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Modular Systems Lore (Engineered Lifeforms/Drones/Armor)

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=DRONES=
Original Draft by @PrivateNomad and @WowGain

Drone technology has existed well over a millennium ago, being even more advanced in the 33rd century and utilized often for not only combat purposes, but industrial and civilian purposes as well; repair bots, scouting drones, turrets, and more can be utilized as Drone, and ultimately utilize many of the other technologies to differentiate themselves.

Whether constructed out of scrap or expertly engineered, drones are sometimes obtainable by the denizens of the Fringe as a means of accomplishing objectives with ease. Though useful tools, drones still naturally have the limitations that many other engineered robots have. Drones can range in size from 8000 cm3  to 300,000 cm3. By weight, a drone could vary from 7.5lbs to 600lbs.

Energy

Perhaps one of the most limiting aspect of drones and their engineering is the need for energy; batteries are heavy and must be charged or replaced while some forms of natural power generation tend to be low output on the small space of a drone and cannot account for greater mobility requirements or weapons.

 

One of the sometimes cheaper and more effective means of powering drones is with batteries. Advancements in power generation and inventions such as chemical batteries and DE batteries have allowed drones to persist in operation for extended periods of time. Drones powered by batteries must carry the weight, but have a much higher energy capacity to work with. Batteries must also be recharged or replaced, a drawback that often limits the mobility of drones after their battery life has drained.

Composition

Some drones favor mobility and scouting ability over military prowess, while some drones favor heavier armor to take more of a damage. Drones can have different type of armor which add to their weight depending on their size class.

Drone Sizes by Volume and Base Weight

Size Class

 

Base Weight

 

Tiny (8k cm3)

 

5 lb

 

Small (20k cm3)

 

15 lb

 

Medium (100k cm3)

 

30 lb

 

Large (200k cm3)

 

90 lb

 

Huge (300k cm3)

 

140 lb

 

Armor Types by Weight and their Multipliers to Size Class Weight

Armor Type (Lightest to Heaviest)

 

Base Weight Multiplier

 

Ultralight (Plastics, etc.)

 

.5

 

Light (Aluminum, etc.)

1

 

Medium (Thinner durasteel, etc.)

 

2

 

Heavy (Thick durasteel, violium, thin impervium, etc.)

 

3

 

Components

A drone is not a drone without serving a function, and its functions are served using components; components add weight to the base chassis of a drone and also reduce the battery lifetime of a drone, whether passively from the entire lifetime or per use of the component. Particle thrusters or anti-gravity thrusters or other methods of movement require more energy to push more weight. Some components also have a minimum size class of drone that they may be put on. Note: energy lifetimes are for specifics. In RP, it is fine to simply estimate, as the exact lifetimes are only to get a general grasp of each energy usage.

Component

 

Weight

 

Energy

 

Description

 

[Power] Battery

 

X lb

 

+30 min/5 pounds

 

Batteries add lifetime to a drone, and do not generate power when used up.

 

[Power] Solar Panels

 

 

 

X lb

 

Max weight 12 lb

 

+5 min/1 min idle per 2 pounds

 

 

 

-2 min/1 min
Without charge

 

Advanced solar panels that generate power when exposed to light; must be placed outside and is vulnerable to attack. Must be in contact with light and UV radiation to gain more charge. Is just a weight drag if has 0 charge and isn’t in light.

 

[Power] Atomic Battery

 

5 lb

 

+2 min/1 min idle

 

An atomic battery; metamaterials encasing a bit of solarium that generate energy when idle.

 

[Civilian] Hammerspace Module (EN Storage)

 

Weight of objects held

 

-3 min/5 kg stored or retrieved

 

A small card module that contains an Electronegative Storage device; can output stored objects into an arm, tractor beam, etc.

[Civilian] ENDI Scanner

 

3 lb

 

-2 min/scan

 

An ENDI scanner projector that can send out a horizontal ENDI beam pattern that captures a detailed scan of an object or specimen.

 

[Civilian] Radio

 

3 lb

 

-½ min/30 sec used

 

A simple electromagnetic radio transmitter and receiver; also allows RC control. Must have tachyonic comms nearby to use Nexus.

 

[Military] Ballistic Turret

 

Use actual weights

 

Zero on ground drones

 

 

 

-½-2 Minutes Passive on hover drones

 

Covers a wide range of most ballistic and fuel weapons like guns, flamethrowers, and other similar techs. Most require bullet cartridges.

 

[Industrial] / [Military] Directed Energy Weapons

 

10 lb

 

 

 

20 lb (Min. Small)

 

-2 min/5 sec of fire

 

-4 min/5 sec of fire

 

Covers a wide range of most energy weapons such as continuous laser beams (for welding or combat), plasma turrets, radiological weapons, electrical guns, and more.

 

[Industrial] ZPE Manipulator

 

5(X) lb

 

-x min/5 sec max weight 35 lbs

 

A  mounted tractor beam that can manipulate objects at a maximum mass of 5 kg per 5 pounds of ZPEM module weight.

 

[Industrial] Robotic Arm

 

5 lb

 

-2 min/1 min of use

 

A mounted robotic arm allows fine manipulation of nearby objects (with a hand), and can hold things or have tools attached like plasma cutters, welders, etc.

 

[Industrial] Silicate Hardlight Projector

 

3 lb

 

-½ min/1 min used

 

A silicate hardlight projector, for whatever purpose needed.

 

[Industrial] Photonic Hardlight Projector

 

3 lb

 

-1 min/1 min used

 

A photonic hardlight projector, for whatever purpose needed.

 

[Industrial] Plasma Shield Generator

 

8 lb

 

-4 min/30 sec used

 

A small module stuck on the outside that creates a plasma shield barrier.

 

[Industrial] Particle Thruster

 

8 lb

 

-3 max min lifetime per 10 pounds of drone weight

 

A small attached particle thruster is an option to grant a drone flight mobility. Must produce more thrust the heavier the drone is, costing more power.

 

[Industrial] Anti-Gravity Module

 

6 lb

 

-3 max min lifetime per 20 pounds of drone weight

 

Anti-gravity channels on the bottom of the drone allows it to hover a maximum of 20 meters from the ground.

 

[Industrial] Electric Motor

 

X lb

 

-2 max min lifetime/15 lb drone weight

 

Most typically used for motorized wheels, this form of ground transportation is cheaper in energy use. Requires 4 lb per 15 lb of drone weight. Can also be used for other applications such as wings, saw-blades, etc.

 

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=PERSONAL ARMOR=
Original Draft by @WowGain and @Drakkar

During times of war and in situations requiring personal defense, armor is often a necessity. This is especially true in the ungoverned land of the Fringe, a place where the high-running emotions of the free populace often cause conflict to eventually lead to some form of violence as an outlet. A way of life for these people, armor in some form is seen as a must by most who spend their time in areas of the Fringe which aren’t well guarded by Civilian Police of the local powers that be. This armor can range from simple combat armor, to massive mechanical behemoths which require physical augmentations for the wearer to properly pilot them, only utilized by those who have the time and resources to maintain such devices.

Base

It all starts with the base of your armor. Whether you’re creating simple kevlar body covers, or massive composite plating which can resist high caliber fire, the base of your armor is one of the most important factors of it, if not the most, as it decides all other requirements in energy, weight, and of course, how well it protects you. Armor can run the gamut from 4 lbs to 400 lbs, and its height can be modular, from 2ft to 8ft tall, aside from Mechas, which involve the range of armor from 10 to 20ft tall and 1000 to 100000 lbs.

Base Type

Weight

Extralight

2 lbs/foot

Light

10 lbs/foot

Medium

15 lbs/foot

Heavy

25 lbs/foot

Superheavy

50 lbs/foot

Mecha

X lbs/foot


Extralight - The most basic of armor, the Extralight base type encompasses combat armors constructed of Kevlars and other fabrics which may or may not be reinforced with light metal fibers such as Durasteel or Aegisalt. These bases are usually capable of dealing with short blades such as those on daggers and knives meant for stabbing, and can slow the impact force of small arms on thicker plates put on the torso, back, upper arms, and upper legs. Using modern materials, they allow for superb maneuverability, but are quite limited in their ability to protect from attacks, particularly energy weaponry. Mostly used by scouts, or those who feel as though they do not need to heavily guard themselves.

Light - A step up from Extralight, Light armors include thicker fabrics supplemented by actual hardplates, usually made of light metals or composite ballistic ceramics. Much less flexible than extralight, it still offers a good balance of agility in comparison to provided defense, as long as you aren’t in the middle of bullet hell. Light plating can best resist average pistol rounds and some larger pistol rounds.

Medium - Often treated as the trading point between whether you are wearing Combat Armor or Power Armor, Medium armors begin to use more hardplate than softplate, thinner metal plates, high impact composite ceramics, and other materials such as limited carbide/carbyne use provide a much greater defense against armaments, at the cost of both maneuverability and range of motion. Because of the higher grade materials, Medium Armor allows for specialized defense against energy weapons through ferozium and or high-polish surfacing and angling of armor. Combat armor consisting of Medium plates often only covers vital areas, with light or even extralight being used on other parts such as the extremities to minimize the weight needed to be carried. Medium armor can handle pistol rounds, as well as provide moderate defense from rifle rounds.

