Date Joined:
Apr 14, 2004
|
I've had to scrap my previous version of the Katarn Mk III armor, as failed to account for a shield generator taking up 2 upgrade slots. So I've been wracking my brain trying to come up with better version - and still running into headaches. Trying to accuractely represent this armor is pretty difficult. I've come up with 4 different versions:
The first one uses Mandalorian assualt armor (from the KotOR CG) as the base armor. It has the right number of upgrade slots but it is questionable, since there is no listed cost and the weights are inconsistent with these armors. I've given it the same cost as a suit of medium Beskar'gam just to make it workable. I also went with the assumption that this armor has a total of 6 upgrade slots - powered armor specifically says two free upgrade slots, while the Mando assault armor just says 6 unused slots. Though I could be wrong in my interpretation and the armor actually has a total of 8 slots (6 unused plus 2 for being medium armor). That would certainly make this armor more appealing if we could get the cost and weight issues settled.
This suit has just about all of the established features of Katarn armor (weight of approximately 20 kg, shields, helmet package, stealth coating, life support, suit diagnostics, extra equipment). This is my favorite version, but without some official clarifications its validity is questionable.
Mandalorian battle armor (6 upgrade slots, +8 armor, +2 equipment, Dex bonus +2, speed 4 squares, 18 kg, estimated cost 37,000 credits) -remove jet pack (? Cost) -Superior Tech trait (DR 2, 7,400 credits) -Helmet package (included; 0 slots used, no additional cost or weight) -Vacuum seals (included; 0 slots used, no additional cost or weight) -Internal Generator (1 slot used, 10 kg, 1,000 credits) -Armorplast (0 slots used, reduce weight by 50%, 900 credits) -Integrated Equipment (1 slot used, 5 pieces, 1,000 credits); electrobinoculars, vibrodagger, glow rod, video recorder, medpac – 4.1 kg, 1,360 credits) -Shield Generator, SR 5 (2 slots used, 5,000 credits) -Shadowskin, Reflect (1 slot used, 20,000 credits) -Diagnostics System (1 slot used, 500 credits) Weight 18.6 kg Estimated Cost 74,160 credits
***** For this next one, we sacrifice the shield generator in favor of an increased equipment bonus to Fort Defense. This is my least favorite version, as it loses a great deal of protective ability. It is however, easier to manage as far as cost goes and retains most of the armor's special abilities. With this version the Internal Generator is less useful, as there are no shields to power.
Medium powered battle armor (4 upgrade slots, +7 armor, +2 equipment, Dex bonus +2, speed 4 squares, 17 kg, 11,000 credits) -Helmet package (included; 0 slots used, no additional cost or weight) -Superior Tech trait (Superior Fortifying Armor, add +2 to equipment bonus, 2,200 credits) -Vacuum seals (0 slots used, 2 kg, 2,000 credits) -Internal Generator (1 slot used, 10 kg, 1,000 credits) -Armorplast (0 slots used, reduce weight by 50%, 900 credits) -Integrated Equipment (1 slot used, 5 pieces, 1,000 credits); electrobinoculars, vibrodagger, glow rod, video recorder, medpac – 4.1 kg, 1,360 credits) -Shadowskin, Reflec (1 slot used, +10 equipment bonus to Stealth checks, 20,000 credits) -Diagnostics System (1 slot used, 500 credits) Weight 18.6 kg Cost 39,960 credits
***** The next version again uses medium powered battle armor and retains the shield generator and the Superior Tech trait of DR 2. It loses the Shadowskin coating in favor of an integrated stealth field generator. While the stealth field isn't as good as a flat bonus to Stealth checks, it can be powered by the armor's internal generator, making it rechargeable. It also loses both the medpac and the Diagnostics System, minor losses but losses nonetheless.
