I will tell you right now that you have 7 points worth of gear and you can get a HITMark VI for 8.

To so so you will need to either take shitty Sleeper spacesuits into the Void or shitty Sleeper guns. Don't worry there will be other options. Sadly most of them won't be as entertaining as having to improvise against Autopolitan bulletproof cyborgs because M-16s just bounce off.

If you guys have any tech you reeeeally want now's the time to suggest it so I can give it a points cost.

Also you may want to figure out living arrangements on the QUEST unless you want to hijack a new warship to stick people on.
 
Well, if we can get a HITMark VI, we just dispatch the super cyborg ninja to sneak and katana its way through the TN forces, rescue Jamelia, and then sneak back out to meet with us. Mission accomplished!
 
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I will tell you right now that you have 7 points worth of gear and you can get a HITMark VI for 8.

To so so you will need to either take shitty Sleeper spacesuits into the Void or shitty Sleeper guns. Don't worry there will be other options. Sadly most of them won't be as entertaining as having to improvise against Autopolitan bulletproof cyborgs because M-16s just bounce off.

If you guys have any tech you reeeeally want now's the time to suggest it so I can give it a points cost.

Also you may want to figure out living arrangements on the QUEST unless you want to hijack a new warship to stick people on.
Can we do what some people are suggesting and stuff the pimp mobile into the ship?
 
Can anybody think of a good way to manufacture another point of gear? Have Rose moeduce some Iteration X engineer or something?
 
Can anybody think of a good way to manufacture another point of gear? Have Rose moeduce some Iteration X engineer or something?
Have Donald throw more money at them?

The HITMark 6 is a bad idea unless we can adequetely equip the rest of our forces. Getting one now is akin to putting all our eggs in one basket.
 
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Let's talk about stuff we want. Now, we're in space, and as we know, in space no one can hear you scream [1]. More pertinently, in space you can't breathe either (also see [1]).

Now, who wants shitty Sleeper space suits? Not I, I say! Instead, I flick back through the archives and I find the chapter on hardsuits. Now that's much more acceptable! Haldemans are probably the minimum, but on the other hand, the BASIC or the DSCA would be a step up.

(Naturally, Kessler gets the MA40-U. He shall be the magical girl with the most shapely calves and best pecs ever. Alas, we do not trust Elsa enough to give it to her. Not because of fanservice, but because she's more flimsy than him. Anyway, Kessler's combat kilt is plenty sufficient, especially if Henriette can hack the MA40 to permit "tartan". White blouses are perfectly Scottish, so changes are needed there. The real question is whether he stuffed that werewolf claymore into his coat.)

[1] Unless you're a filthy Reality Deviant. According to captured Etherite transmissions, they believe their fictional "ether" allows them to hear the sound of the screaming of the crew of an 'ether cruiser' when it's set on fire by Technocratic plasma weapons. Silly Reality Deviants. If they'd just opened the ship to vacuum, they could have put out the fire.
 
[1] Unless you're a filthy Reality Deviant. According to captured Etherite transmissions, they believe their fictional "ether" allows them to hear the sound of the screaming of the crew of an 'ether cruiser' when it's set on fire by Technocratic plasma weapons. Silly Reality Deviants. If they'd just opened the ship to vacuum, they could have put out the fire.
And this is why all Void Engineer personnel are advised to wear Ionic Cloth clothing at all times. It can be made into improvised protection against hard vacuum and thus allows emergency procedures to expose shipboard invaders without (much) loss of irreplaceable crewmembers.

It used to be a common practical joke not to inform Ensigns about this, since they could be reinstantiated from backup fairly easily. Alas, such effective means of education are no longer cost-efficient with the resource shortages.
 
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I will tell you right now that you have 7 points worth of gear and you can get a HITMark VI for 8.

Man as cool as Space!Raiden (Jetstream Sam?) sounds (and believe me it does sound super cool) the specs on the things are pretty ridiculous. Like...one mo'.

