General World Setting: TL 12 GURPS
You're a mercenary warrior with a badass cybersuit and one heck of a contract: go out, fight to the death, get regrown in the cloning tanks and reloaded from your SavePoint memory upload, then get suited back up and go back into the fray. Fighting criminals. Taking down terrorists. Changing the rules of warfare.
Air Supply:
Your life support system includes a rebreather apparatus that strips oxygen from carbon dioxide, creating carbon monoxide as a byproduct.
Your combat battlesuit includes a complicated life support system that is meant to keep you alive and functional in hostile conditions. This means a full rebreathing, electrical, diagnostic, hydration, and even nutritional system.
Waste Management:
When you've gotta go, the waste's gotta go somewhere. Like it or not, you're going to be living in a metal can for a while, so you may as well deal with the realities of the situation without snickering too much.
http://www.smbc-comics.com/index.php?db=comics&id=2908#comic
SavePoint:
Computer backups augment neural brain functions and store your mental data. In the event of physical death, the computers can be recovered and implanted into a new clone body.
While your combat battlesuit isn't exactly a toaster oven, it does come equipped with the ability to keep you fed on the battlefield. Unfortunately, this ability is limited and you will eventually need to resupply during extended engagements. Look for opportunities to maintain yourself the old-fashioned way, as well as to reload the nutritional systems of your suit.
The human body is not meant to survive for long periods without oxygen. Since your general mission will involve travelling through regions often highly lacking in oxygen and occasionally plentiful in other chemicals not tenable for breathing, your battlesuit is designed to maintain and replenish an oxygen reserve that allows you to breathe easily in the vacuum of space, underwater, in toxic environments, or wherever else your duty takes you. Be sure to mind your remaining supply and take opportunities to directly refill your tanks when available.
As you might imagine, combat battlesuits suck up a hell of a lot of power. As such, you had better make damn sure you keep yours in good working order unless you want to personally haul 120 pounds of useless metal around. The power plant is sufficient to recharge its energy reserves when you are at rest, but putting it through its combat paces -will- drain its batteries.
Your battlesuit is powered by a reactor that runs on compressed protoplasmic gas, generating energy that tops off your energy reserve and keeps your suit operational. If your fuel runs out, your energy is going to drop fast. Run out of power, and you're basically wearing a giant heavy suit of unpowered armor. Good luck with that.
Those of you who somehow made it here by way of a basic physics class would know that every action triggers an equal and opposite reaction. More to the point, by releasing some of your stored air out the back of your battlesuit, you can propel yourself forward in a vacuum. Useful for getting around. Just don't get too carried away and forget you're shooting off your air supply, hmm?
For those who don't want to mess around, these jets are fueled by the combustion of highly volatile protoplasmic gases. This stuff is powerful enough to let you rocket around even in atmosphere, though you'll be glad you have the suit's armoring to keep friction from tearing your skin off. Speaking of which, don't burn through that stuff too quickly - it's what fuels your power plant, after all.
The thought of having swarms of microscopic robots crawling through your battlesuit might strike you as a bit unnerving, but these little guys carry out the work called upon by your modifications. Whether you need to retrofit your arm cannon, repair unsightly bullet damage to your suit (or you), or generate a ok
Aw, what's the matter, can't fit any more in your stomach? Well, short of becoming a competitive eater and training to gulp down whole platters of eggs at a time, there's not much you can do about how much you can eat at a sitting. Once you're at your limit, it's time to stop eating and digest a bit.
Ah, the stuff of life. Or at least the energy providing element of food. Calories are part of every good food, and you need them to function. Duh. Your daily calorie intake is important - too little and your body starts breaking down, and we can't have that. Of course, too much and you become a bloated fat pig that gets stuck in your armor like spam in a can. Which is kinda funny, but not helpful.
Water is the vital element behind life according to those egghead scientists who go peering through telescopes trying to find it on other planets, and without it, humans tend to die in a matter of days. And guess what? You're human. So go without too long and, well, you do the math on what happens. Mind you, you're more likely to get killed in combat or by lack of oxygen or something like that, but that's no excuse not to keep hydrated.
Real soldiers get lots of protein! Protein helps build muscles, and even the muscle augmentations of your battlesuit need something to be underneath to augment in the first place! Keep up a steady diet and keep up your activity level and you'll continue to grow stronger and tougher. Get lazy and eat nothing but chips all day and you'll become another one of those sad-sack civvies that exist to get shot by battlesuited marines. Now suck down a protein shake and get back in the fight!
You know how your Mama told you to eat your vegetables? Well, there's some truth to that - your body needs a variety of nutrients to function and heal and operate to its maximum operating efficiency. You neglect your body, it's like neglecting a machine; it begins to break down and suffer. You feed it what it needs, it's like a well maintained machine, operating at maximum performance. Most folk are used to operating somewhere in the middle, normal parameters. A well-trained Marine prefers to keep himself at the high end of the scale when possible, but can deal with situations that push him to the breaking point.
This is a combat unit, not a frat party, soldier! That said, alcohol is a classic painkiller, social lubricant, and off-duty mood enhancer. However, it can be a real hazard in the field. A high blood alcohol content can impair your judgement, and worse, your aim, and overindulgence can leave you vulnerable. As such, alcohol increase is considered an alert status, regardless of whether you're intentionally imbibing or not.
This is a bit of simple math. Every hour you remain awake, you accumulate a half-hour of sleep debt. After about ten hours, you start running into sleep deprivation, and your performance begins to suffer. Sleep debt can be eliminated by sleeping, ignored with the use of stimulants, and worsened by the effects of sedatives. Getting to sleep, however, may be more or less difficult if in sufficient trauma, under the influence of stimulants, sedatives, or alcohol, or having other issues.
Now, stimulants serve an important role in keeping you alert, aware, and focused in the field, pushing you into optimum performance even when your body is ready to cry uncle. However, there's only so much drugs can do before burning you out, so don't overdose like a damned addict in an alley!
Painkillers do exactly what you'd think they do - they kill pain. They can also cause nasty things like deadening your nerves and tissue, thus killing you, but let's not get into that softy nonsense - let's just bear in mind that too much tranquil in your system can put you out of the fight and stop at that point.
One of the side effects of some food and drink, as well as some weaponry used against you, is that they attempt to sedate you. As you might guess, this is a bad thing if someone is around who wants to kill you, rob you, or otherwise do bad things to your person while you are in a state of blissful dreamland. On the other hand, if you're having problems getting to sleep because your spine is lodged in your neck, a bit of sedation is a very helpful thing.
Ah, adrenaline, nature's way of getting you up to smell the warfare. Adrenaline is your body's way of responding to excitement, although certain chemicals can artificially stimulate it, and more disciplined sorts can control it more easily. Whether it's a good or a bad thing depends on your fighting style - being able to respond faster is good, definitely, but being able to be more precise is also good. Up to you either way. On the other hand, it's hard to relax if you're all hopped up and jumpy.
No, this isn't about your personal demons or where the man touched you. This is about the amount of pain you're in. The more hurting you're doing, the harder it is to get things done, rest, relax, and deal with life, as you might imagine. Ever try operating a subatomic particle collider while rats are eating your legs? It isn't easy.
This is more touchy-feely, but bear with me on this one. Your mood has an important impact on your health; when you're emotionally drained, depressed, beaten down, and shellshocked, your health suffers. I'm not saying to get in touch with your feelings or any of that nonsense, but I am saying to take a breather now and then and don't get too stressed out or else you might start making stupid mistakes in combat and you might not recover as easily. Yeah, I know, taking a beating can be hell on your day, and sometimes you've just got to suck it up and get the job done regardless of how you feel about things. Still, we can't really afford to leave our expensive toys in the hands of a psychopathic timebomb, so we tend to monitor your mood as par for the course.
Armoring is the outer layer that protects everything inside - including you - from hostile fire. If your armor is being worn down, get it fixed or you'll be regretting it!
Your combat battlesuit is designed to attach standardized modules to increase its combat, survival, or utility potential, maximizing performance for a specific needs set while not limiting your activities during field operations. Modules have specific slots and cause specific effects.
Power Modules augment your suit's basic power generator, usually giving it the ability to generate more power at greater fuel costs.
This allows your suit to channel power directly from a wide variety of media - regardless of whatever you manage to tap into, this converts it into an appropriate power source for the suit. While operating, your electromagnetic signature increases based on the amount of power you are tapping.
Weight: 20 Can connect to any power source Max gain equivalent to max power output of circuit or 1 MWh/s Draining circuit may have detrimental effects on other connected items
This isn't rocket science, this is attack deflection and resistance. Armor modules are typically designed to strengthen your suit's ability to sustain a beating, and by proxy, YOUR ability to sustain a beating.
This lightweight ceramic plating might not impress the ladies, but it gets the job done. It quickly shatters under ballistic impact, losing effectiveness in the areas previously hit, but it is tough and holds up well against initial strikes, and is cheaply replaced.
Weight: 5 Full Body Coverage, 100% Deflection 10% If Coverage check successful, Defense 20 (Beam Defense 40), loses 1% coverage on area if Bullet or Blunt (note for later: Explosion damage probably inflicts a combination of wide-area blunt damage and fire damage, and possible bullet damage from shrapnel)
Overlay modules deploy over the outer layer of your armor, to provide camouflage and stealth support. While you might not think a tough combat battlesuit can benefit from stealth, you'd be wrong, as slipping in close and quiet and under the radar can give you an opportunity to strike from inside the range of heavy weaponry that would otherwise obliterate you.
This overlay consists of a series of modifications meant to reduce your sensor signature and thus make you more difficult to detect or lock onto with automatic systems.
Weight: 2 Signature Reduction 50%
Underlay modules operate within the suit, next to your skin. If that sounds uncomfortably intimate, well, don't think too hard about it, there's going to be worse things about your career than a skintight symbiotic body-stocking clinging to you underneath your battlesuit. Usually, underlay modules are there to do important things like preserve body temperature, heal injuries more quickly, or improve your recovery time after being thrown facefirst into a planet from orbit. So quit complaining.
This standard underlay module regulates body temperature and pressure, effectively serving as an internal pressure suit and protecting the wearer from the extreme cold of space or the extreme heat of a combat battlesuit running at full operational capacity without venting.
Weight: 1 Cold Temperature Tolerance: Down to +100° Hot Temperature Tolerance: Up to -300°
While your biomonitor acts as a basic computer system, installing a dedicated computer module can enhance your battlesuit's combat performance by giving it more processing power to work with. Doesn't sound like much until you remember that number crunching comes in handy when you forgot to bring an egghead to open that locked door for you.
Chip modules allow you to quickly augment your system's capabilities on the fly without changing weight requirements. A chip slot is also useful for reading information stored on solid-state memory chips extracted from other devices that cannot directly link to a computer.
These chips contain the information stored in someone's PDA tablet. While most of it may not be particularly useful, operations that require intel gathering may benefit from recovery of these valuable pieces of data. Just slot them, download their contents, and return them before anyone's the wiser - or keep them, if the previous owner definitely won't be needing it anymore.
These chips contain a firmware update for your equipment. Firmware updates modify the function of existing gear, usually for the better. You wouldn't want to be using outdated stealth technology, would you? Using this and an adequate nanorig, you can refit your equipment in the field rather than bring it in for direct service.
Released to correct a bug in the original Angel Wing design where solar panels were not optimally arrayed for expected power output. This should correct this oversight. Expected increase of 5% surface area and thus output.
Discovered that coherent energy weapons can render the entire array useless in a single hit, and have taken steps to correct this. Redundancy sectioning will reduce effects of damage, but power output may be diminished.
Charles here. The Angel Wing design is cute and all, but most serious 'suits have ditched the feathers and gone with shoulder cannons or auxiliary power supplies to aid them in the field. That said, I have a team of troubleshooters that I deploy regularly in situations where they can't rely on refueling or tapping into a native grid. The Wings are crap in a fight, so obviously you already know to close them up when you're under fire, but I tweaked the arrays so that their ability to extract ambient environmental energy is much greater. The power output is doubled, and the minimum ambience to generate power is reduced by 90%. As long as it isn't pitch black and dead silent, you can get a feed from these things now, so they're finally useful.
Oh. And that problem with inbound attacks? I took the advice of Greendragon158 and added a tap to any imminent-impact systems you may have loaded. It senses trouble, it pulls the Wings in, end of story.
This chip is a physical 'key' chip that grants access to something - a location, a computer, a piece of equipment, who knows what? Ideally you'll figure out what it's for; otherwise you'll just have a case full of chips and nothing to do with them.
These chips are just waiting to be programmed with data. Mmm. Data.
These chips hold one terabyte of information and take two minutes to completely upload / download the contents. For the record, one terabyte of information is a significant amount of raw text, graphics, audio, video, or program storage.
You're in a giant tin can. Odds are you need all the help in the sensory department you can get. Your basic suit functions include a basic IFF radar scanner, light amplification and thermal imaging, but for nifty tricks like penetrating radar and electromagnetic vision, or to break stealth tech, you're gonna need some upgrades.
Back modules usually take up the shoulder space on your back to augment your basic thruster systems, though some offer weaponry instead, or even other bizarre surprises.
These large deploying panels act as a solar array capable of recharging your suit based on ambient light energy. They're named based on their appearance, like giant golden feathery wings, although they are neither particularly aerodynamic nor helpful in sustained flight. Also, they're not terribly damage-resistant, so try not to crash-land on them.
Arm Modules are arm cannons - figuratively and literally - or other arm-mounted weapons and devices, usually requiring energy or possibly ammunition to operate. While there are some downsides to not having a free hand to work with, there's a definite pro to having a weapon that is built into your suit - it's much easier to aim.
This generates an ionized beam that carries a high-velocity stream of energized particles capable of causing explosive harm. The particles can be charged via ongoing excitation before launch for a more powerful blast, or simply fired as quickly as the particle stream can regenerate for weaker but more rapid shots.
Leg modules usually are built around increasing speed, and possibly jump and thrust distance. As such, they are usually best used when you're in a big hurry, and a waste of time if you aren't. However, there are some leg modules that function as cargo carriers, so if you have nothing better to do, you can always use them to store some more ammunition or a snack. For the sneakier bunch, of course, there are leg modules focused on reducing your noise factor and trace signature.
Miscellaneous modules are integrated into your suit's structure, and may range widely in operation and function. For example, nano-repair modules are self-contained pods of nanorobots that automatically deploy to repair suit damage when you are not in the middle of combat, while nano-medic modules do the same for your skin. Many of these modules tend to use up energy while in use, but they also tend to help your suit - and you - function better and more efficiently no matter what your tactical style, so don't complain!
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http://arwenevecom.ipage.com/Fallout/FO-mods04.htm http://newvegas.nexusmods.com/mods/37254 http://skyrim.nexusmods.com/mods/10639 http://nutritiondata.self.com/
In X-Wing and TIE Fighter, once you started taking hits to your hull, various systems would fail or short out, including targeting, sensors, power management, and even weapons, shields, and more rarely, flight control or engine power. Oddly, though, never life support.
On the first B-Wing simulation mission, enemies actually attacked you with Ion cannons, disabling your craft without destroying it.
TIE fighter pilots wear fully sealed space suits. X-Wing pilots, on the other hand (and all Rebel pilots, really) wear something called a “Magcon” suit—a smaller version of the magnetic containment convenient energy shield that contains atmosphere and some body heat, which activates if the pilot encounters vacuum. It's the kind of shield you see on those big docking bays that are open to vacuum. The X-wings do have life support, because the suit can only shield them for so long, but life support is probably ignored in the game because given the game's repair time scales (about 5 minutes for your R2 to fully patch up your nonfunctioning engines), the magcon would invariably keep the pilot alive until the life support was repaired.
The same is true of the Freespace series. While your Hull strength has no direct bearing on the capabilities of your ship, by the time it gets dangerously low chances are you're going to have lost a subsystem. And individual subsystems do gradually degrade as they're damaged (the more damage your Weapons system takes, for example, the greater the odds are of a weapon failing to fire when you pull the trigger). All systems can be repaired automatically from anything down to 1%, but once it hits 0 it's gone until the end of the mission. Assuming you can still finish the mission in that state.
The Wing Commander series averts this: Once your shields are gone, different ship systems can take damage, and will affect things such as navigation, gun recharge rate, and of course exploded/non-exploded state of said ship.
Especially hilarious where your communications could become so damaged you could no longer transmit landing requests, essentially meaning you could never land, in the games that didn't just automatically land you (like Privateer). With patience (and not being in a timed retreat mission, like for example the last Loki IV mission in Wing Commander III) one can wait for the auto-repair to fix the comm system, so they can request landing clearance. Of course, if the auto-repair system is also dead, you're kinda hosed.
Star Trek: Bridge Commander is one of the best aversions: you can shoot different subsystems of the enemy ships with different and realistic effects: shooting the weapons will lower the damage output (until they get destroyed), shooting the engines slows down the ship, and shooting the reactor takes away the power from every system. Still, the reactor or the hull are the only “instant-kill” systems: you can easily paralyse and disarm a ship (in some missions, you have to), without destroying it. This also applies to your ship. Destroying the warp core blows up the ship, which goes in line with the series, as it means all those antimatter particles are suddenly free to roam around the ship, destroying any matter on contact.
Averted in Space Station 13. The more damage you take, the slower you start to go. In fact, if you take enough damage (Especially toxic/radiation damage) you'll start to randomly pass out. Taken enough burn or bashing damage to your face? Your very identity could be mangled, a very annoying (Or beneficial, if you want to disappear) thing to have happen in a usually very paranoia driven game. Finally, if you hit 100% damage you go unconscious and suffocate for the last 100% until death finally occurs.
A bit of both in the old DOS game Terra Nova Strike Force Centauri. You and your Powered Armor had three health meters: Armour, which would recover over time when not getting horribly shot, suit systems which could be damaged or destroyed under heavy fire, resulting in effects like your weapons no longer functioning, your sensors or video display glitching out, and health, which generally only took damage in the same way as your suit systems, i.e, if you sustained several hits. Only by losing all your health would you die; the suit was seemingly able to survive the most unholy poundings. It wasn't totally averting the trope however: Certain teammates carried an ASF (auxilliary suit function, basically a special weapon or device) called the PBA Repair Kit which allowed them to fix up your suit systems but not your health. You could be down to your last hit point but have your suit repaired good as new, but one bad hit and you die (and dying always equals your suit exploding and roasting you alive inside regardless of how damaged it itself was). The only way to recover health was through a different ASF called the aptly-named Auto-Doc.
In extreme flight-sim game IL-2 Sturmovik, this is extremely realistically averted. Bullets can hit controls, lines, or other components, causing them to not function properly or not at all. Losing a wing would cause your plane to not be aerodynamic, leading to problems. Shooting a fuel line will cause you to leak fuel, or possibly, set it ablaze. Even a shot to the engine will probably set it ablaze, eventually engulfing the entire plane. You will not die, however. Even if your plane is in 3 different pieces, as long as the cockpit is in one piece, you can still pilot the plane, although you can't do much. The only way you can insta-die is if you crash high speed into the ground, shattering your plane like a coffee mug, or similarly, by the rare engine explosion, or crashing headfirst into another plane. You can also, technically die by the pilot being fatally shot (it's important to note that the pilot can be shot and not die, it depends on the severity of the wound, and being wounded but not dead will cause your performance to decrease), although the plane continues to operate, although you can't pilot it, obviously, as you're dead. You can also die from your pilot hitting the ground too hard after ejecting.
dropdownemp(-1,-1,$row[opprep],“full”);
Item Degradation
Normal Full (Patched/Repaired) (Full; 80% value) Worn/Battered 75% Very Worn/Damaged 50% Tattered/Broken 25% <Destroyed> gone.
Fresh Spoiled Rotten
Wear is the degradation of materials over time, primarily in the context of food and clothing. Wear will alter the quality of an item, denoted by the symbols x, X and XX. For example, over time a dwarf's “Pig tail shirt” will degrade into a “xPig tail shirtx” and eventually a “XXPig tail shirtXX” before disappearing entirely.
Masterwork clothes items created together will all wear out at the same time which can drive the craftsdwarf mad. To avoid this, you should sell tatted masterwork clothes to caravans early enough. They are still worth good moneyVerify: Degree of wear Part of their original value xItemx 3/4 XItemX 1/2 XXItemXX 1/4 Animal-based products can rot, which is different from wear (see miasma). Crops and harvested plants can wither if not stored in a stockpile, making them useless but generating no miasma. Notes on wear: Clothing that is being worn will wear out, over time, due to normal usage. This happens regardless of material.
Armor does not wear out, unless it's kept in a refuse stockpile.
All clothing and armor in a refuse stockpile will wear out. This is intended as a means of destroying old used clothing that would otherwise make dwarves grumpy.
Clothing and leather items are worn down very rapidly after catching on fire.
Trolls can beat on doors, wearing them out until they break.
Wood and cloth items in a trade depot built outside in a glacier biome will degrade until purchased. This will also happen to items in a starting wagon in a similar location. Walls do not halt the effect.
Invaders' clothing is also subject to wear.
Cages do not prevent wear.
All improvable items made from creature or plant materials (i.e. cloth, silk, leather, yarn, or wood) will gradually wear out over a very long period of time, even if just sitting in stockpiles, gaining one level of wear every 100 years. This is technically a bug - cloth/leather items are supposed to wear out at 5 times this rate.Bug:6003