Medium powered battle armor (4 upgrade slots, +7 armor, +2 equipment, Dex bonus +2, speed 4 squares, 17 kg, 11,000 credits) -Helmet package (included; 0 slots used, no additional cost or weight) -Superior Tech trait (DR 2, 2,200 credits) -Vacuum seals (0 slots used, 2 kg, 2,000 credits) -Internal Generator (1 slot used, 10 kg, 1,000 credits) -Armorplast (0 slots used, reduce weight by 50%, 900 credits) -Integrated Equipment (1 slot used, 5 pieces, 1,000 credits); electrobinoculars, vibrodagger, glow rod, video recorder, stealth field generator – 3.3 kg, 6,260 credits) -Shield Generator, SR 5 (2 slots used, 5,000 credits) Weight 17.8 kg Cost 29,360
***** Finally we have the last version, which beefs up the armor to heavy powered battle armor and gains a full SR 10 generator plus DR 2. It sacrifices some Dex bonus, the medpac and the Diagnostic System for much greater protection. In this version we also swap the Shadowskin coating for a stealth field generator. If mobility is an issue, we could easily replace the Superior Tech DR 2 mod for the Superior Agile Armor mod, giving it 2 extra points of Dex bonus. An alternative version would drop the shield generator to SR 5 and add back the Diagnostics System.
Heavy powered battle armor (5 upgrade slots, +9 armor, +4 equipment, Dex bonus +1, speed 4 squares, 32 kg, 19,000 credits) -Helmet package (included; 0 slots used, no additional cost or weight) -Superior Tech trait (DR 2, 3,800 credits) -Vacuum seals (0 slots used, 2 kg, 2,000 credits) -Internal Generator (1 slot used, 10 kg, 1,000 credits) -Armorplast (0 slots used, reduce weight by 50%, 900 credits) -Integrated Equipment (1 slot used, 5 pieces, 1,000 credits); electrobinoculars, vibrodagger, glow rod, video recorder, stealth field generator– 3.3 kg, 6,260 credits) -Shield Generator, SR 10 (3 slots used, 10,000 credits) Weight 25.3 kg Cost 43,960 credits
So my question is which one looks like the best representation of the armor? Can we rework one of the armors to better reflect its qualities or is it simply a matter of weighing protectiveness against utility features?
The Putrid Dork Fallacy: "Just because a rule is written one way doesn't mean it can't be interpreted in a completely different way."
RUW - Rules Unclearly Written. For more information, see RAW and RAI.
|
Date Joined:
Oct 10, 2007
|
A few more for y'all: Medics Kit
Show
A consolidated kit with everything a field medic might need. Many of the tools have a duel purpose, such as a laser scalpel and a cauterizer in one pen-like tool. It also comes with ten medpacs, with pouches for ten more.
How to: Use the duel gear modification to add a surgery kit to a medical kit. Also add storage capacity. Buy the ten medpacs separately.
Cost: 3,700 credits. 600 for the medical kit, 1,000 for the surgery kit, 1,000 for the duel gear modification, 100 for the storage capacity modification, and 1,000 for ten medpacs.
Infiltrators Suite
Show
A light suite of armor designed to maximize a single individuals ability to remain undetected. Besides providing a respectable amount of protection, the armor improves the wearers senses and stealth capabilities with the addition of both a stealth field generator and military-grade shadow skin plating.
How To: Start with an Armored Flight Suite and remove two points from both the armor bonus to Reflex Defense and equipment bonus to Fortitude Defense, gaining two upgrade points. Add an armorplast upgrade, a helmet package, 5 slots of integrated equipment, a ready harness, and a reflec shadowskin upgrade. Add a stealth field generator into one of the integrated equipment slots, but leave the rest open.
Cost: Ouch time. 35,400 credits. 4,000 for the Armored Flight Suite, 5,000 for the stealth field generator, 900 for the armorplast, 4,000 for the helmet package, 1,000 for the 5 slots of integrated equipment, 500 for the ready harness, and 20,000 for the reflec shadowskin.
Note: This one wouldn't be that much less effective if you were to use a much cheaper set of armor, and remove both the helmet package and ready harness. That would help a lot with the cost, but I wanted to be thorough with it.
Technicians Visor
Show
A specially designed visor that is highly useful for those who find themselves working with machines constantly. While heavy for a visor, the advantage of having all your primary head devices in one package far outweighs the cons.
How to: Start with either a Computer Interface Visor, Demolitions Sensor, or Mechanical Interface Visor. Enlarge it once then add the other two as duel gear modificiations.
Cost: 5,450 credits. 3,450 for all three of the visors plus 2,000 for the two duel gear modifications.
Ok, here's a challenge for everyone. Try building a Force Lance from Andromeda. It might not even be possible, but I figuered I'd see what you all could come up with.
|