Knock Knock!
The P-WAULS 1 Piloted Battle Harness
Powered Weapons, Armor, Utility, and Logistics System Mark-1
(Also called “Wallies”, or “Rigs”.)
(And pejoratively named “Buckets”, by the CLF - seen above.)
Known as Future Ford for his innovations, Runnin’ Rob-Tom by his old platoon, and Doctor Rob-Tom Ford professionally, the P-WAULS 1 was created by said Walter Robert-Thomas Ford, a former United States Colonial Marine and tested super-genius turned cushy UA weapons engineer - after being honorably discharged for injuries that left him maimed from the waist down; his injuries courtesy of the long since past “hostilities” with the UPP back in 2165 - a battle that earned him his disfigurement, his nickname, the hollow notion of glory, and the death of over half his entire platoon. They say Runnin’ Rob-Tom ran and ran and ran, carrying his brothers out of the nuclear fires burning across the hellscape they made of that planet - and Runnin’ Rob-Tom ran 'til he couldn’t no more…
17 years since that bitter war. It’s been 17 years since he set foot on that accursed world of Canton. It’s been 17 years since he’s set foot on anything at all. That battle, it took many things from him. It charred his legs down to their ends, along with his soul - but that went in time, after the war.
Though in those long years, too, with the finalization of his greatest work yet, he had at last taken something back from it. Mobility. Strength. Power. Fortitude. All supplied with American steel. American engineering… Mostly.
“This 6 foot, 8 inch tall, 2 and a half ton goliath is the more budget friendly, mobile, adaptable, quicker and easier to manufacture and distribute alternative to fielding tanks or even armored personnel carriers down on every area of conflict in the UA’s controlled or contested sectors; a marvel of metal, munitions, and computation enough to turn a single man into a versatile war-machine that can perform the duties of a peacekeeper, a soldier, a bodyguard, a specialist, a technician, a paramedic, and more - all through modular addons, upgrades, and sidegrades.”
THE POWER ARMOR OPERATOR
“I’d be doing colonial HVAC if they didn’t promise I’d be bulletproof, trust me.”
Unable to wearing anything but a harness-specialized, flame resistant bodysuit and belt, protective gloves, and a padded coif for comfort - the pilot of a P-WAULS is all but useless outside of their armor.
Beyond being physically vulnerable, they are totally lacking in the combat skills, endurance, and medical knowledge to keep themselves alive or put up any fight; they possess just enough engineering know-how to keep their armor going - and the operators, or “pilots”, who live the longest also know the only thing keeping them that way is them keeping their suit in working order.
The Power Armor Operator's Equipment Vendor List
The Power Armor Operators are given 45 points as is standard, and their very own vendor to gather around and personalize their suit load to their needs.
POWER ARMOR OPERATOR ESSENTIALS:
- A WL-6 Universal Fuel Cell
- A high-capacity battery
- An MRE
- A wrench
- A screwdriver
- A crowbar
- A welder
- A pair of welding goggles
EQUIPMENT:
- Power Armor Operator’s Bodysuit
- This fire-retardant suit renders no actual protection against the damaging heat of flames, but will keep you from being set on fire when worn. Must be worn to operate a P-WAULS.
- Power Armor Operator’s Padded Coif
- Provides no protection. Must be worn to operate a P-WAULS.
- Power Armor Operator’s Padded Gloves
- Provides no protection. Must be worn to operate a P-WAULS.
You may have noticed something amiss, and said to yourself - “Um, hello, where are my shoes?” This is an unfortunate side effect of the design. You can’t wear shoes to pilot the armor - just like you can’t wear any armor, a backpack, or haul a weapon - and will thus suffer the consequent shoeless slowdown permanently when geared to operate a P-WAULS. The little pajama feeties merely for comfort are the USCM’s way of saying, “thanks for hangin’ in there, rockstar.”
BELT:
- Power Armor Operator’s Belt
- Holds all your essentials.
CLOTHING ITEMS:
- Large General Pouch - 8 Points
- For WL-6 Universal fuel cells, or other miscellaneous needs.
- Electronics Pouch - 6 Points
- For carrying additional batteries; or spare components for repairs.
- Fuel Tank Strap Pouch - 4 Points
- For carrying additional fuel for the M240-Super 30, just under a quarter of a refill - good for emergencies.
- Construction Pouch - 4 Points
- For carrying metal, plasteel, and reinforced glass for field repairs.
- First-Aid Pouch - 2 Points
- For minor injuries on the field.
P-WAULS SUPPLIES:
- 7.62x51mm Box, 1000 count - 8 Points
- A special 1000ct ammo box designed to instantly feed into the P-WAULS. This ammo cannot be removed or used otherwise.
- 10x24mm Box, 500 count - 6 Points
- A special 500ct ammo box designed to instantly feed into the P-WAULS. This ammo cannot be removed or used otherwise.
- 10x20mm Box, 500 count - 4 Points
- A special 500ct ammo box designed to instantly feed into the P-WAULS. This ammo cannot be removed or used otherwise.
- 9mm Box, 250 count - 2 Points
- A special 250ct ammo box designed to instantly feed into the P-WAULS. This ammo cannot be removed or used otherwise.
- Incinerator Tank, 60 units - 2 Points
- You’ll need 9 of these in total to fully top off the M240-Super 30, with 40 units of napthal left over in the last tank.
- M40 HEDP Grenade x3 - 10 Points
- M40 HIDP Grenade x3 - 10 Points
- M40 HPDP Grenade x3 - 8 Points
- M74 AGM-F 40mm Grenade x3 - 6 Points
- M74 AGM-I 40mm Grenade x3 - 6 Points
- M74 AGM-S Starshell Grenade x3 - 4 Points
- Metal Sheets, 10 count - 10 Points
- Plasteel Sheets, 10 count - 15 Points
- Reinforced Glass, 10 count - 8 Points
- WL-6 Universal Fuel Cell - 4 Points
- A high-capacity battery - 4 Points
- “Eternal Glory” Autoinjector - 2 Points
- A single-use autoinjector that fits behind the ear. Delivers an insanely lethal, 60u dose of Oxycodone - used by pilots who have been caught out in the field with a dead suit and no way to defend themselves from capture, torture, and interrogation. Patriotically drift off to your final rest without revealing highly classified P-WAULS operational intelligence!
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Will send a large, red-text warning in chat that you are being injected with a lethal dosage. Has a built in 4 second delay before injection as you work up the nerve to use it, regardless of medical skills.
The Power Armor Operator’s Utility Belt allows the storage of a single high-capacity battery, universal fuel cell, and MRE, for the refueling of the suit and pilot; and a welder, wrench, crowbar, and screwdriver, for field repairs.
THE STRUCTURES
The Power Armor Access Terminal
A master-access terminal for all your needs analytical, tactical, and more: view the techweb for additional design unlocks made by Command, or watch the helmet feed of other suits; you hook a suit into the Power Armor bay and examine its health, or power, fuel, and ammo totals - or give it a new spray job with the Auto-Painter System.
The Power Armor Bay
This massive load-bearing arch will allow you to quickly build your suit, add modules, refill and restock supplies, repair severe damage, and keep your spine in good health with handy, mechanized winches - all within arm’s reach of its corresponding P-WAULS All-in-One Lathe.
The P-WAULS All-in-One Lathe
This pre-loaded All-in-One Lathe comes with all the USCM approved armor piece, module, and weapon designs you’ll need to suit up, improve your harness, and make replacements for any damage you take along the way. It can be fed the steel, plasteel, and plastic it’ll need for printing through an easy feed-port directed on the front.
(WARNING: remember to lift P-WAULS 1 armor pieces with your legs from a squatting position when working in field conditions. The USCM highly recommends the use of a P5000 Powered Work Loader when moving armor pieces, if available, for health and safety purposes.)
VEHICLE BAY ADDITION
(“…No no no - see, you put the helmet on too soon. Now how are you supposed to get the cuirass on?..”)
(“…Ruh roh…”)
“Pick me out some freaky looking paint after you get unhooked.”
“Gotcha, big dog. Cook me up my parts until the MT comes back?”
With just a few small adjustments to a ship’s vehicle bay, the necessary structural equipment for your very own P-WAULS heavy-armor units can be fit in a corner with as little as three clear arm-spans of space!
THE POWER ARMOR
“–SYSTEMS, ON. – POWER, MAX. – FUEL, MAX. – WEAPONS, OPERATIONAL. GOD – BLESS – THE- U-S-A…!–”
“Now in five USCM standards! Enjoy a weather and battle resistant coating of camouflage paint in shades for Jungle, Snow, Desert, Space, and Urban centered zones of conflict!”
Strengths
What makes the P-WAULS a contender?
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PASSIVE - Metal Man
- You can grab, aggressively grab, then throw Xenomorphs up to Tier 1 or less. The Xenomorph has a 33% chance to wriggle free on each resist attempt it makes.
- Tier 2 Xenomorphs or less cannot push past you while you are on Harm Intent.
- As long as your suit is working fine, nothing short of the Queen, a direct Orbital Bombardment, or a direct Mortar Strike is going to knock you down.
- Injure anything you walk over, including friendlies, by inflicting 25 Brute damage randomly to the body.
- Inflict a whopping 45 Brute damage per punch, at a rate of 20 punches per minute, or a punch every 3 seconds.
- 500% Health.
- As long as your suit is working fine, you are fireproof, but still take Burn damage to the suit.
- Not affected by Neurotoxic Gas or any other man-made gas and inhalants or chemical attacks.
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Not affected by shrapnel or bleed effects, only the base damage from the source of the effect.
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Does not heal Xenomorphs that use life-steal abilities or attacks on the suit, still takes normal damage.
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PASSIVE - Directional Armor
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The P-WAULS has very strong armor in the front, strong armor on the sides, and is more vulnerable, but still protected on the back.
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Cannot direction lock.
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BASE ACTIVE ABILITY - Push
- Toggle, then on use.
- You can push Tier 1 Xenomorphs 3 tiles away.
- You can push Tier 2 Xenomorphs 2 tiles away.
- You can push Tier 3 Xenomorphs 1 tile away.
- You cannot push Tier 4 Xenomorphs.
- You cannot push a Defender using Fortify.
- You cannot push mobs into pits or off ledges.
- Will always knock a human over.
- This ability does no damage.
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BASE ACTIVE ABILITY - Double Time
- Toggle.
- Move at a quicker pace: 2 tiles slower than a marine in Heavy Armor - only roughly 25% slower.
- Base Power Loader/P-WAULS speed is roughly 60% slower than that of a marine in Heavy Armor, and thus moves at a rate roughly 4 tiles slower.
- Increases the rate you draw from the loaded WL-6 Universal Fuel Cell.
- Base fuel draw speed is 1 fuel cell per 60 minutes, idle or moving, when booted up; Double Time increases the rate to 300% fuel draw, meaning you will expend your fuel cell** in 20 minutes instead - assuming a WL-6 Fuel Cell has 60 units.
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High Carry Capacity
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High Versatility
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Simple to Perform Low-Level Maintenance
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Good Damage
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Variety of Burst and Sustained Damage
Weaknesses
What are the P-WAULS vulnerabilities?
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ARMOR PIERCING ROUNDS
- Simply put, Armor-Piercing ammunition against a suit with high armor and low maneuverability makes for an easy, almost pathetic kill. Like hunting a sick cow. Make sure that sick cow doesn’t turn around and unload 6 rounds a second into your face, though.
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LOW SPEED
- The P-WAULS moves at the same rate as the Power Loader, making it the slowest ground operating unit out there - next to a starving Marine in Heavy Armor, with his primary wielded while sporting a few fractures.
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TURN-DELAY
- The P-WAULS, due to its bulk and sheer weight, turns twice as slow as a stock standard Power Loader, and again, can’t direction lock.
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WEAK PILOTS
- Unable to wear armor, shoes, backpacks, back slotted weapons, or any other belts, gloves, or hats than their own, the Power Armor Operator is an extremely weak, and severely unskilled human element with only the basic Engineering knowledge necessary to make repairs - though is an element that the suit itself is equally useless without. They are a soft jelly precariously sat inside of a steel egg.
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CUMBERSOME
- If knocked over, the P-WAULS requires a painstaking 2.5 minute auto-righting windup. Having multiple friendlies all shake you - as they band together to try to haul you on your feet - at most lowers the time to 30 seconds.
- The P-WAULS will deal 25 Brute damage randomly to the body of any friendly you walk over - avoid treading over Marines at all costs.
- Though you cannot be dragged away by Humans, Synths, or Predators primarily to safety - larger enemies like Tier 3 Xenomorphs and the Queen can drag you. Other P-WAULS suits can drag you, but at a 50% speed penalty.
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LOGISTICS
- Requires large amounts of ammo, napthal fuel, or grenades, depending on the weapon type and module(s) chosen.
- Needs to be refueled at least every 60 minutes, and given a new high-capacity battery at least every 45 minutes.
- Requires metal, plasteel, power control modules, and reinforced glass for advanced repairs.
- Requires metal, plasteel, and plastic for printing new armor parts and modules.
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MISCELLANEOUS
- Certain modules make the suit more vulnerable, effectively removing its primary strengths.
- Without power, the pilot will begin to suffocate and take steadily increasing Oxygen damage.
- The boot up period for the P-WAULS is 30 seconds, enough time to begin gasping. Be wary of entering the suit if you’re already a victim of Oxygen damage. You may pass out standing up inside the suit and be unable to defend yourself.
- It takes a 10 second fitting period windup to enter the P-WAULS, leaving the pilot extremely vulnerable, more so than they already are.
- EXPLOSIVE HAZARD - Certain modules, and taking fire damage at a certain damage threshold on the Cuirass will cause a fatal, un-revivable explosion for the pilot that will additionally inflict grievous harm on nearby friendlies.
- FIRE HAZARD - Certain modules, and various thresholds of damage across the P-WAULS can cause random, fiery leaks. It is as well possible to become flammable at the second highest damage threshold of the Cuirass.
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XENOMORPHS
- Can only be knocked over by the Queen while she is on Harm Intent. Cannot push the Queen. The Screech will stun the pilot, and thus the suit, the same as anyone.
- Can be stunned, rooted, and pushed back by several castes.
- All castes can open the armor up and pull out the pilot at the end of a 3 second windup while on Help Intent and interacting with the suit from behind. Turning or moving from either the suit or the Xenomorph will cancel the windup.
- The Ravager can peel armor away by targeting a part and interacting with it on Grab Intent. This will do no damage to the pilot, but happens in 2 seconds and the P-WAULS must actively move away to avoid it. Peeled armor parts and their attached modules are destroyed.
- The Crusher can bash armor away by targeting a part and interacting with it on Grab Intent. This will do 40 Brute damage, along with removing and destroying the part and module in the same, interruptible 2 windup as the Ravager.
- Can be blinded up to 4 tiles of total obscurementby consecutive, successful hits from the Sentinel’s Slowing Spit. Must enter a 3 second Diagnostic State to clear the spit, or let it sluice off itself after 12 seconds. The Sentinel’s Crippling Strike will slow the suit down 50% for 2 seconds, then stun it afterwards for 1 second.
- Acid Spray from the Spitter and Praetorian, both leave a similar acid effect on the P-WAULS as they do to barricades - inflicting rapid Burn damage until a 3 second self-extinguishing cycle is ran.
- The P-WAULS cannot push a Defender using Fortify.
- Facehuggers can melt through the Helmet after 3 attempts, leaping from directly behind the suit, or 2 attempts from anywhere adjacent with the suit knocked down.
- The Visor is a particularly weak, particularly easy to tail-stab vital point, both for the P-WAULS and obviously the pilot.
Personal Thoughts: The Why, and The Fun for Everyone
Nestled here, I just want to try and as straightforward as possible explain my personal reasonings behind this massive post and all the “wasted” effort for what’s essentially, at best, proof of concept and some fanfiction.
Am I asking anybody to code this, demanding this be put in the game, asserting this as a necessary addition? Am I even outright suggesting it should be added? NOT AT ALL. That simple. I’m just having fun. What compelled me to go THIS FAR, I honestly can’t say. Why NOT go all out? I’m 100% all in every time, baby. Alright? Nobody gains anything either, even if nothing EVER comes of this - from me posting 1 paragraph, with half of that paragraph being how badly I want it for my own personal enjoyment, and a draft of ugly looking, half complete armor that I’m displaying in the form of an uncropped screencap from Krita while it’s pulled up.
Do I think it’d be super cool and improve the game? Yes. Do I think people would enjoy it, on both sides? Yes. Do I think, beyond being a fun addition in itself, and improving the game in itself, it could have indirect improvements to other areas regarding the balance and flow of the game? Yes.
Okay. WHY?
- It will SLOW THINGS DOWN.
Details
I am of the belief that the game, as in its individual rounds and the inherent stages those rounds always tend to play out through, moves too fast - it’s too “meta,” which is partially accounted for by that high speed. The Tank is, for some reason, comedically fast; the APC/ARC, more understandably so, but still too fast to follow along with. Having an actual, SLOW MOVING, heavy-armor unit for the marines to have to deliberately keep pace with will cause things to naturally ease off the gas pedal. This is a LIVING, WALKING, TALKING tank with all the personality of a player. Hell, maybe the WALK function can finally get some use - allowing marines to comfortably, securely walk in blocks with the P-WAULS as its central pillar. Then - if and when things get hot? You switch back to your normal run mode, and break away. And though it would slow things down in GAME PACE, for the people who already enjoy that as is, it may yet make things FEEL FASTER for them in immediate gameplay - as there is now that stark contrast between “marching” and “warring.” A WHOLE NEW LAYER to the game, meta-mechanically speaking.
- It will GET MARINES LISTENING.
Details
I am also of the belief that the marine quality has DECLINED sharply. The main cause/symptom loop? THEY DON’T LISTEN! They don’t follow orders from up top, commands on the ground - even suggestions, ones as simple and straightforward as “hey, don’t go that way, you’ll DIE.” So then - why is THAT? Why don’t they listen? In my opinion, it’s as simple as looking at the Leader. WHERE IS HE? EXACTLY. He’s just some DUDE with a little “L” next to his name. He not only can get murked just as easily as you can, but he may not even be any GOOD. Why follow the orders of a guy who gets a suit of armor designed to outrun you if his hare-brained plan goes wrong? Get what I’m saying? Hold on, hold on - what I’m NOT saying is that the P-WAULS pilots should be leaders, though. The leader would still head the pack, they’d still make the decisions - but NOW they’d have the P-WAULS following THEM. And don’t you think people then would naturally gravitate toward the huge, loud, mean looking machine-man with a big gun? Just like they do their SADAR’s, Pyro’s, SG’s. I mean, you COULD make a pilot a leader if you’re out of options, I guess, you could have them be the foundation to Echo, or have them take over as a critically depleted squad’s aSL. But, they’re much more oriented for support, and they lack the mobility needed to make for a highly effective leader.
- It will MAKE FIRETEAMS POSSIBLE.
Details
We’ve all seen it, right? That poor Leader or FTL trying to wrangle a few half-broken marines, bored of sitting in the backlines trying to shoulder their way into the fight, into going on some suicidal “flank”? The attempts to “push” or “pin down” the Xenomorphs with like, 5 dudes, no Specialists, no SGs? Even having an SG, a Specialist - what happens then? Uh - the Tier 3’s and the Tier 2’s and the nastier, hungrier Tier 1’s just rotate and completely envelop them. Or they send JUST enough reinforcements to counter-flank, or meet them head on, and send them packing. Or, it ends up creating two, smaller, weaker fronts the marines have to fight on. And guess which side is fundamentally designed to win small engagements, and in general, any engagement over time? Sending anything less than 8 marines on a Fireteam is like giving the Xenomorphs a free team auto-balance, and burning a Specialist or SG to go along with them is just that much of a weaker front. NOW, with one, two, up to three P-WAULS stomping around, you can send something to go with your Fireteams that will actually make them a TEAM. Something that can TANK DAMAGE, GENERATE THREAT, SPARE THE LOSS OF AN SG/SPEC, and can - with caution and skill - help that team not get totally swallowed up. What small-unit tactics game, which is what you play as a member of a Fireteam, DOESN’T have some sort of tank role you need filled to protect your little guys? Your DPS guys? Your healer and utility guys? I think this is the answer here.
What about the Xenomorphs, you ask?
- They’ll finally have a MINI-BOSS type enemy of their own.
Details
Which doesn’t have the frantic pace of the Tank/APC - that they can work together and strategize on how to defeat… something I think they LACK. A real opponent they can face head on in a stand up fight, or whittle down slowly as they slip in and out of the shadows - in a cat and mouse game where the mouse can bite back something nasty. An opponent that, too, may not necessarily possess what some might consider the “gimmicky” nature of ultra-high burst damage from (generally) unavoidable rockets, invisibility, getting pinged by anti-mat rounds 4 screens away, intervals of fire invulnerability, etc; but rather, they could fight and survive and overcome an enemy that doesn’t play by the usual rules, in a FAIR WAY, an enemy that can continually march forward, fearlessly turn corners - get up in their face - and slowly, but surely, clear a way for the marines behind them… Unless, they are halted - through brute force, or through guile; doing it together - or as always - with cleverness, skill, good matchups, a bad pilot, or luck, doing it alone.
- They’ll only face as much trouble as the marines can already provide.
Details
The P-WAULS is a force MULTIPLIER. It isn’t fast enough to chase and secure its kills even if its a slow caste off weeds, it isn’t tanky enough to stand up to a whole mob or even one particularly determined Tier 3, and both of those limitations combined with its other inherent weaknesses means it will NEVER be able to hack it out there alone. It is an anti-solo, anti-antisocial role, that can only improve upon the output the marines already have - the fight they can put up. If the marines are getting stomped that round, the P-WAULS aren’t going to be much more help than any other marine. If the marines are stomp*-ing*? Well, then the P-WAULS is just one more thing to watch out for. Even match? Even odds. Skill, of course, is the status quo. Teamwork, of course, is the status quo. Game sense, of course, is the status quo. The P-WAULS isn’t getting any special privileges over you as a Xenomorph - if anything, it has MORE weaknesses and logistical needs than your average marine. It’s just that the weaknesses and strengths it does have are mostly novel to the marines, and provide a new way for you to play AGAINST them as they will find new ways to play AGAINST you, using the P-WAULS.
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They’ll have help from some new friends. Another unhealthily long, in depth, complicated Ideaguys thread coming soon.
Imagine with me, being there, peak pop on a Saturday. There’s fire and blood on the battlefield in that old dusty town of LV-624. Medics are healing, men are screaming and holding their guts in; Engies are building, ratcheting, welding - cades are going down, sentries are steaming from all the rounds; shotguns and M39’s and M41A’s and everything in between is all popping off, shots going everywhere. Explosions - acid globs - Ravagers sending limbs flying, Crushers charging to and fro. It is WAR.
And imagine then you hear the stomping. The whirring. The hollow, vo-coded warcries. The chunky, gear-clicking, metallic drumming of their wrist-mounted weapons unstow. You SEE them rock up.
IMAGINE them bashing foreheads with Crushers like two beasts in a fighting cage. IMAGINE them tossing around Drones and Sentinels. IMAGINE them spray bullets, fire, grenades, and MORE down range - tearing up resin, tearing up walls, blowing out windows. IMAGINE them busting through doors - BUSTING through CLF heads.
Now - imagine running a pincer strike on it. Imagine nailing it with the perfect glob, and listening to the metal warp and screech and bubble from molecular breakdown, as they sit there, trapped, disabled, inside of the acid cloud. Imagine tail-stabbing RIGHT THROUGH the already destroyed visor, and braining the already injured pilot, killing them, and leaving the suit their as a haunting, man shaped, upright coffin.
IMAGINE gaming it so hard after it over-extends alone that you manage to surround it entirely with resin walls and doors. IMAGINE chasing in just paces behind in the dark, toying with it, slashing away at it as it hopelessly tries to slowly amble off - DOOMED to inevitably reach a critical shutdown.
Imagine finally peeling away the suit after you’ve carefully, categorically disabled its most vital parts - imagine watching the miserable little pilot underneath starting to show through, screaming bloody murder.
Or, imagine catching the pilot OUTSIDE of their suit, and watching them frantically scrambling around trying to avoid you. ALL that metal, ALL that firepower, ALL that training and that money - WASTED so they could eat lunch mid-battle, so they could do some minor repairs, so they could pick their nose and catch some fresh air. IMAGINE tackle-dragging them away, not devouring them, so they could watch their precious, perfectly functional suit (now useless metal and spare parts without them too) shrink into but a hopeless speck, way off in the gloom. DELICIOUSLY EVIL.
THAT - is why I wanted to do all this. At least just to throw the hypothetical out there; at least so that you can, I hope, have your own fun skimming through this, letting your imagination go, as I have done while working it up.
POWER
Fueled by simple WL-6 Universal Fuel Cells, and powered by simple, high capacity batteries, the P-WAULS is a low-maintenance war machine that can run its onboard systems, operations, and life support for 45 minutes on a single battery, and its mechanized limbs, locomotion, and gyroscopic stabilizers for 60 minutes on a single fuel cell.
(ADVISORY: efficiency tests performed on a base model, with control groups for idle time and marching paces that both produce similar results.)
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"Personalized visor colors! Light up the battlefield in style!"
WEAPONS
Because what would a walking weapons platform be without some big, mean mothers to tote around?
VULCAN-SUPER 10
“8-barreled, rail-propulsed, telescopically stowed - a wrist-mounted rotary cannon based on the old Vulcan M61 design, with everything and then some.”
This state of the art minigun’s magnetic firing platform supports the use of several calibers, including 9mm, 10x20mm, 10x24mm, and 7.62x51mm - so you can keep the heat up even when the highly desired supplies are low.
A Closer Look: The Vulcan-Super 10
- QUASI-IFF - Will not fire when the onboard targeting system detects an IFF tagged friendly in the way of the direct firing path. Can still cause indirect harm through crossfire and stray rounds.
- Held in one hand, and can be fired at a much lower accuracy from the hip.
- Use it in active hand to “ready” the weapon and raise your arm, increasing accuracy to functional levels for a small movement speed penalty.
- Special action to choose ammo type.
- Capable of 360 RPM in automatic fire, regardless of ammo type.
- Cannot use special variants of available ammo types.
- Feeds directly from the onboard ammo reservoir without any need to reload.
- The reservoir can hold 1000 rounds of 7.62x51mm, 500 rounds of 10x24mm and 10x20mm, and 250 rounds of 9mm - all with independent storages.
- These calibers, due to the nature of the rail-propulsion, possess different values than from their firing usual platforms, as when fired from the Vulcan-Super 10. Primarily, you’ll note the REVERSE FALL OFF - meaning the Vulcan is, for most ammo types, much better when against targets at a distant range, and before, or after that range, is much weaker.
Weapon Stats
- Recoil Wielded: .1
- Recoil Unwielded: .1
- Scatter Wielded: 2
- Scatter Unwielded: 2
- Burst Scatter Multiplier: N/A
- Burst Amount: N/A
- Effective Range: 4-11 tile range
- Firerate: 360 RPM
- Automatic Firerate: 360
- Accuracy Wielded: 16.8
- Accuracy Unwielded: 6
7.62x51mm:
GSh-7.62 Rotary Machine Gun/Ol' Painless
- Capacity: 1000
- Damage: 25
- Max Range: 4-15
- Fall off: 5
- Penetration: 25
- Punch: .5
10x24mm:
M41A Pulse Rifle MK2 /M4RA Battle Rifle
- Capacity: 500
- Damage: 40
- Max Range: 4-11
- Fall off: 8
- Penetration: 10
- Punch: .5
10x20mm:
M39 Submachine Gun
- Capacity: 500
- Damage: 30
- Max Range: 2-6
- Fall off: 5
- Penetration: 10
- Punch: .5
9mm:
M4A3 Service Pistol/VP-78 Pistol
- Capacity: 250
- Damage: 40
- Max Range: 1-3
- Fall off: 10
- Penetration: 20
- Punch: .5
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M240-SUPER 30
“I got five tubes on this sucker; extra-spicy napthal juiced up straight to my rig. It’s called a ‘star-thrower’ - keep hidin’ round that corner - I’ll show you why!”
This wrist-mounted redesign of the original M240A1 utilizes the P-WAULS onboard synthesizer to create a proprietary munitions load from ultra-thickened napthal fuel in order to launch incendiary flak: grenade-like bolts that bounce along the walls for a time, catching anyone they hit along the way on fire, until bursting non-percussively into a short-lasting radius of flames.
A Closer Look: The M240-Super 30
- NON-IFF
- Held in one hand.
- Must be “readied” to fire, which is done by using it in your active hand.
- Change fire modes to change the flame delivery type.
- FLAMER: Uses half the napthal levels for the same damage and distance as a normal M240A1.
- STANDARD: A normal, 1 tile wide, X tile long spray.
- SPECIAL: A spray similar to B-Variant (Green) Flame’s spread, though with standard napthal.
- FIREBALL: Uses half the napthal levels for the same damage and distance as a normal M240A1, XM-VESG-1 flamer nozzle.
- STANDARD: A single, normal fireball.
- SPECIAL: A single, synthesized fireball that will burst into a non-damaging, 3x3 radius of fire upon landing or making contact with a target.
- INCENDIARY FLAK: Uses a similar napthal level as a standard, M240A1 based fireball, with an additional 50 damage on direct hits, and 30 damage for those in range of the fire burst - as well as being caught on fire. The flak has a range of 7, but could potentially bounce further. Will bounce off targets until 3 seconds have passed since firing, and will then burst.
- STANDARD: A single, synthesized flak load.
- SPECIAL: A triplicate, synthesized flak load. Fires out at 70, 90, and 110 degrees from the direction you are facing.
- Special action to change between standard and special firing mode.
- Feeds directly from the onboard napthal reservoir, which can hold 500 units of standard napthal in total - with no need to reload.
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ADDITIONAL WEAPON TIP:
As afforded by its sheer size and strength, the P-WAULS is able to mount an operational heavy machinegun such as the M56D or the M2C and use it as a carriable weapon, moving and shooting in tandem - though, its cumbersome nature will slow you down some, in movement and turning; it must constantly use both hands to provide a secure firing platform for the gun; and you cannot actually load or unload the gun at all - due to the lack of fine motor control. Dropping it will also leave it as an unsecured gun on the ground, something else you can’t do due to fine motor control, being resecure it, either.
(WARNING: The P-WAULS is unable to operate all other standard military personnel firearms due to finger size, grip strength, and lack of certain fine motor control. Misuse of P-WAULS 1 Piloted Harnesses that result in grievous bodily harm or injury to self or others do not accommodate injury claims, veteran disability benefits, or legal protection.)
Weapons Catalog: Download a Design Today!
M79-SUPER 16
Give them the old one-two!
- A highly advanced, experimental redesign of the M79 40mm grenade launcher. This double-barreled explosive launching platform’s use of the P-WAULS onboard ammo reservoir allows it to fire from 3 separate selections of loaded grenades or flares, with the option to fire twice in rapid succession before a short, automatic reload period. Most of all, it utilizes total IFF firing capabilities thanks to its connection to the P-WAULS onboard targeting system - though, of course, once the IFF-micro-tagged grenade lands, live, it’s a problem for anybody standing too close.
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Passive IFF.
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Held and fired with functional accuracy in one hand.
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Use in active hand to raise the launcher, granting the passive ability to fire over non-IFF obstacles.
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Special action to change grenade type. Changing grenade type will fire whatever two grenades are in the active tube in order of first-to-last. You may fire, change tubes, then fire a second grenade rapidly, before the reload sequence.
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WR-TF Electro-Pneumatic Force Exponentiator
Find out what teeth sound like skipping across the ground!
- Created by the same inventor of the P-WAULS, the USCM’s own weapons engineer Walter Robert-Thomas Ford came up with the design by pure accident - after nearly blowing his own head off testing the extension power of an early design for the mechanized locomotion of the P-WAULS. In standard marine fashion, Walter duplicated that effect through several iterative designs; and more pneumatics, ballistic plating, and the addition of barely guided electricity led to the creation of a powerful tool for removing barricades, breaking through doors and modestly fortified structures - and for use as a very, very nasty close-quarters weapon.
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Passive, significant increase to melee damage.
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Passively knocks humans and Xenomorphs up to T2 back one tile on hit, applying both Burn and Brute damage.
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Active Ability - Engage Exponentiator: A toggle that on the next successful hit will apply increased damage, a micro-stun, 2 seconds of slowness, and a 3 tile knock-back, up to Tier 3’s. 15 second cooldown.
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Active Ability - Overcharge: A toggle that on the next successful hit will apply a napthal-grade burning effect, and a cooldown-reset on all abilities of the target, up to Tier 3. 30 second cooldown, and sets all other abilities on a 5 second cooldown, or adds 5 seconds onto their current cooldown time.
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Active Ability - Dump Volts: An on-use that will lightly damage, and stun anything within your immediate 1 tile perimeter for 3 seconds, up to Tier 2, and Tier 3’s for 1 second, with a following 2 second slow. A human, including friendlies, struck by this will experience the same stun and corresponding Burn damage as if trying to open an electrified door. 20 second cooldown.
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Actively draws battery on successful hits and ability use.
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KAVOR Hyper-Compaction Flak Launcher
One man's trash is the USCM's treasure!
- Nobody knows WHAT the original design of this monstrosity was intended to accomplish - it came in half made of spare, jerry-rigged parts. Whatever KAVOR (the now defunct company behind at LEAST the cool logo on it with the skull instead of an “O”) planned on doing with this thing, it can’t be better than what the weapons division has done to it now. Heavy modifications and connection to the P-WAULS onboard synthesizers allow this three-quarter ton trash-blaster to consume metal right off the ground, in exchange for a munitions delivery platform akin to the mother of all shotguns. As is fitting for the immense size of the launcher, its medley of terrifying steel shot ranges in size from “grape” at its absolute smallest to “actual cannonball” - a reimagining of the past made a real force of reckoning - which is capable of punching through… pretty much everything. And yes, the brass figures you would want to try plasteel. And no. You can’t, they molecularly locked it from grinding that.
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NON-IFF.
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Held in one hand, extremely inaccurate beyond 2 tiles.
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Use in active hand to wield - granting a functional accuracy at the cost of halved movement speed.
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Special action to switch between vacuum/launch mode.
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Change fire mode to change flak type.
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Larger ammo types have an inherently greater accuracy and flight speed, but a longer cooldown period, and a greater expenditure of metal.
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GRAPESHOT: Nearly double the damage of buckshot and almost no chance to miss point-blank, this flak type expends a sheet of metal per 5 shots, and has a built in firing period cooldown of 3 seconds.
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BASEBALL: Nearly double the damage and a similar slowing and micro-stunning effect of slugs, this flak type expends a sheet of metal per 3 shots, and has a built in firing period cooldown of 5 seconds.
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CANNONBALL: Essentially a kinetic rocket - a single piece of brutal, long range, fast moving flak with all the destructive force and damage of a tile-shared HEDP grenade - with half the secondary blast of one when it lands, including a 2 second stun that works on all tiers for direct hits. This flak type expends a sheet of metal per shot, and has a built in firing period cooldown of 10 seconds.
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The onboard matter-compressor can hold up to 25 sheets of metal at a time.
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Draws battery on firing, with increased drain scaling to larger ammo type.
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P-WAULS RAID Hammer
Let that sweet sweet Democracy in!
- A barricade destroying, obstacle removing tool designed specifically for the P-WAULS massive size and strength - this joint-locking, war hammer looking, cyclopean weapon (RAID of course short for Rescue, Aid, Intervention, and Defense) can turn a wall into a door, a door into a bigger door, and a man into a greasy, chunky paste on the ground and walls.
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High melee damage, slow attack speed.
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Held in one hand. Wield in both hands to use.
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Active Ability - Knock Knock: An on-click that will destroy any breakable walls in front of you in a 3x1 tile wide hammer path. 8 second cooldown. MOBS: Take massive Brute damage to the torso and arms, and are knocked back up to Tier 2 by 4 tiles, and Tier 3 by 2 tiles.
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Active Ability - Make Room: A toggle that will destroy any breakable walls in front of you in a 1x3 long hammer stroke on the next hit, sending shrapnel out from the end of any destroyed walls. 12 second cooldown. MOBS: Take massive Brute damage to the legs and groin, are knocked back a tile, and are stunned for 3 seconds, up to Tier 2. Tier 3’s are micro-stunned, then slowed for 2 seconds.
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Active Ability - Squash: An on-click, mob use only, that will do extreme Brute damage to the head and chest - or halve the armor of all Xenomorphs for 4 seconds, and stun up to Tier 3’s for 2 seconds. Anyone human or Xenomorph, up to Tier 3 , that is within 2 tiles of the struck target is then slowed for 2 seconds. Using this on a human is guaranteed to instantly kill them and also destroys any headwear they had on. 16 second cooldown.
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Draws fuel on ability use.
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EXAR-1303 Thermonuclear Casting-Purveyance Rifle
Several 'No returns or liability' clauses!
- This absolute heavenly, constantly-burning-hot-to-the-touch, long barreled super rifle is the antithesis to the words “manageable”, “lightweight”, or “safe” - looking like someone ripped the artillery off the side of a war vessel. A project contracted out to a secretive military-grade weapons manufacturer by some absurdly wealthy, and very much corrupt USCMC high-ranking official; it took over a thousand iterations, 12 dead renowned weapons engineers, a nuclear physicist now more synth-skin and intravenous radiation treatments than man, and one quarter of a small planetoid (where a crater that used to be the lab, constructed solely to build the rifle, now lies)… but… here it is. WOW. The UA doesn’t want anything to do with this nightmare - they’re only letting you have it because, frankly, the P-WAULS are the only things that can even pick them up without melting, and they’re hoping you manage to deplete the core on some far off dump away from everyone else - all while fighting for the greater good of America’s interests! Firing it makes your teeth itch, but that’s what the potassium iodide pills, bottle of Prussian blue, and chelating body oil that come with the manual are for. The manual itself in summary is this: to eject the self-detonating, nano-nuclear pulses of incandescently, unfathomably hot carbide-alloy castings at what or whoever you want obliterated - aim scary glowing end their way, pull trigger.
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NON-IFF.
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Held in one hand, wield in both hands to fire.
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Very low RPM of 20: a shot every 3 seconds, at best.
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No reload or ammo necessary.
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High damage - 120 - with 30 base armor-piercing to boot. Deals half of its damage as a Burn. Travel time is slightly faster than the speed of a fireball. Applies a bright, magenta flame on hit with the brightness and damage of B-Variant (Green) Flame, though with only 3 seconds of Burn-time.
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On successful sprite-clicks, will instantly deal its damage, allow for IFF pass-through of friendlies, and have an increased burn time of 5 seconds. It will additionally knockback Tier 1’s 3 tiles, Tier 2’s 2 tiles, and Tier 3’s 1 tile.
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Inflicts 5 burn damage to the pilot across random body parts every 150 ticks, or 5 minutes, when carried. Inflicts 5 burn damage across random armor pieces on the suit per shot.
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ARMOR
They say the best defense is a good offense - but “they” probably don’t concern themselves daily with kilojoule gradients and bullet caliber ratings on the metal between their brain, guts, and certain death.
A Closer Look: P-WAULS Armor Spec Sheet
With the USCM’s standard design premise of “never retreat, never surrender” - the P-WAULS is built specifically so that the bulk of its armor plating and geometry deflects and absorbs damage best from the front.
While its sides are still very well armored, it is less so thick in the plating that is aface to these directions, and also begins to reveal the tubing that protects the P-WAULS vital fuel and wire lines.
The P-WAULS is at its weakest and most vulnerable when attacked from the back, as it’s here the pilot is able to exit and enter the suit, and where much of the storage, onboard systems, and vital computational and mechanical components lie.
TOTAL BASE HEALTH: 500%
From the FRONT, armor ratings of:
Details
Melee = 60
Bullet = 60
Bomb = 60
Internal = 50
Bio = 40
From the SIDES, armor ratings of:
Details
Melee = 50
Bullet = 50
Bomb = 50
Internal = 40
Bio = 30
From the BACK, armor ratings of:
Details
Melee = 35
Bullet = 40
Bomb = 30
Internal = 25
Bio = 20
HEALTH BREAKDOWN:
Each piece of armor has different thresholds for being disabled, shattered (fractured), or completely destroyed and knocked off.
- A piece or module being “disabled” requires, usually, quick repairs.
- A piece or module “shattered” requires repairs of several steps, and replacement components or materials.
- A piece or module being, “destroyed”, in the case of modules, and “knocked off”, in the case of armor pieces, requires the printing of a whole new module or armor piece. You can break down totally destroyed armor pieces into a paltry amount of raw materials. Destroyed modules are useless, in some cases possibly dangerous, junk.
NOTE:
- Any steps involving a Wrench or Crowbar can be done instantly with a Power Loader’s Power Loader Claw should you have one available in the field, or are able to work aboard the ship in a safer, slower-paced environment where several Power Loaders can usually be found.
VISOR: (Aiming for the Eyes)
Details
- DISABLED AT: 50 Brute / 45 Burn
- Effect: Drops vision by 2 tiles.
- Repair Brute: Carefully reshape surface scratches with a Welder.
- Repair Burn: Scrape char away with a Screwdriver.
- SHATTERED AT: 75 Brute / 60 Burn
- Effect: Drops vision by 3 tiles. Pilot’s eyes, mouth, and head take 25% of all visor damage, rounding down.
- Repair Steps: Unseat the outer guard with a Screwdriver, remove the broken shards with a Crowbar, add 2 Reinforced Glass, then Weld together the new pieces and Wrench the repaired visor into place.
- DESTROYED AT: 100 Brute / 75 Burn
- Effect: Restores vision. Pilot’s eyes, mouth, and head take 100% of all visor damage.
HELMET: (Aiming for the Head or Mouth)
Details
- DISABLED AT: 125 Brute / 75 Burn
- Effect: The pilot will begin to slowly suffocate, with oxygen damage increasing by 1 every minute (30 ticks).
- Repair Brute: Repair dents, holes, and cuts with a Welder.
- Repair Burn: Bend warped plates back into place with a Wrench.
- SHATTERED AT: 150 Brute / 100 Burn
- Effect: The pilot’s suffocation will worsen, with oxygen damage increasing by 5 every minute. Drops vision by 1 tile. Increases turn-delay by 50%. Randomly set 2 tiles within a 3 tile radius on fire every 2 minutes from fuel leakage - additionally increasing fuel draw rate by 25%.
- Repair Steps: Unseat the bolts with a Wrench, then remove the ruined plates with a Crowbar and replace them with 5 Metal, and afterward, fasten them with the Screwdriver, use a Welder to shape and seal them, and a Wrench a final time to secure the bolts.
- DESTROYED AT: 200 Brute / 150 Burn
- Effect: The pilot’s suffocation ends. Pilot’s eyes, mouth, and head take 100% of all helmet damage. Increases turn delay by 50%. Wield and unstow (equip) delay doubled. Can no longer use any abilities, as all interface systems are inaccessible without the computational “brains” of the suit.
CUIRASS: (Aiming for the Chest)
Details
- DISABLED AT: 150 Brute / 100 Burn
- Effect: Lowers total armor values by 5. Increases turn-delay by 25%.
- Repair Brute: Pop those scuffs out with a Crowbar.
- Repair Burn: Knock that soot off with a Wrench.
- SHATTERED AT: 250 Brute / 200 Burn
- Effect: Lowers total armor values by 10. Increases turn-delay by 50%. Ceases the use of all abilities. Randomly set 2 tiles within a 3 tile radius on fire every 2 minutes from fuel leakage - additionally increasing fuel draw rate by 25%. The suit becomes flammable due to minor fuel seepage, and will require the use of the self-extinguisher upon contact with fire.
- Repair Steps: Unseat the bolts with a Wrench and then dismount the interior plates’ seating with a Screwdriver, then add 6 Metal and 6 Plasteel to replace the mangled reinforcements, then use a Crowbar to affix the replacements, a Welder to shape and seal them, and the Screwdriver and Wrench again to lock it all back into place.
- DESTROYED AT: 350 Brute / 300 Burn
- Effect: Lowers total armor values by half. Doubles turn delay. Lowers movement speed by 25%. Pilot’s chest takes 75% of all cuirass damage. Entering this damage state from being doused in fire, walking through flames, or being hit with incendiary rounds will cause the suit to experience a critical, internal fuel leakage-reaction cascade, and lead to an explosion the size of double an HEDP grenade. As it is an implosive detonation first, blowing its way out, the pilot will essentially be liquified - and as a result be gibbed.
PAULDRONS: (Aiming for the Arms)
Details
- DISABLED AT: 75 Brute / 60 Burn (Per Arm)
- Effect: Lowers accuracy by 10%. Increases wield-delay 10%.
- Repair Brute: Refasten the plates with a Wrench.
- Repair Burn: Reshape warps with a Welder.
- SHATTERED AT: 125 Brute / 80 Burn (Per Arm)
- Effect: Can no longer use Push, even if the other arm is perfectly functional. Lowers accuracy by 25%. Increases wield-delay by 50%. Randomly set 2 tiles within a 3 tile radius on fire every 2 minutes from fuel leakage - additionally increasing fuel draw rate by 25%.
- Repair Steps: Unsecure the bolts with a Wrench and then the mounting with a Screwdriver, then cut the battered sections away with a Welder and add 4 Metal as new reinforcements, and shape and seal them with the Welder.
- DESTROYED AT: 200 Brute / 120 Burn (Per Arm)
- Effect: Can no longer wield any 2-hand required weapons, and can no longer deploy P-WAULS wrist weaponry from that arm. Lowers accuracy by 25% on the other arm due to counter-balancing issues. Pilot’s corresponding arm takes 100% of all pauldron damage.
GAUNTLETS: (Aiming for the Hands)
Details
- DISABLED AT: 60 Brute / 60 Burn (Per Hand)
- Effect: Cannot open doors or pick up objects. Grabbing friendlies will minorly injure the targeted part by 10 Brute and release the grab, as your grip begins to experience dampening failures.
- Repair Brute: Resecure the finer bolts and with a Screwdriver.
- Repair Burn: Clamp back down softened connections with a Wrench.
- SHATTERED AT: 100 Brute / 80 Burn (Per Hand)
- Effect: Can no longer use Push, even if the other hand is perfectly functional. Cannot open doors, barricades, or pick up objects. Attempting to pick up objects has a 25% chance to destroy them, and grabbing friendlies will seriously injure them by 30 Brute and knock them down, as your grip experiences total malfunction.
- Repair Steps: Unsecure the articulations with a Screwdriver then work away the digital plates with a Wrench, and then the over-plates with a Crowbar, reinforce the damage with 2 Metal, and set it all back into place with a Welder.
- DESTROYED AT: 150 Brute / 100 Burn (Per Hand)
- Effect: Cannot use the hand entirely. Can no longer wield any 2-hand required weapons. Can no longer use Push, even if the other hand is perfectly functional. Pilot’s corresponding hand will take 100% of all gauntlet damage.
WAIST-PLATE: (Aiming for the Groin)
Details
- DISABLED AT: 125 Brute / 125 Burn
- Effect: Lowers movement speed by 25%. Increases turn-delay by 50%.
- Repair Brute: Work the dents back into shape with a Crowbar.
- Repair Burn: Reshape soft spots with a Welder.
- SHATTERED AT: 250 Brute / 175 Burn
- Effect: Lowers movement speed by half. Doubles turn-delay. Can no longer use Double Time. Lowers accuracy by 75%, due to the unstable firing platform. Can now be knocked over like a normal marine.
- Repair Steps: Cut away warped sections with a Welder, then force them off with a Crowbar, to then renew the battered piece with 4 Plasteel and 10 Metal, and secure it with a Wrench, Crowbar, and finally a Welder to shape and seal it, with one more turn of the bolts, using a Wrench for good measure.
- DESTROYED AT: 325 Brute / 250 Burn
- Effect: Can no longer use Double Time or Push as you completely lack your base of leverage and stability. Lowers movement speed by 75% and triples turn-delay, bring you almost to a standstill. Cannot unstow or wield weapons as you lack the balance. Pilot’s groin will take 50% of all waist-plate damage. Can now be knocked over like a normal marine. Cannot stand up without help.
GREAVES: (Aiming for the Legs)
Details
- DISABLED AT: 100 Brute / 75 Burn (Per Leg)
- Effect: Can no longer use Double Time, even if the other leg is perfectly functional. Lowers movement speed by 10%.
- Repair Brute: Force the plating back into shape with a Crowbar.
- Repair Burn: Scrape away char with a Screwdriver.
- SHATTERED AT: 175 Brute / 125 Burn (Per Leg)
- Effect: Can no longer use Double Time, even if the other leg is perfectly functional. Lowers movement speed by 25%. Randomly set 2 tiles within a 3 tile radius on fire every 2 minutes from fuel leakage - additionally increasing fuel draw rate by 25%.
- Repair Steps: Force destroyed plates away with a Crowbar, then unsecure the battered mounts with a Wrench and Crowbar again, affix new plates with 5 Metal, secure them with a Wrench, then fit them with a Welder.
- DESTROYED AT: 225 Brute / 175 Burn (Per Leg)
- Effect: Can no longer use Double Time, even if the other leg is perfectly functional. Lowers movement speed by 50%. Pilot’s corresponding leg takes 100% of all greave damage. Can now be knocked over like a normal marine. Cannot stand up without help.
BOOTS: (Aiming for the Feet)
Details
- DISABLED AT: 100 Brute / 100 Burn (Per Foot)
- Effect: Lowers movement speed by 25%. Can no longer use Double Time, even if the other foot is perfectly functional. Lowers accuracy by 25%, due to the unstable firing platform.
- Repair Brute: Carefully reorient the opposable plating with a Wrench.
- Repair Burn: Secure warped bolts with a Screwdriver.
- SHATTERED AT: 175 Brute / 175 Burn (Per Foot)
- Effect: Lowers movement speed by 50%. Can no longer use Double Time, even if the other foot is perfectly functional. Lowers accuracy by 33%, due to the unstable firing platform.
- Repair Steps: Unsecure the primary bolts with a Wrench and then the secondary bolts with a Screwdriver, then toss out nearly the whole thing for 2 Plasteel and 5 Metal, and refit it all with a Welder.
- DESTROYED AT: 200 Brute / 200 Burn (Per Foot)
- Effect: Lowers movement speed by 50%. Can no longer use Double Time, even if the other foot is perfectly functional. Lowers accuracy by 50%, due to the unstable firing platform. Pilot’s corresponding foot will take 50% of all boot damage. Can now be knocked over like a normal marine. Cannot stand up without help.
- A module that takes up that body part will require an additional step of adding a Power Control Module after the corresponding “Materials” stage of the repair operation.
The Heavy-Combat Kit Armor Module Line:
P-WAULS 1 HCK-Bastion
Stand unshaking!
As since histories upon histories past, one of the best solutions to avoiding death in battle is also one of the simplest: wear more hard things than the other guy. And as since histories upon histories past, one of the greatest conundrums to this solution also is thus: really hard things are heavy. Though, with what this literal ton and a half of plate reinforcements is meant to fit on - it’s safe to say the great nation of America has finally put that age old problem to rest. The “HCK-Bastion Post-Armor Suite” - reminiscent of a gladiator’s helmet, or perhaps a giant, angry trashcan - along with a massive amount of full-body physical reinforcement under the proverbial hood, connects directly to the hydraulic system, and comes with logic and interface system additions that allow the suit to take over; gyroscopic righting, kinetic-predictive algorithms, and snap reaction ten times greater than a human for a brief, but unstoppable moment before the UA’s demanded pilot re-control program takes back over. Can’t have those machines learning TOO much…
- Passive flat armor bonus that nearly equalizes all sides.
- Passively lowers movement speed by 25%.
- Passively doubles turn-delay.
- Passively lowers vision by 1 tile.
- Gains the ability to use Push on up to Tier 4 Xenomorphs, at 1 tile.
- Increases total helmet health by 50%.
- Increases total cuirass health by 25%.
- Increases total pauldron health by 25%.
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Active Ability - Brace: Grants invulnerability to gunfire, reduces acid and fire damage by half, allows body-blocking of the Queen without knockdown, and will stun charging Crushers for 2 seconds. 25 second cooldown.
- Actively draws high battery power and large amounts of fuel when Brace is used.
- Higher than average fuel draw rate.
P-WAULS 1 HCK-Interdictor
Go with the wind!
Several prior dicey engagements in theatres of battle that consisted of vast, flat tracts of open land left a very sore spot on the USCM’s track record for use with the P-WAULS, as its slower speed became a crippling weakness out in the open that made it a target of concentrated long-range fire, artillery, and other heavy explosive ordinance - in some instances the enemy would just DRIVE OR MARCH AROUND, outside of its effective range, and avoid it completely. Aeronautics, robotics, mechanical engineering, and several other divisions were quickly entasked to spitball a design that could hopefully get around this, and what was born out of the mix came to be known as the “HCK-Interdictor Engagement Suite”. Jet afterburners, hydro-pneumatic enhanced locomotion, auto-stabilizing micro-thruster systems, and aero-dynamic armor fixtures - at the cost of some of the normal, much thicker stuff. She can’t fly - but in short distances, she’ll rip - and overall it’s the fastest design variant to date.
- Passively increases movement speed by 33%.
- Passively vaults ledges instantly.
- Lowers total armor values by 50%.
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Active Ability - Jet: A toggle that will allow a screen-wide dash on click. 15 second cooldown.
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Active Ability - Takeoff: Increases movement speed by 100% instantly, and can scale to 300% without turning, stopping, or running into an obstacle - in up to 10 seconds. Crashing into a wall, or other obstacle, will stun and damage the suit, and incur a longer stun and greater damage to the suit based on speed. 30 second base cooldown, with up to 90 from reaching 300%, to allow the jets to vent.
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Marines and Tier 1 Xenomorphs will be knocked down and stunned for 1 second, unless running into a Defender using Fortify.
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Tier 2 Xenomorphs will be pushed aside, unless grabbed by a Warrior.
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Tier 3 Xenomorphs and beyond will stop the suit in its tracks.
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Active Ability - Afterburners: Replaces Double Time as a new speed boost toggle that instead increases movement speed to the point of being faster than a healthy, fed marine in heavy armor.
- Passively draws battery power and fuel, and actively draws fuel when using Jet and Takeoff, and has the highest single active fuel draw rate, using Afterburners, at 600% percent, allowing only 10 minutes a fuel cell.
- Higher than average fuel draw rate.
P-WAULS 1 HCK-Sonar
Hear in surround color!
With attempts at amphibious application, the UA has gone through several blueprints for a light-weight, water safe, durable module that would grant additional sensory abilities to aid with the frankly mid-to-poor field of view from within the suit - which is unfortunately a necessary tradeoff to avoid the obvious, “glowing weak-point” issue the weapons division discovered in their initial field testing. This “HCK-Sonar Base Detector Suite” is a combination of several forms of high-tech, reconnaissance and military grade spyware fixtures all working in tandem to produce unbelievable amounts of unseen target information at range - feeding directly to onboard targeting and interface systems, and as well as periodically broadcasting tactical information to nearby marines. Watch the antennae, pal!
- Passively increases accuracy by 25%.
- Lowers total helmet health by 25%.
- Passive long range motion detection with twice the refresh rate.
- Reveals the target to the pilot if obscured, with each ping.
- Grants standard, long range motion detection capabilities to IFF-tagged friendlies that are WEARING A HELMET and within 3 tiles.
- Passively draws a higher than average amount of battery power, and actively draws a small amount of battery power for each marine within the 3 tile radius that is being provided motion detection.
P-WAULS 1 HCK-Pathfinder
Reveal all illusion!
The guerilla tactics of the UA’s opposition inevitably leads to new responses in a never-ending game of cat and mouse - but this heavy-duty design that fields absurdly over-tuned, 360-degree, auto-acquiring, motion, heat, and electro-magnetic spectrum discernment software might just be the game ender. Just looking at this thing from the outside with all the lights and blinkers gives you a headache; you can’t imagine how much pain medicine the operators of this thing put down a week - but they probably aren’t hurting as bad as the hostiles they light up several hundred yards away in pitch-black darkness. The “HCK-Pathfinder Surveyance Suite” can see in total darkness, possesses a superior field of view, can focus magnification by several orders for reconnaissance, provides standard motion detection capability, and can utilize its built in laser target-highlighter to point out obscured hostiles to otherwise totally unaware marines. The sheer amount of optics and computing put into this thing, for all their attempts to reinforce it, have made it incredibly fragile, relative to its platform.
- Passively grants full night vision.
- Passively increases accuracy 50%.
- Passive motion detection at 1x screen distance.
- Lowers total helmet health by 50%.
- Lowers total armor values by 10%.
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Active Ability - Engage Optics: A toggle that grants constant, 2x magnified vision.
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Active Ability - Magnify: A toggle that grants 4x magnification in one direction, similar to binoculars. Cannot move while active.
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Active Ability - Laser Target-Highlighter: An on-click that will reveal a single target for as long as they are within sightlines of the suit - placing a tracking reticle over them that glows in the dark and increases damage taken by 25%. Only works within a 2x screen range. 10 second cooldown.
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Active Ability - Engage Floodbeams: A toggle that produces a strong, 6 tile light radius, emanating from the suit. 3 second lumen building windup.
- Passively draws battery power, this module has the highest battery draw rate.
- Actively draws battery power when using Engage Floodbeams, Magnify, or Laser Target-Highlighter.
P-WAULS 1 HCK-Outlander
Dare them to talk trash!
A simple addition of radio-operation equipment, some reinforced receiver/transmitter combinations, and an actual metric ton of metaphorical junk in the literal trunk provides access to the vital communications array needed by every USCM detachment, in every operation, in any kind of theatre of war. It’s not always perfect, and getting rattled will scramble things even worse than it already comes and goes, but beggars can’t be choosers when it comes to worldwide, ground-to-space, instant communication.
- Passively retains communication with all USCM channels regardless of T-COMM status, and has access to all USCM channels.
- Lowers total helmet health by 25%.
- Lowers total cuirass health by 25%.
- Lowers total armor values by 10%.
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Active Ability - Communication Link: Grants operational T-COMM status to all IFF-tagged friendlies within screen distance. 5 second connection link windup.
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Active Ability - Spool/Unspool Line: Drops a phone on the ground that can be used to make calls to other phones and radio-telephone backpacks - or pulls in and stores the phone. Will automatically respool if pulled or left farther than 5 tiles away.
- Passively draws battery power when without T-COMMS, and actively draws power when a call is being made.
(WARNING: Do not use Armor Modules unapproved by the USCM. With the advent of the P-WAULS, a troubling group has formed composed of military engineers, mechanics, technicians, and even some pilots - who have banded together and chose to quietly circumvent what they consider to be trivial matters like “Marine Law” or “Standard Operating Procedure” or “Pilot-Operator Safety Recommendations.” These logic/interface system hacks, custom software modules, and bolt-on harness upgrades are NOT tolerated among the USCM.)
(–?W@RN1NG? Y3t 1t 1mpr3sses the BR4SS enough to n0t warrant 1mm3d14te action, th0ugh!)
+/-=~*ERROR~*=+/-
“- - AY0O0O!”
"- - Y0u want that HEAT? You w#nt that H0T-H0T? Y0u w@nt some REAL GEAR to G3T THE JOB DONE?
“- - $ee, all y0u g0tta d0 is a little sn1p sn1p here, a little cl1p cl1p there on your l@the. N0w? It’ll l3t y0u cr#nk out OUR d3s1gns t00.”
– THIS HAS BEEN A PAO BOYS GANG (PBG) MESSAGE
PBG Aftermarket Hacks:
PBG “Iron Bull”
'MMRRROOOOOO!'
One and a half tons of solid steel warped into a boorish, kinetic-dispersing, dual-horn contraption designed to lock into the harness’s central structural supports, with, of course, some additional pruning of onboard safety regulations to the gyroscopic and hydraulic inhibitors as the cherry on top - all in the effort of running a suit dead on into something, as hard as possible. Keep in mind - it wasn’t drafted and built and scrapped until perfection for months by an R&D team, but was slapped together by some sticky fingered, half-drunk mil-tech in a garage. It’s hard to see out of, it’s not exactly well balanced, and the entire “concept” behind its “intended function” is childish at best, and totally deranged at worst. It even makes an angry, cow braying noise when it boots up. Sick freaks.
- Increases total helmet health by 25%.
- Reduces all damage from the front an additional 10%.
- Lowers vision by 2 tiles.
- Lowers movement speed by 10%.
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Active Ability - Bullrush: A toggle that when clicked instantly breaks the suit into a charge, rushing forward in a straight, unchanging line at 200% speed for 10 tiles until the target is struck, a new obstacle - friendly or not - gets in the way, or the FULL 10 tile distance has been reached with nothing struck. Cannot use Bullrush orthogonally. 60 second cooldown.
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Does MASSIVE (100) Brute damage, stuns for 2 seconds, and slows for 4 seconds - works on all Xenomorphs but the Queen, who is only damaged, and slowed for 2 seconds.
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Stuns the suit for 2 seconds, no matter what is hit, and does MODERATE (25) Brute to the HELMET, CUIRASS, and PAULDRONS, in that weighted, random order.
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This ability will, guaranteed, blast through 2 walls of any, BREAKABLE kind before stopping.
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Active Ability - The Horns: A toggle that will knock any Xenomorph under Tier 3 back 3 tiles, doing MODERATE (40) Brute damage as well. