The Black Knights and their Hardsuits designsText by Craig A Reed Jr.Actual Hardsuit Designs by Bryan Howland (tymer@btc-skynet.net) |
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BACKGROUND ON THE BLACK KNIGHTS;History (From the Fanfic story Black Knights, Steel Hearts - Chapter 24) |
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Black Knights Background |
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Knight One's Hardsuit |
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Knight One's Hardsuit |
359 CP
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Weight:78.5 Kg’s | Power:50 Hours | ||||||
Maneuver:+0 DEX / +0 REF | Design & Style: +2 PRE | ||||||
Strength:STR 11 | Running:+5 MOVE | ||||||
Lifting:Wearer’s x 11 | Flight:Move 10 (160 Kph) | ||||||
Sensor Range: 2 Km | Comm Range: 80 Km | ||||||
ArmorKD: 1.3 K / 65 KD | Structure SDP: 1.3 K / 65 SDP | ||||||
Weapon |
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Special
Notes
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Laser Beam
Laser Burst Rail Cannon |
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ROF: 10
AP: ½ Armor, ROF: 3, 6 shots |
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Vibroblade |
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AP: ½ Armor, Quick | ||
Missle Launcher |
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Blast: 3m,
Smart:2,
2 shots |
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Head Laser |
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1 shot | ||
Hand to Hand |
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Killing, Handy | ||
Subsystems |
Hardsuit Armor is
Fusion-Proof
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Heavy Weapons Hardsuit (HW) |
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This armor is the strongest and most armored of the Black Knight's hardsuits. The
left arm houses twin lasers and a knuckle Bomber. The right arm carries any of a
number of specialy designed heavy weapons. A partal list includes:
Because of the weight of the weapons, the HW suit has limited flight ability. |
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Black Knights Heavy Weapons Hardsuit |
269 CP Base
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Weight: 9.5 Kg’s | Power: 50 Hours | |||||||||||||||||||||
Maneuver: +0 DEX / +0 REF | Design & Style: +2 PRE | |||||||||||||||||||||
Strength: STR 17 | Running: +5 MOVE | |||||||||||||||||||||
Lifting: Wearer’s x 17 | Jumping: 300 m | |||||||||||||||||||||
Sensor Range: 2 Km | Comm Range: 80 Km | |||||||||||||||||||||
Armor KD: 1.4 K / 70 KD | Structure SDP: 1.4 K / 70 SDP | |||||||||||||||||||||
Weapon |
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Special
Notes
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LaserBeam
x 2
LaserBurst x 2 Kunckle Bomber |
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X
– Linked
ROF: 5, X – Linked 6 shots |
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Hand to Hand |
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L
– Killing, Handy
R – Stun only |
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Subsystems |
Hardsuit Armor is
Fusion-Proof
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Option |
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Special
Notes
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30mm Chaingun |
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+12.5 Kg’s, +6 CP |
AP: -½ Armor, ROF: 15, 50 bursts. There is no hand on the RA with this option. Visual reference: 20 mm gattling cannon on pg. 7 of BGC: EX. | |||||
PPC |
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+13 Kg’s, +14 CP |
Warm up: 1 turn. The hand on the RA does Killing damage and is considered Handy. Visual reference: BB-2200 Eliminator on pg. 7 of BGC: EX | |||||
Smart Missiles |
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+5.5 Kg’s, +22 CP |
Smart: 2, 10 shots. This missile system is a larger version of the type that is on the Knight 1 Hardsuit. | |||||
"Dumb" Missiles* |
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+26.5 Kg’s, +30 CP |
50 shots, Salvo fire (5 to 10 at any 1 target). If this option is taken, the hardsuit’s maneuver value drops -1 DEX, REF, & MOVE. | |||||
50mm Cannon |
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+16.5 Kg’s, +7 CP |
AP: -½ Armor, Blast: 3 m radius, 3 clips of 5 shots @. The extra clips are torso mounted as well. |
* -(The visual I see for the "Dumb" missile option is similar to that of the Archer Battlemech. There might be some kind of over-the-shoulder mounting.)- Bryan Howland |
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Close Combat Hardsuit (CC) |
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This hardsuit is designed to fast and agile, and the people who wear the suits are the best Hand-to-hand combatants in the Black Knights. Like the HW suit, the weapons can be tailored to the mission and perference of the user. Each suit has a single laser built into in the left arm. Weapons used by the CC suits include:
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Black Knights Close Combat Hardsuit |
185
CP Base
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Weight: 61.5 Kg's | Power: 50 Hours | |||||||||||||||||||
Maneuver: +1 DEX / +1 REF | Design & Style: +2 PRE | |||||||||||||||||||
Strength: STR 10 | Running: +5 MOVE | |||||||||||||||||||
Lifting: Wearer's x 10 | Jumping: 350 m | |||||||||||||||||||
Sensor Range: 2 Km | Comm Range: 80 Km | |||||||||||||||||||
Armor KD: 1.2 K / 60 KD | Structure SDP: 1.2 K / 60 SDP | |||||||||||||||||||
Weapon |
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Special
Notes
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Laser
Beam
Laser Burst |
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ROF: 10 | |||||||||||||||
Hand to Hand |
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Stun only, soft glove | |||||||||||||||
Subsystems |
Hardsuit Armor is
Fusion-Proof
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Close Combat Hardsuit option list |
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Option |
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Special
Notes
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EMP Baton |
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+6 Kg's, +10 CP |
*Shock added, Throwable / Returnable, 2-handed in melee. * Shock added effect follows electronet rules in BGC: B&A, Page 35. Weapon does normal damage first, then does shock damage. | |||||
Vibrosword |
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+6 Kg's, +15 CP |
AP: 1/2 Armor, Quick. If a vibrosword is bought for each arm, an X-linked option can be bought for 1 CP. | |||||
Knuckle Bombers |
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+2 Kg's, +3 CP |
6 Charges. If a bomber is bought for each arm, an X-linked option can be bought for 1 CP. | |||||
Leg Bombers |
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+2 Kg's, +3 CP |
6 Charges. If a bomber is bought for each leg, an X-linked option can be bought for 1 CP. | |||||
Laser Garrote |
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+5.5 Kg's, +8 CP |
EMW: -20 KD, Turns in use: 5 (15 Sec.), Rechargeable, 2-handed. |
2) Vibrosword 3) Knuckle Bomber 4) Garrote Please note that right and left arm notations can be changed depending on if the wearer's preference on which arm the laser assembly is mounted. - Bryan Howland |
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Communications and Inteligence Hardsuit(CI) |
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The purpose of this hardsuit is simular to Nene's, abit with more firepower. Each suit has a railgun and laser in the left arm, swordblade and knucklebomer in the right arm. Depending on the mission, additional weapons can be installed. The suit has a wide band communications array with a radius of a thousand Kilometers. The computer installed on the suit is a POW - 6, geared towards ECM/ECCM, target spotting and identifacation. There are two varients of the CI suit:
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Black Knights Communications & Intelligence Hardsuit |
215
CP Base
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Weight: 79.0 Kg's | Power: 50 Hours | |||||||
Maneuver: -1 DEX / -1 REF | Design & Style: +2 PRE | |||||||
Strength: STR 9 | Running: +5 MOVE | |||||||
Lifting: Wearer's x 9 | Jumping: 200 m | |||||||
Sensor Range: 25 Km | Comm Range: Orbit! | |||||||
Armor KD: 1.0 K / 50 KD | Structure SDP: 1.1 K / 55 SDP | |||||||
Weapon |
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Special
Notes
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Laser Beam
Laser Burst Laser Scribble Rail Cannon |
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ROF:10
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Vibroblade
Knuckle Bomber |
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AP: -1/2 Armor
6 Shots |
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Hand to Hand |
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Stun Only | |||
Subsystems |
Hardsuit Armor is
Fusion-Proof
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Bubblegum Crucible page |
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Last Updated: May 29, 2001 | Maintained by: Craig A. Reed Jr. | Email:email:trboturtle@aol.com |
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