Mark VIs were designed as a slightly more precise alternative to the Iteration X strategic strike arsenal. Yeah, you heard me right. They were intended to replace fifty megaton primium-enhanced antimatter warheads in the early 90s and went online in '99.

Also they run on antimatter and rely on the same facilities spaceborne battleships need and holy shit we could not cover the cost if one got scratched much less actually damaged.

Also also, like, if you didn't want the Cyborg Space Werewolves because you thought they were too heavy handed/problematic/whatever it's worth noting that uh...HITmark VI's are basically man sized nuclear warheads that are only moderately less subtle and the VE's are probably doing that thing where they press their faces against the glass of the IX bionics lab and just stare.

Basically not only is it "all of the destruction oh the humanity" but "everyone wants one and will notice if we bump ahead of them on the waitlist".

Now, who wants shitty Sleeper space suits? Not I, I say! Instead, I flick back through the archives and I find the chapter on hardsuits. Now that's much more acceptable! Haldemans are probably the minimum, but on the other hand, the BASIC or the DSCA would be a step up.

For what it's worth I really like the N2's for this mission actually. I dunno if they're out of our price range or not (and there's the risk of tipping off the Progenitor team working on the project) but-

NOBLE NOVEMBER (N2) is a joint Progenitor-Iteration X project. It's a suit that's basically synthetic life, with a full-up tactical artificial intelligence and the ability to keep you alive no matter what happens to your body. Real-time brain scanning and backup is amazing like that. The N2 is reliable, since it's intended to work in the field for long durations without significant maintenance. People are willing to believe a black muscle suit covered in black tactical webbing can let you lift a few tons and throw people like softballs. The suit itself is nothing special-it's the combat AI integration that's its main selling point. I think it's the most likely to succeed, being the most grounded and practical of all the Gen 5 designs.

Mainly because they're simple, pretty straightforward, and there's not a lot we have to bring the Expendables up to speed on. I mean these are guys who haven't seen the inside of a Union facility since the wrong side of the nineties much less the inside of a suit of space marine armor. N2 pretty radically bumps up survivability, even if someone gets decapitated we can drag their body back to the ship and be more or less alright (for a given value of "alright"). It's not hugely bulky, the AI can help patch over a lot of rough spots in our team, and I think it's worth noting that this might be a divergent fork from Threat Null's weapons development. By which I mean, like, Control almost certainly has access to the full range of 80's/90's Union gear. They know the specs inside and out and they know how to pretty trivially take them apart.

N2's post-1999, that unfamiliarity might give us an edge. And it balances out a wide array of utility (agility, strength, speed, stamina) with pretty low key maintenance concerns and general reliability.

So...yeah.
 
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So BASICS for everyone, black hole guns, super psychic hardsuit for Harlan, what else? CYBORG-RILEY? I think that while a Mark 6 is rad as fuck it may be hijackable by evil space ghosts.

EDIT: NOBLE NOVEMBER seems like an excellent option as well. Now if Henriette only had Matter 5 she could fix the MA-38.
 
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The N2 is likely pretty goddamn expensive, because that mindstate thing is a Mind 5 effect - while the BASIC notes that "you don't need fully Enlightened personnel to maintain the tech anymore" which means that it's reached the stage where at least some elements of it are linear sorcery/Consensual framework with Devices bolted down. And as we've previously discussed when the subject of NWO stealth choppers came up, that brings down the "tass-price" considerably.

A squad of BASICs isn't going to be cheap (Haldemans would be cheaper), but BASICs probably come in squads, rather than N2 one-off prototypes borrowed for space-testing.
 
Ahhhh true true. Right. Thanks. Gimme a sec to fish my foot out of my mouth and I'll have something more reasonable then. :V

Hrm...

On the other side of the fence is the Nano Muscle Suit, which basically used CNT muscles and early nanotechnology to make a stealthy special forces type of combat suit. It uses a fuel cell to power itself, because it's way more efficient and very light, it's only designed to protect against medium-caliber gunfire, and it's integrated a high-end biomed suite and a lot of sensor equipment, including NV, IR, radar, and olfactory enhancers. The main selling point was that an active camouflage system was integrated directly in its armored skin, making it great for stealth ops. Although hugely malfunction-prone in its early days, we've worked out almost all of the bugs. And the joke's on the other designs-the NMS is the basis for a lot of its own variants. Mark II of the NMS is a heavier suit, but still not breaking the 80 kilo empty mark, and all the Gen 5s are based on it or technology it pioneered.

It's predecessor maybe? Mk II's are nice and high end without being prohibitively expensive I think. And a lot of what I said still applies. BASIC's are cool but space is already at a premium even if we weld on a few nice guest rooms to the QUEST so it'll be hard to take more than a few (the things are half ton monsters from what I understand, Mk. II's the heavier variant of the Nanosuit and it doesn't push past 80kg). Also I think it's worth noting that, y'know, when going up against Threat Null without the benefit of numbers our best bet is don't get hit in the first place which both are pretty good for what with thrusters and superpowered jumping. But I don't know if either's rated for heavy plasma fire or a very determined Agent with a very good knife. But that's sort of under the heading of "things we can't do shit about generally speaking".

Plus the emphasis on sensor equipment for the nanosuit is promising, especially since we're kind of searching for someone in hostile territory and a few seconds heads up on their location or enemy positions could be a godsend. So it'd generally be awesome to take at least one or two for our guys.

Don't know how the active camo rates against low end Threat Null stuff so that's a take or leave I guess. Utility argument still applies I think and it's one I'm sort of hesitantly backing the most because it lets us do well in a variety of terrains. Honestly there's nothing keeping us from picking up a few Mk II's or Mk I's and matching them with a few BASICs for people who aren't garbage at it (unless, like Iteration X is having a bulk sale or something). I think that mix might be our best bet.
 
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Two of our Enlightened personnel do have the advantage of being heavily augmented cyborgs (also right remembered Elsa is also a cyborg ninja, so she can partially substitute for the HITMark VI) so we may want to look into weapons as well as armour.

EDIT: Also, remember we have these

4.5th Generation Combat Armor: MA-38 All Environment Superiority System
Cutting-edge combat armor built via Autochthonian nanoconstruction factories. Provides protection, mobility, and firepower equivalent to 21st century main battle tank platoon in a man-sized package. Note that high-level features may be dangerous to continued user function in terrestrial climates.
  • Nano-Lamellar Invulnarmor w/Inertial Canceller provides protection equivalent to heavy armored vehicle (Correspondence 5, Forces 4)
  • Doped CNT myofibril construction provides 100:1 strength enhancement and improved agility (Strength +5 [10], Dexterity + 2 [1])
  • Limited shapeshifting to create offensive or defensive structures (Matter 3)
    • Common structures include monomolecular palm edge (killing hand) or fingertip claws
    • Other structures include gripping spines/spurs, multilayered armor, and more.
  • Integrated Point Defense Systems eliminate hostile targets in close proximity with smart micro-munitions or DEW attacks (Forces 3, Correspondence 3, Entropy 1)
  • All-aspect stealth: Electromagnetic, neural pattern, entropic, temporospatial (Forces 3, Time 2, Correspondence 2, Mind 1)
  • Accelerator System Provides For Either Short-Distance Teleports or Sustained Reference Frame Acceleration (Time 3, Correspondence 3)
  • Integrated all-aspect sensor suite (Corr 1, Forces 1, Life 1, Matter 1, Mind 1, Prime 1)
  • High-Reliability Construction (Prime 5 paradox reduction)
This is a relatively slimline suit of powered combat armor that you could conceivably hide under a heavy coat without looking too bulky, with an integral helmet that can deploy in a fraction of a second for actual combat use. Right now, its color is pure white, but that can be changed in a fraction of a second. It's clearly seen some heavy combat and been patched up repeatedly. On the right breast, part of the last wearer's name is proudly emblazoned. "F. Ka-." The rest is illegible.

The stealth is useful, it teleports, we don't have to worry about Paradox in space, we can use our Requisitions for other things.

Heavy Cyborg Applique Armor/RPVs (Rocket Proof Vests) x 10
These armor vests are made out of exotic matter that provide them literally impossible strength-weight ratios-they're used for reinforcing HITMarks and full-conversions so that they don't die from something weak like "RPG-29s". They're technically not rated for normal human use, due to the fact that normal humans tend to die from blunt-trauma related issues when hit by a tank shell, but a normal person can wear them. They're not Devices as such, and can be easily mass produced. Note that despite how absurdly tough they are, they handle gravity poorly and tend to break apart inside gravity wells if you hit them hard enough.
  • Impossible Strength-Weight Ratio (Matter 5)
  • Paradox Absorbing: Shatters when paradox limit is reached (Prime 5)

Paradox isn't as much of a problem, and we should have more than enough to equip our entire current team. We might be able to have the team members wear them over their hardsuits for extra protection.
 
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(Awesome story by the way, is the Aleph-ES fanfic bar going to have more additions in the future? With the ability to change thread titles Aleph could edit in the title of the newest fanfic. Or would you just make new threads?)
We're self-indulgent enough that there will probably be more AESFF Bar stories. Any further ones will have their own threads, though I'll say right now that given the events of this one, it is highly unlikely that you're going to be seeing any more Christmas-themed ones.

When the next one comes out will largely depend on how long it takes us to forget the hassle it was to write it.
(Naturally, Kessler gets the MA40-U. He shall be the magical girl with the most shapely calves and best pecs ever. Alas, we do not trust Elsa enough to give it to her. Not because of fanservice, but because she's more flimsy than him. Anyway, Kessler's combat kilt is plenty sufficient, especially if Henriette can hack the MA40 to permit "tartan". White blouses are perfectly Scottish, so changes are needed there. The real question is whether he stuffed that werewolf claymore into his coat.)
Yessssss best magical girl evar, 100% must see.
 
Two of our Enlightened personnel do have the advantage of being heavily augmented cyborgs (also right remembered Elsa is also a cyborg ninja, so she can partially substitute for the HITMark VI) so we may want to look into weapons as well as armour.

EDIT: Also, remember we have these



The stealth is useful, it teleports, we don't have to worry about Paradox in space, we can use our Requisitions for other things.



Paradox isn't as much of a problem, and we should have more than enough to equip our entire current team. We might be able to have the team members wear them over their hardsuits for extra protection.

MA-38 is trashed we need someone we can trust to not ask questions with Matter 5 to fix it.

Can we have Henriette or some ItX people slap together a module for the people on the QUEST?
 
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Guys and gals, we are going into space. Why are we not choosing this?
The Void Engineers have the most famous Gen 4 variant, of course. The DSCA, Deep Space Combat Armor, is a Haldeman with improved thrusters and life support endurance. It can fly in 1G environments instead of just jumping, and it's got upgraded musculature in case you want to escape from an angry dragon's jaw or something before being torn in half. Similarly, it's got a better self-repair system than the Haldeman and it's a bit tougher. Of course, all of this costs. They're often unwieldy on Earth, and their thrusters are optimized for extraterrestrial environments.
It is optimized for exactly what we are going to do.
 
Because it's probably the most expensive out of all the Gen 4's I think. It's specialized and stuff like that's generally not cheap and then you factor in scarcity (the Void Engineers will have been snapping up every single unit they can feasibly get their hands on) which drives up the price even more. Add on retraining/refreshing for the Expendables and I don't know that it's all that appealing honestly.
 
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Iteration X Equipment Vote
So, equipment. Six successes of Iteration X equipment, more precisely. Choose any of these options below and mind the cost. The net result should total to 7 points. Note you have roughly 20 soldiers between your White Tower units and the Expendabros. You might also take a look and notice that the gear amounts you're getting for this are somewhat larger than your normal level! This is the advantage of a very long duration mission with a lot of fighting and also having some help from the Syndicate and a member of Command.

Tech

[ ] Heavy Ordinance Fabricator (2 pts)
Fabrication system capable of building most conventional military ordinance
Matter 4 construction of complex machinery up to roughly Tomahawk ALCM size
Useful when you really need several tons of fuel-air explosives​

[ ] Iteration X Cyberdog (1 pt)
Progenitor Smart Animal enhanced with Iteration X cybernetics
Cybernetic enhancements provide protection against most small arms (+4B/4L soak), enhanced strength, speed, agility
Much Armaments (Sharpened primium-edged teeth, ocular laser projectors)
Very Primium (+2 CM)
Wow (Time 3 wired reflexes)​

[ ] Drone Swarms (2 pts/swarm)
Iteration X hivemind attack drones
Remote controllable by any DEI/ADEI equipped Iterator
Standard light infantry weapons make for effective distractions
Individual drones can self-destruct to destroy heavier targets (combat constructs, vehicles)
Internal nanotech allows for self-replication to original numbers with sufficient feedstock​

[ ] Combat Synthetics (1 pt for 2, 2 pts for five-robot fireteam)
Post-Reckoning HITMark Replacement
Optimized for lower intensity warfare and security
~25% Stronger, faster than normal humans, resistant to small arms
Intelligence roughly equivalent to V1-Series Victor Units​

[ ] Iteration X HITMark V (1 point each)
Standard Iteration X synthetic combatant
Standard armaments: IX-22 chaingun, primium edge close-in weapons systems
Superhuman strength and speed, survivable against HMG fire
Primium endoskeleton provides +2 countermagic​

[ ] Compact Combat Drone (CCD) (1 point each)
HITMark V equivalent combat drone
No synthflesh disguise
Folds into suitcase-sized storage mode
IX-22 replaced with compact 40mm micromissile launcher due to space limitations. Reduced magazine size, increased power
Can be thrown by enhanciles or soldiers in heavy powered armor to act as reconaissance and decoy​

[ ] MFR-12 Kappa Unmanned Combat Aerospace Vehicle (3 points each)
Advanced unmanned superfighter
Remote piloting or AI control
Dedicated AI has hyperaccelerated cognition (Time 3 Accelerate Time) and predictive tactical programming (Time 2/Entropy 1 precognition)
Armament is 8 microfusion missiles, twin 30mm revolver cannon, and high-power free-electron laser.
May be docked externally​

[ ] Iteration X HITMark VI (8 pts)
HITMark VI Strategic Combat Platform
Use With Caution
Designed for Theological Suppression Duties, majority assigned to Ragnarok Command
Standard Weapons include LONGINUS Close-In Weapons System and DEVASTRA Anti-Warship Plasma Lance
Strength-Weight Ratio Exceeds 150:1
Operation Expenses Extreme​

[ ] Life Support Modifications (1 pt)
Modification to QUEST design to allow for carrying more than 1 crewmember
May require hypermathematical space-saving techniques (Correspondence 4)
Without additional help, can support ~20 additional crew members in relative discomfort, 10 normally, or 5 in comfort
Removes conventional missile launch systems and halves HVM fabrication capability
Custom modification turns QUEST into a fast VIP transport instead of a dedicated fast attack vessel​

[ ] External Crew Module (1 pt)
Self-contained crew module for the QUEST design
Reduces QUEST maneuverability when not jettisoned
Light armor provides only protection against light vehicle weapons and near-misses from naval weaponry
Supports up to 20 crew members​


Armor

[ ] "Troll" Heavy Powered Hardsuits (1 pt for 5, 1 pt for 3 with primium)
Update of old Martinez Design for Sleeper use, environmentally sealed
Unwieldy: DVs halved
Molten Carbonate Fuel Cell system provides high endurance
Heavy myomer musculature provides +3 [2] Strength
Titanium/Ceramic Armor provides 8B/8L soak with 8 armor HLs
Enhanced imaging and targeting system (Correspondence 1, Forces 1, Life 1 sensors)
Optional Primium Lining adds +1 countermagic, +1B/1L soak
Does not come with any hypertech weapons as default, uses modified arm-mounted FN BRG-15 15mm heavy machinegun
Height: ~2.3m, mass: ~160 kg fully loaded, may have difficulty fitting into confined spaces​

[ ] Light Powered Hardsuits (1 pt for 5)
Alanson-derivative Sleeper usable hardsuit, environmentally sealed
MCFC power source, myomer musculature, titanium/ceramic composite armor
+2 Strength, +6B/6L soak, 6 armor HLs, improved movement and agility (+2 Athletics)
Basic nightvision and infrared imaging capabilities
No hypertech weapons, use various Sleeper medium arms​

[ ] Haldeman-type Combat Armors (1 pt for 2 normal, 1 pt for DSCA)
3rd generation general purpose combat armor, can be used by properly trained Sleeper personnel
+3 [2] Strength, +1 Dexterity, +1 Perception
Nanocomposite armor provides 8B/8L soak with 8 armor HLs
Jumpjets allow zero-G maneuvering and scaling extreme distances
Multispectral Visor (Correspondence 1, Forces 1, Matter 1, Life 1)
Primium coating adds +1 Countermagic
DSCA Variant: +2 [1] Strength, +2B/2L soak, +1 Countermagic, Dimensional Science 1 scan systems, inbuilt Dimensional Science 3 phasic disruptor, Matter 3 self-repair, upgrades Jumpjets to Forces 3 full flight​

[ ] Project NOBLE NOVEMBER Suits (2 pts for 1, 3 pts for 2)
5th generation powered combat armor
+5 [3] Strength, +2 Dexterity
Piezoelectric Impact Armor provides +6B/6L soak and 6 armor HLs by default
Lensing Field System provides multispectral stealth against most sensors systems (Forces 3, Mind 2) when active
Overcharge Feature allows for temporary boosting of strength and mobility (Forces 2), armor (Forces 2/Matter 2), or reaction speed (Time 3) at Prime Energy cost
1 PE/round per feature, 30 PE battery
Multispectral Visor w/weakspot detection (Corr 1, Forces 1, Matter 1, Life 1)
Primium skeletal structure provides +2 Countermagic
Integral Nanorepair System (Matter 4, Life 4) regenerates 1 user HL or 1 armor HL per round
Allows for resurrection of deceased user as long as suit integrity and user remains are largely intact (Life 4, Mind 5)
Integrated Combat AI provides integral support to wetware component
Cognitive Optimization (Mind 3)
Combat Optimization (Mind 1/Entropy 1)
Emotion Dampening (Mind 1)
Electronic Warfare (Forces 2/Correspondence 2)
Tactical Precognition (Entropy 1/Time 2)
Operator Emergency Mindstate Backup (Mind 5)
[ ] Blockade CQB BASIC Variant (1 pt each, 2 pts with heavy primium)
4th generation powered combat armor for close-in combat
Unwieldy: DVs halved
Double-thickness EAP actuator bundles provide +6 [4] Strength
Multilayered Carbon Laminate Armor provides +11B/11L soak with 10 armor HLs (+13B/13L with Primium)
Regenerative Reactive Armor Tiling provides additional protection against melee attackers (+5B/5L, deals damage upon hit)
Recommend that unenhanced operatives in light armor keep clear of Blockades
Default primium layer provides +1 Countermagic, Heavy Primium Armor provides +3 Countermagic
User Dexterity is 1 for purposes of fine manipulation, 6 for weapons targeting and movement speeds
Entropy 1, Correspondence 1, Forces 1 enhanced targeting system
Standard armaments:
2 40mm automatic gyrojets (independent targeting)
2 IX-22G anti-cyborg/anti-hardsuit gatling 20mm autocannon
2 Antipersonnel mounts for standard infantry weapons (typical weapons include LMGs, flamethrowers, or automatic grenade launchers)
Primium heavy vibroclaws​

[ ] Tercio Fire Support BASIC Variant (1 pt each, 2 pts with heavy primium)
4th generation powered combat armor for long range fire support
Unwieldy: DVs halved
EAP actuator bundles provide +4 [2] Strength
CARLAM Armor provides +10B/10L soak with 10 armor HLs (+12B/12L with Primium)
Default primium layer provides +1 Countermagic, Heavy Primium Armor provides +3 Countermagic
User Dexterity is 1 for purposes of fine manipulation, 6 for weapons targeting and movement speeds
Entropy 1, Correspondence 1, Forces 1 enhanced targeting system
Forces 2 jump capability provides ~90m jump distances
Standard armaments:
6 Anti-Vehicle/Anti-Aircraft HVMs (variable yield plasma warhead)
Anti-Tank Support Pulse Laser
2 Antipersonnel mounts for standard infantry weapons (typical weapons include LMGs, flamethrowers, or automatic grenade launchers)
Primium Claws for close-in combat​

[ ] Minotaur Slave Unit (3 pts each, 4pts with primium layering)
In-between powered armor and an assault walker, ~3.5m tall
Normally uses Master-Slave motion capture to function, although pilots with multitasking capability (i.e. Mind 1) may use both sets of arms independently
Unit has Strength 12 [6] in slaved arms, pilot Strength +3 in master arms
Forces 1, Correspondence 1 sensors system
Entropy 1, Time 2 combat computer
Heavy Composite Armor provides 16B/16L soak, 24 vehicle HLs
Optional Primium Armoring adds +2B/2L soak, +3 Countermagic
Reactive Armor Applique provides additional +6B/6L soak until depleted
Can be detonated by any attack that deals more than 7 HLs of pre-soak damage
Comes with vehicle-scale weapons
Back-mounted ATGM pods
30mm "assault rifle" firing APDS ammunition
Antigravitic Flight Unit allows for limited flight
Matter 3 Limited Self-Repair (nearest 50% of HLs)​

[ ] Iteration X Combat Environmental Suit (CES) (1 pt for an entire crew's worth)
Combat-modified spacesuit
Self-sealing impact armor
Basic nightvision and infrared imaging capabilities
+5B/5L soak with -1 mobility penalty and 4 armor HLs​

[ ] Advanced Spacesuits (free)
Advanced spacesuits roughly ~1.5 generations beyond standard NASA/CNSA designs
Thick ballistic polymer hardshell spacesuits designed to combine durability and maneuverability
+4B/4L soak with -2 mobility penalty, 3 armor HLs
-1 Dexterity penalty for fine manipulation​

[ ] Basic Spacesuits (-1 pts, replaces advanced spacesuits)
Conventional Spacesuits
+5B/4L soak with -4 mobility penalty, 4 armor HLs
-2 Dexterity penalty for fine manipulation​


Weapons

[ ] M-1984 Heavy Plasma Rifles (1 pt, 2 pts for 3)
Infantry-scale plasma rifle, usable by augmented or unaugmented soldiers
Antipersonnel/antimateriel dual use
Fire rates: Single shot, burst fire, automatic (non-single shot modes contraindicated for unaugmented users)
Forces 3/Prime 2 plasma toroid, can be modified by skilled users for other firing modes
Uses 1 Prime Energy/shot (2 for bursts, 3 for automatic fire, double for antimateriel), comes with 2 power cells with 20 PE each
Enlightenment 4 antipersonnel/6 antimateriel​

[ ] Hailstorm Micromissile Launcher (2 pts)
Infantry scale micromissile launcher with microwarp booster stage
Capable of anti-ship range (Correspondence 2, Matter 2)
Micromissile warheads have firepower equivalent to modern anti-tank missiles (Correspondence 4, Matter 4)
Capable of full-automatic fire from hyperspatial magazine
Multi-Target Lock On/Death Blossom mode can suppress entire grid squares (Correspondence 4 colocation)​

[ ] Positron Rifle (2 pts)
Designed for use by assault walker, polymorphic grip allows enhanced personnel to use as crew-served/shoulder-fired weapon
Forces 4/Matter 3/Correspondence 2/Prime 2 armor-piercing positron beam weapon
Capable of anti-ship targeting if interfaced with cyborg FCS​

[ ] Augmented Infantry Heavy Weapons (1 pt for sufficient numbers)
Man-portable autocannons, railguns, 20mm HV sniper rifles, other heavy ordinance
Usable by heavily enhanced individuals only​

[ ] Enhanced Weapons Systems (2 pts)
CAD/CAM Construction greatly improves capabilities of base Union weapons (Correspondence 4, Matter 4)
Sizable arsenal sufficient to arm entire team
Examples: machine gun firing 20x108mm rounds, MJOLNIR-series sidearms, THOMAS-series SMGs, Rocket Propelled Grenades with firepower of vehicle-mounted ATGMs
Not particularly resistant to disablement​

[ ] Technocracy Conventional Armaments (free)
Advanced firearms, roughly 1-2 generations beyond conventional
Caseless, high-velocity weapons with lightweight materials and high-end ammunition
M1941 Pulse Rifles, IX-27 high-velocity assault rifles, fire-and-forget smart missiles, smart 40mm grenades with gyrojet maneuvering thrusters and laser guidance, etc.​

[ ] Basic Firearms (-1 pts, replaces Technocracy conventional armaments)
Basic Sleeper Weapons
Can be Tacticooled (not that it helps)
May require extensive use of rocket launchers to deal with relatively minor threats
Dual-wielding SAWs in the Umbra is, however, very stylish​

Augments

[ ] Light Exomuscle (1 pt/surgery)
2nd Generation Lightweight Exomuscle Surgery
+2 Strength, +1 Dexterity, +2 Stamina, 6 -0 HLs, 2B/2L soak, +1d countermagic
Not compatible with heavier exomuscle improvements
Usable on Sleepers with psychological assistance​

[ ] Reflex Enhancers (1 pt/surgery)
Superconducting spinal cord and fast mental transduction
Mind 1, Time 3 enhancement of thinking and action speed (+1 action/turn)
+1 Dexterity​

[ ] Combat Prosthetic Legs (1 pt for 2 surgeries)
Full leg and pelvic replacement
+2 -0 HLs
Forces 2 kinetic energy amplification​
Greatly boosted movement speeds​

[ ] Combat Prosthetic Arms (1 pt for 2 surgeries/1 pt for full limb replacement (both arms, both legs))
Paired prosthetic arms​
+2 -0 HLs​
+3 strength for weapons handling and damage​
Stabilized weapons handling drivers add +2 accuracy to Firearms, Brawl/Melee attacks.​
Integrated nanoceramic blade for close-in combat​
[ ] Physical Enhancement (1 pt to enhance 3 individuals)
Myomer biointegration: +1 Strength, +1 Stamina​
Skeletal Hardening: +1 unarmed damage, 2 -0 HLs​

[ ] Dermal Armor (1 pt to enhance 5 individuals)
Dermal Armoring: +2B/2L soak​


If you have something missing on this list you really want, suggest it to me.
 
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@MJ12 Commando

Did the Ethership get in on the options? Because if not:
[ ] Life Support Modifications (1 pt)
Modification to QUEST design to allow for carrying more than 1 crewmember
May require hypermathematical space-saving techniques (Correspondence 4)
Without additional help, can support ~20 additional crew members in relative discomfort, 10 normally, or 5 in comfort
Removes conventional missile launch systems and halves HVM fabrication capability
Custom modification turns QUEST into a fast VIP transport instead of a dedicated fast attack vessel

[ ] External Crew Module (1 pt)
Self-contained crew module for the QUEST design
Reduces QUEST maneuverability when not jettisoned
Light armor provides only protection against light vehicle weapons and near-misses from naval weaponry
Supports up to 20 crew members
These, with their attendant drawbacks, are going to be necessary right?
 
@MJ12 Commando

Did the Ethership get in on the options? Because if not:

These, with their attendant drawbacks, are going to be necessary right?

One of them will be necessary. Both will only be necessary if you take a giant pile of extra soldiers.

And I only counted the asskicking + Iteration X gear options. If people want to change their votes to seize the Ethership or find some other way to get a bunch of shit into space (writeinssssss) I wanted to keep that option open.
 
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