|
Department of Defense: Exo-Wars Military Database |
||||||||
|
Axis
T-22B Asp Scout-Recon Exo |
The
Asp T-22B is the Axis’s primary advanced scout recon unit.
Equipped with the most compact and advanced sensors the Axis could
create, the Asp represents the pinnacle of Axis electronics
technology. Like the Alliances Puma Exo, the Asp is centered
around an overpowered high performance engine. The initial design
was conceived as both a recon unit, but also as a light combat
Exo. However 6 month into the design and construction of the Asp
Prototype it became clear that the compact space needed for a
recon Exo would prevent it from carrying the heavy armor needed
for a front line combat unit. It
was at this point that the Asp project was reconsidered, and it
was decided that the Asp would operate solely as a scout recon
unit. This was however the first of a series of problems that
would plague the Asp’s development. Since the Asp was conceived
as a small and agile unit the basic frame was designed as
compactly as possible. Like the Puma, only pilots of below average
size and stature could comfortable fit inside the Asp comfortably.
But this was not its greatest obstacle to be overcome. During the
design of the Asp’s electronic it became clear that the internal
space needed was too small for existing electronics technology.
The only solution was to miniaturize as much of the electronics as
possible. Forcing generic hardware to operate in multiple
simultaneous modes. Now various forms of software analysis would
accomplish the job of dedicated hardware. This solved the problem
of internal space, but caused a deadly flaw to creep into the Asp. If
the Asp were forced to perform complex analysis for long periods
of time, the main computer would begin to overheat and crash. At
first the problem was not apparent, since the Asp was developed at
the Siberia research Station, the outside temperature served to
keep the electronics cool, and thus hid the defect during testing.
When the Asp was approved for production the defect was
mass-produced along with all the other Asp’s systems. As the
mass production model Asp T-22A began to be distributed to various
military unit, report of critical systems shutdowns and failures
started pouring in. Within 3 months of mass production over 25
recon teams had meet with disaster. Sensors would fail causing
temporary ‘blindness’, or worse yet a complete core meltdown
would occur. Completely destroying the CPU of the Asp. It
did not take long for the designers to track back the defect.
However correcting it would take far longer. After 7 month of
retrofitting the T-22B went into production. The new Asp was
equipped with a liquid cooled circulation system; this allowed the
computer to operate for long periods of time without fail. However
it added unwanted weight to the light recon unit. Mass that would
eventually slow the Exo down to speed less then the Alliance
counterpart. The Axis accepted this compromise of design, rather
then return to the drawing board and have to wait several more
years for a new design to be completed. Besides
the critical overheat flaw, the Asp has function as expected. Now
a little slower then the Puma, the Asps weapons had to be
rethought. To maintain balance and power the designers decided to
equip the Asp with the Axis counterpart to the Quantico
Manufacturing 20mm Drop gun. Like the Puma, the Asp could use up
the ammo supply of the Drop Gun and discard it, reducing the
weight the unit carried. The major weapons difference between the
Puma and the Asp comes from the dual rocket pods carried by the
Asp. Where the Puma carries all its rockets in a single pod over
the shoulder, the Asp carries all its rockets in a pair of rocket
pods over both its shoulders. This configuration helped to
maintain the balance of the Exo during high-speed maneuvers. The
down side its that both shoulder hard points are consumed, so to
accommodate extra communications equipment one of the rocket pods
must be sacrificed. |
Statistical Data |
||
Name: | Asp | |
Manufacturer: | Russian Military Manufacturing | |
Production Class: | Reconnaissance
Class Exo |
|
Production Code: | T-22B |
|
Production Type: | Mass
Production. |
|
Crew: | One |
S.D.C. By Location |
|||
**Head: | 125 | S.D.C. x1 | |
Shoulders: | 170 | S.D.C. x2 | |
Arms: | 100 | S.D.C. x2 | |
*Hands: | 45 | S.D.C. x2 | |
Upper Legs: | 170 | S.D.C. x2 | |
Lower Legs: | 125 | S.D.C. x2 | |
Feet: | 65 | S.D.C. x2 | |
Engine: | 135 | S.D.C. x1 | |
Ammo Drum: | 60 | S.D.C. x1 | |
***Main Body | 430 | S.D.C. x1 | |
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “called shot”, but even then the attacker is –4 to strike. | |||
** Destroying the head of the power armor will eliminate all forms of optical enhancement and sensory systems. The pilot must rely on his own human vision and senses. No power armor combat bonuses to strike, parry, and dodge! The head is a small and difficult target to hit, it can only be hit when a character makes a ‘called shot’, and even then the attacker is –3 to strike. | |||
*** Deleting the S.D.C. of the main body will shut the armor down completely, making it useless. In emergency release system allows the pilot to escape the Exo if the main body is destroyed, and they survive. However most Exo’s do not have any storage area for food, armor or weapons. Therefore, unless otherwise noted, the pilot must rely on their own sidearm and any armor they were wearing when piloting the Exo. |
Speed: |
||
Running: | ![]() |
52.0
mph (83.2 km) maximum. Note that the act of running does
not tire the operator and the Exo’s top speed can be
maintained indefinitely, only the pilots own fatigue
will limit the duration of the unit’s movements. The
Asp walks at a more reasonable speed of 32.0 mph (51.2
km), and should be considered the units cruising speed. |
Leaping: | The
powerful robot legs can leap up to 20.8 feet (6.7 m)
high and 10 feet (3.2 m) across from a standing
position. A running jump increases the distance to 41.6
feet (13.4 m) long and 10 feet (3.2 m) high. |
|
Underwater: | Swimming: The Exo can swim using the same type of paddling leg and arm motion as a human at a maximum speed of roughly 4 mph (6.4 km/3.4 knots). It can also walk along the bottom of the sea at about 25% its normal running speed. | |
Maximum Depth: | 1,000 feet (305 m). |
Statistical Data: | ||
Height: | ![]() |
12.8
feet (4.1 m) from head to toe. The additional of should
and back mounted weapon systems can increase the height
of the unit. Weapons such as rocket pods and mortars are
common to Exo’s and will modify their height. |
Width: | 10.5
feet (3.4 m). |
|
Length: | 6.2
feet (2.0 m) |
|
Weight: | 2.3
tons without the addition of weapon and ammunition. |
|
Physical Strength: | Equal
to a P.S. of 30. |
|
Cargo: | None. |
|
Power Systems: | Russian
TE-12 Turbine Engine feeding a super conductive battery.
|
|
Range (Per tank of Fuel): | The
battery provides enough energy for 12 hour of regular
maneuvers or 6 hours of moderate combat maneuvers. Heavy
combat maneuvers will use the batters charge in 3 hours.
The Turbine engine must then be activated to either
recharge the battery or directly power the Exo. The
TE-12 will provide the Exo with direct energy for 40
hours of moderate use before needing refueling. Heavy
use will consume the fuel supply in 24 hours. Recharging
the battery to full capacity takes 1 hour (4 hours if on
the move). All Exo’s use an advanced Turbine Engine
that can burn any gasoline derivative fuel, including
automobile gasoline, aircraft and marine fuel and even
diesel without ill effect. However all non-Exo fuel
reduces the operation abilities (range, speed, duration)
by 25%. Only Exo Fuel will allow the unit to function at
100% efficiency. |
|
Construction Cost: | $389,330.00
dollars for a new, undamaged, full equipped standard Asp
Exo complete with all configuration type weapon systems. |
Weapon Systems: |
Weapon Name: | ![]() |
Special Notes: |
Quantico Manufacturing 20mm Drop Gun | ||
Raytheon Company 50mm Light Rocket Pack | The
normal payload of the Asp is 2 x 12 round rocket pods,
one 12 round rocket pod per shoulder. But the same
launchers can each handle a maximum of 18 rockets, for a
combined total of 36. If all 36 are loaded into the
launchers, reduce the Asp’s bonuses to strike, parry
and dodge by –2 from the unbalanced weight of the
extra rockets (top heavy). Once the rocket payload has
been reduced to 24 or less the penalty is removed. |
|
Grumman & Saco Defense Light Hand Grenade | The
Asp normally carries 3 Light Grenades strapped to the arm that carried the main gun. The free hand can then reach over
and use the grenade without disturbing the grip on the
weapon. |
|
General Electric Vibro-Blade | ||
Hand To Hand Combat | Rather than use a weapon, the
pilot can engage in hand to hand combat. See Basic and
Elite Power Armor Combat Training for combat bonuses. |
|
Sensor System Note | The
Asp has full optical systems, including laser targeting,
telescopic, passive nightvision (light amplification),
thermo-imaging, infrared, ultraviolet, and polarization.
Plus all the other features common to all Exo’s. |
|
Sensor Bonuses | The
Asp gets a bonus of +1 to strike, and +4 to dodge and +3
to parry in addition to the power armor target bonus and
Basic or Elite Power Armor Combat Training bonuses. |