealthed version of this suit, complete with 
  thermoptic camouflage and advanced personal weapons. The 
  Ministry of Defense dismisses these stories outright.
  TL
  12
  Slots
  11/8
  STR Modifier
  +1
  DEX Modifier
  0
  Armour
  10
  Duration
  6 hours
  Cost
  Lv26,500
  Speed
  3/15
  Shipping Size
  0.05 tons
  Modifications: Basic Camouflage, Basic Communications 
  (Encrypted), Basic Sensors, Reflex Booster
  Armament: Kurita 66 (Licensed-built FAM-90 with 
  Grenade Launcher), Combat Knife
  James Callahan (order #6459923)
  
  26
  ManChuria
  Type A6 combat walker
  Manchuria used combat walkers throughout the Central Asian 
  War, but the results from these early hardsuits was mixed. 
  Even against the BH-12, they were not effective, and once the 
  BH-21 entered service, they were seriously-outclassed. The 
  Imperial House contracted Wu-Being, a leading Manchurian arm 
  company, to produce an effective counterpart to the French suit. 
  The result was the Wu-Beijing Type-A6, commonly called the 
  ‘Clam’ by service members of other nations. It entered service 
  just before the end of the War, and covered the withdrawal of 
  Manchurian units from Tashkent and other CAR cities. Once on 
  the open steppes, the faster speed of the A6s gave it a significant 
  benefit over the then-new BH-21s. It differed markedly from 
  other designs at the time.
  First, the Type-A6 is not, strictly speaking, a suit of powered 
  combat armor. The operator’s arms and legs do not fit into the 
  machine’s limbs. Instead, the operator is entirely enclosed within 
  the body of the walker; the machine’s arms are small appendages 
  operated by remote control, and the legs are ‘walked’ by an 
  advanced computer program. The main advantage to all of 
  this is that the main body is much more horizontal, allowing its 
  armor to deflect enemy fire more easily, and making the entire 
  construct much more stable during movement. These designs 
  are also faster and less expensive than a hardsuit. 
  The Type-A6 is also airtight, allowing it to operate in hazardous 
  atmospheres, and it floats, allowing it to swim small, inland 
  bodies of water. Life-support ability is limited, however.
  TL
  11
  Slots
  22/0
  STR Modifier
  -
  DEX Modifier
  -
  Armour
  22
  Duration
  6 hours
  Cost
  Lv110,800
  Speed
  8
  Shipping Size
  0.8 tons
  Modifications: Basic Communications (Encrypted), Basic 
  Navigation (+1), Basic Sensors (+0), NBC Protection, 
  Swimmer, Laser Designator, Manipulators, Computer/4
  Armament: Type 17 Plasma Gun in turret, 2 2-Slot Packs, 
  normally loaded with Burst Packs
  Defences: 3 smoke, 3 prismatic aerosols, phalanx 
  antimissile system in turret
  Variant: Some of these walkers have been converted 
  into Search and Rescue units. They remove all weapons, 
  and add a crane, sub out the manipulators for heavy 
  manipulators, 2 external medikits, and  ground-penetrating 
  radar..
  Type 8 Battlesuit
  The Type 8 Battlesuit is used by the elite Marines that serve 
  the Imperial House. It is the most advanced armour available 
  to Manchurian infantry. It carries an ArmPack laser pistol as 
  integral armament, and carries either a short-barrelled Type 
  381 Machinegun, or a G4 plasma gun (virtually identical to the 
  German A9). This suit is equipped with an assistive exoskeleton 
  to assist with handling the weapons and ammunition. 
  The common practice for these suits, due to their low endurance, 
  is to drop them by air, using a HALO (High Altitude, Low Opening) 
  drop. They are then on their own until the objective has been 
  captured, and they can be resupplied. Unit morale is typically 
  very high, even though every single deployment is potentially a 
  suicide mission.
  TL
  12
  Slots
  11/4
  STR Modifier
  +1
  DEX Modifier
  0
  Armour
  14
  Duration
  3 hours
  Cost
  Lv62,000
  Speed
  6/30
  Shipping Size
  0.01 tons
  Modifications: 
  Active 
  Camouflage, 
  Basic 
  Communications (Encrypted), Basic Sensors (+0), 
  Enhanced Visual, Enhanced Audio, Parachute, 
  Survival Kit
  Armament: Carried Shortened Type 381 Machinegun, 
  Armpack Laser Pistol, Combat Blade, extra ammunition
  James Callahan (order #6459923)
  
  27
  Chyuantii Defense Systems Type 9-3 Combat 
  Walker
  The Type 9-3 Combat Walker was developed by Chyuantii 
  Defense Systems, a Manchurian colonial corporation on 
  Syuhlahm, as an inexpensive alternative for smaller nations 
  wanting a combat walker’s capabilities, but unable to afford to 
  develop their own or to purchase from a major nation. Using 
  almost 50 years of experience in building walker vehicles, 
  Chyuantii Defense Systems was able to develop a walker that 
  was cheap and easy to maintain. It is not, however, designed 
  to stand up against more powerful walkers, such as the French 
  BH-21. Instead, it is intended to do what combat walkers were 
  originally designed for, to operate in rough terrain as a type of 
  very heavy infantry.
  The Type 9-3 uses the computer-controlled leg design and 
  external arms on its front face for manipulating objects and a 
  turret mount for its autocannon. The autocannon in itself is a 
  concession to economy, providing effective firepower against 
  personnel and light vehicles, but not as effective as the plasma 
  guns common to other combat walkers. Also, being of a rather 
  upright design, if the Type 9-3 falls onto its back or side, it is 
  nearly impossible to return to its feet unassisted. Ironically, these 
  suits have proved a popular import item for Iran through the 
  Libertine network. Iran, in turn, sells them to the Central Asian 
  Republic.
  TL
  10
  Slots
  16/1
  STR Modifier
  -
  DEX Modifier
  -
  Armour
  12
  Duration
  6 hours
  Cost
  Lv42,100
  Speed
  8
  Shipping Size
  0.5tons
  Modifications: Basic Communications (Encrypted), Basic 
  Navigation (+1), Basic Sensors (+0)
  Armament: 20mm Autocannon in turret Mount Point
  Defence: 6 Smoke, 6 Prismatic Aerosols
  James Callahan (order #6459923)
  
  28
  russia
  TW-9 Snow Walker
  Like many French allies and client states, most of Russia’s 
  hardsuit inventory is of French design and manufacture. The 
  TW-9 design, though, is a home-grown effort, and unlike most 
  French designs, it is a walker. Russia has vast expanses of 
  territory, much of it in rough, hostile terrain. The TW-9 is intended 
  to provide a capable long-range patrol unit for these expanses, 
  well-armed enough to deal with bandits, criminals and illegal 
  wildcatters. However, as the design is modular, the weapons mix 
  can be upgraded to a far more capable mix, and the unit’s cross-
  country mobility makes it a serious, though unconventional, 
  threat. The deployable skies and tracks turn it into a sort of 
  snowmobile, and the included winch gives the walker impressive 
  terrain-crossing abilities.
  The TW-9 has never been tested in combat, and sees limited 
  terrestrial use in patrols in and around arctic facilities. 
  TL
  11
  Slots
  21/1
  STR Modifier
  -
  DEX Modifier
  -
  Armour
  20
  Duration
  8 hours
  Cost
  Lv91,650
  Speed
  8
  Shipping Size
  0.8 tons
  Modifications: 
  Basic 
  Camouflage, 
  Standard 
  Communications (Encrypted), Basic Navigation (+1), 
  Standard Sensors (+1), Powered Wheels, Manipulator 
  Arms, Winch, NBC Protection 
  Armament: Automatic Grenade Launcher and FTE-10 
  in turret
  James Callahan (order #6459923)
  
  29
  (Guardian) Battlesuit
  Russia is one of the three primary contributors to the forces 
  of the Orbital Quarantine Command (OQC), inspired by the 
  devastation suffered when an off-world fungus escaped from 
  the Tamerlane Industries isolation lab on Novoya Zemlya in 
  2177. It took eight years to contain the infestation, and even 
  today the fungus crops up on in isolated areas. High-intensity 
  flamethrowers and napalm strikes were used to control it until a 
  suitable bioagent could be developed to control it. 
  A Guardian suit as part of an OQC boarding team strikes terror 
  in the hearts of merchants and free traders. It is not so much 
  the enhanced sensors of the suit, but the flamethrower and the 
  willingness to use it against biological material.
  TL
  11
  Slots
  9/0
  STR Modifier
  +1
  DEX Modifier
  -1
  Armour
  10
  Duration
  4 hours
  Cost
  Lv55,000
  Speed
  5/25
  Shipping Size
  0.01 tons
  Modifications: Basic Communications (Encrypted), 
  Basic Sensors (+1), Chemscanner, Vacuum Protection, 
  Extended Life Support, Oxygen Bottle, Assistive 
  Exoskeleton
  Armament: Carried Flamethrower or Carried Laser 
  Carbine (same as LK-1)
  ukraine
  Zhaba-class Amphibious Hardsuit
  Amphibious and swimmer units have to make trade-offs 
  between underwater utility and surface utility, the key being to 
  decide what the primary environment should be. Amphibious 
  suits are primarily ground units that can move in water, for littoral 
  operations and landings. The Ukrainians developed the Zhaba 
  after a review of the Central Asian War, and the realization of 
  the vulnerability of their Black Sea ports to attack from the east.
  The Zhaba has only a very limited ability to actually fight in water, 
  however, just a small 4 shot shoulder pod of super-cavitating 
  micro-torpedoes. Otherwise their weapon mix is optimized 
  for terrestrial use, with a carried 20mm autocannon Armour 
  protection is good, though not outstanding.
  TL
  11
  Slots
  14/1
  STR Modifier
  +3
  DEX Modifier
  -2
  Armour
  20
  Duration
  4 hours
  Cost
  Lv87,000
  Speed
  5/25
  Shipping Size
  0.1 tons
  Modifications: Basic Camouflage, Extended Life 
  Support, Basic Sensors, Basic Underwater Sensors, 
  Basic Navigation (+1), Standard Commo with Encryption, 
  Swimmer
  Armament: Carried 20mm Autocannon, 2 Super-
  Cavitating Microtorps, 
  Safe Depth: 100 metres
  Crush Depth: 250 metres
  James Callahan (order #6459923)
  
  30
  texas
  Bulldog Battlesuit
  While Texas does have a heavy hardsuit force, they all use 
  French-built BH-21 walkers, adapted for Texan service. A training 
  company makes do with the old BH-12, which is not up for 
  frontline service. This unit is occasionally used as a sort of ultra-
  heavy SWAT force, primarily called-out in cases of augmented 
  criminals. These heavy units seldom deploy off Earth. It would 
  take an act of Congress to provide authority for such a move.
  The Bulldog was constructed to provide heavy close assault 
  forces for rapid strikes and raids. This unit makes use of an 
  assistive exoskeleton to take up some of the bulk of the heavy 
  armour, which overloads the base amount an unaugmented 
  human could wear.
  Unlike many battlesuits, the Bulldog does not make use of Pack 
  weapons or any integral weaponry at all. It is heavily-armoured, 
  though, and equipped with enhanced sensors and life support, 
  though it is not vacuum-capable. 
  In standard service, each Bulldog is equipped with a DunArmCo 
  M-600 9mm gatling gun, fed from a back-mounted cassette. 
  A carried 12mm revolver is the standard backup pistol issued, 
  though many troopers privately procure P11Ms, or similar pistols. 
  Other weapons include magazine-fed grenade launchers, and 
  the occasional plasma gun, though these are rare in Texan 
  service.
  TL
  11
  Slots
  9/1
  STR Modifier
  +1
  DEX Modifier
  -2
  Armour
  14
  Duration
  4 hours
  Cost
  Lv50,600
  Speed
  6/30
  Shipping Size
  0.05 tons
  Modifications: Extended Life Support, 1 Oxygen Bottle, 
  Basic Camouflage, Basic Communications (Encrypted), 
  Basic Navigation (+1), Standard Sensors (+2), Enhanced 
  Visual Sensors, Assistive Exoskeleton
  Armament: Carried DunArmCo M-600 9mm Gatling, 
  carried 12mm Revolver
  James Callahan (order #6459923)
  
SOURCE: textdata/thevault/2300 AD/2300 AD Hard Suits Combat Walkers and Battlesuits.pdf