Heavy - Breaching into armor plating only meant to be on powered armors, such as power armor, (light and heavy), mechsuits, and mechas, Heavy Armor is the route to go for superb defensive capabilities when weight and cost is not an issue. Consisting of thick plates of metals and composite materials meant to tumble ballistics and have enough bulk to resist the ablation of energy weapons, Heavy Armor’s greatest weaknesses are the lack of flexibility when donning this armor, and its weight. Those with lighter armors can take advantage of the inertia their opponent’s mass carries, disorienting them and moving around faster than they can safely. These armors can be powered through hydraulics, servos and actuators, and synthetic muscles. Without their power, they become little more than extremely heavy turtle shells, impossible to move in. Heavy armor can handle rifle rounds, but massive or dedicated armor penetration calibers will still cause damage reliably.

Superheavy - The ultimate in defense, Superheavy armor plating is only capable of being put on mechsuits and mechas. Thick metal and composite plates in layers allow for the armors which don these plates to become walking tanks in their capability to shrug off projectiles. Similar to heavy plating, the armor which carries this can only pray to be mobile in any way if powered, leaving them at the mercy of those wielding high-voltage weaponry capable of shorting out circuitry and destroying battery cells. Mobility is all but limited to walking and turning, with fine motor skills left impossible to access due to the thickness and bulk of this armor. Weapons meant to be used by those in these armors have to be custom made for them to be held in the larger hands of said suits without being crushed or otherwise impossible to wield. Able to generally provide good protection from rifle rounds and survive large rifle rounds and dedicated armor penetration without much difficulty.

Mecha - The final “class” of armor, mecha armor consists of plates similar in design to superheavy class armor, yet in weights which can range from just over superheavy weight, to a single plate weighing more than entire sets of armor. Ability against ballistics varies, but usually hovers around Heavy to Superheavy capability.

Classes

The “classes” of armor are broken down into five distinct areas, Combat Armor, Power Armor, Heavy Power Armor, Mechsuits, and Mechas.

Combat Armor - Simple, a class of armor that has existed since the dawn of civilization for each species. Combat armor can simply be worn. At its most basic, it requires no supplementary power, no additional technology outside of the plates which are donned. Most people in the Fringe find themselves utilizing armor within this category because of its economically viable pricing, decent balance of defense grades and flexibility, and low maintenance requirements. Combat armor can fit within the range of 4 to 100lbs before it breaches into power armor, requiring some form of power and support to be worn.

Power Armor - Modernity comes to armor. Power armor encompasses all armors which have some form of load bearing technology on them which is supplied with energy from a power source. This added power allows for said armor to be much heavier, and thus more protective, than any combat armor can be because of the limitations of weight that are set upon it. Although power armor has existed for centuries, spanning back to periods long before the turn of the millennia, as a technology it still advances enough that modern models of power armor are often outside of the economically viable range for many citizens of the Fringe. However, for those with the coin, a suit of power armor is a remarkable investment for defense, with a loss in the realms of mobility. One major issue with all classes exceeding combat armor is the lack of an ability to freely jump without proper acceleration or propulsion. Power armor can range from around 110 to 210 lbs before it requires a neuro-link to be properly actuated.

Heavy Power Armor - Once you begin to tack on enough weight to a suit of power armor, you reach the classification of heavy power armor. The most recent advancement of the classifications, Heavy Power Armor came about as Soft Neuro-links allowed for those who donned it to still have the capability of controlling their armor, but without the need for Hard-Link augmentations or Pilot chambers. Although not as much of a risk as in Mechsuits, the possibility of the neuro-link being broken is still a present issue with Heavy Power armor, as a well timed strike to areas such as the back of the head on the nape of the neck can cause momentary disconnection from the link, leaving the wearer without the ability to control the massive armor around them. This often results in the wearer being knocked to the ground, unable to get back up on their own without thrusters or other devices meant to right them.
Heavy Power Armor, due to its massive weight, cannot be brought to most civilian colonies in a traditional sense. Teleporters used by these colonies will turn the person back out of the sheer weight of their armor being detected as breaching a safe threshold, which can result in the destruction of the armor. This however, does not prevent them from entering through orbital deployment or onto industrial teleporters usually found on Carriers, which can hold much heavier weights without damage. Civilian Colony law will often vary for how they treat visitors donning such armor, but don’t expect a free pass to loiter about. Heavy Power Armor runs the gamut of 220 to 310lbs.

Mechsuit - The final class of armor that isn’t considered to be piloted by those who wear it, the Mechsuit came about as a desire for sub-mecha armor that required less training to be used was fulfilled. Although it requires less training in the classical sense from a Mecha, Mechsuits come with the greatest needed investment to be worn. Massive in form, they require a Hard-Neurolink to be controlled in any usable degree. As such, those who wish to wear armor of this caliber must seek out an augmentation which allows for them to be directly plugged into their armor. Besides the ethical imperatives of such an augmentation in the minds of some, the requirement of a direct link proves additionally dangerous in that the hard connection between the armor and the person wearing it, if severed, can be extremely dangerous. Without a direct connection, the wearer is left without control of their armor, and in some cases blinded if the helmet doesn’t include a visor. Similar to Heavy Power Armor, but with the added difficulty that often, this neuro-link can only be reestablished by the wearer climbing back into their armor and having it plugged in by a third party. Just as with Heavy Power Armor, this class is often restricted from teleportation onto Civilian Colonies, and for a great majority of colonies, is outright banned from being worn. However, the maintenance costs and possible dangers that can be encountered while wearing such a suit of armor leave this armor as rarely being seen outside of active military battles. Armor of the Mechsuit class falls into a weight range of 320 to 400lbs.

Mecha - The final class, Mechas are often regarded as more of a vehicle than armor by most due to their size, and that the wearer is piloting the suit from a chamber within it, rather than wearing it. Behemoths of war, Mechas can range from 10 to 20 feet tall, and weigh anywhere from 1000 to 100,000lbs. Although deadly, these metal monstrosities are only as good as the pilot who is wearing them. Learning to fully pilot a Mecha can take months to years of training depending on the complexity of the model, making being a Pilot a lucrative, but dangerous occupation. Because of the dangers they impose, Mechas are banned on nearly any colony one might find, though few pilots would find themselves foolish enough to bust out a Mecha for anything but a full-blown battle where simple infantry just isn’t able to cut it.

Attachments

For those who find themselves interested in the various knick-knacks and devices which can be attached to their shiny suits of armor, fear not. In this modern age, many tools have been devised for the purposes of augmenting armor with additional capabilities. However, regardless of the class of armor, the introduction of power cells must occur to power said devices. For armor which is already powered, these cells are often auxiliary to the power cells which allow the armor to function.

Component

Weight

Energy

Description

[Power] Battery

X lb

+30 min/5 pounds

Batteries add lifetime to armor’s auxiliary cells, and do not generate power when used up.

[Power] Solar Panels

 

X lb

Max weight 12 lb

+5 min/1 min idle per 2 pounds

 

-2 min/1 min
Without charge

Advanced solar panels that generate power when exposed to light; must be placed outside and is vulnerable to attack. Must be in contact with light and UV radiation to gain more charge. Is just a weight drag if has 0 charge and isn’t in light.

[Power] Atomic Battery

5 lb

+2 min/1 min idle

An atomic battery; metamaterials encasing a bit of solarium that generate energy when idle. Can only be attached to Power Armor and up.

[Civilian] Hammerspace Module (EN Storage)

Weight of objects held

-3 min/5 kg stored or retrieved

A small card module that contains an Electronegative Storage device; can output stored objects into an arm, tractor beam, etc.

[Civilian] ENDI Scanner

3 lb

-2 min/scan

An ENDI scanner projector that can send out a horizontal ENDI beam pattern that captures a detailed scan of an object or specimen.

[Civilian] Radio

3 lb

-½ min/30 sec used

A simple electromagnetic radio transmitter and receiver; also allows RC control. Must have tachyonic comms nearby to use Nexus.

[Military] Ballistic Turret

Use actual weights

NULL

Covers a wide range of most ballistic and fuel weapons like guns, flamethrowers, and other similar techs. Most require bullet cartridges. Can only be attached to Heavy Power armor and up.

[Industrial] / [Military] Directed Energy Weapons

10 lb

 

20 lb (Min. Small)

-2 min/5 sec of fire

-4 min/5 sec of fire

Covers a wide range of most energy weapons such as continuous laser beams (for welding or combat), plasma turrets, radiological weapons, electrical guns, and more. Can only be attached to Power Armor and up.

[Industrial] ZPE Manipulator

5(X) lb

-x min/5 sec max weight 35 lbs

A  mounted tractor beam that can manipulate objects at a maximum mass of 5 kg per 5 pounds of ZPEM module weight.

[Industrial] Silicate Hardlight Projector

3 lb

-½ min/1 min used

A silicate hardlight projector, for whatever purpose needed.

[Industrial] Photonic Hardlight Projector

3 lb

-1 min/1 min used

A photonic hardlight projector, for whatever purpose needed.

[Industrial] Plasma Shield Generator

8 lb

-4 min/30 sec used

A small module stuck on the outside that creates a plasma shield barrier. Can only be attached to Power Armor and up.

[Military] Ordnance Missiles

20lbs (launcher)
 

5lbs per rocket

NULL

An ordnance launcher, capable of deploying small rockets which can contain various payloads, plasma, mundane, radiological, chemical, etc. Can only be attached to Mechas.

[Industrial] Propulsion

10 lb min

 

100 lb max

-2 min/30 sec used

A propulsion jet attached to the legs of the armor, allows temporary lift, useful for allowing someone in armor classes above combat armor to jump. Particularly powerful propulsion can even allow for very short flight. Prone to combustion if shot.

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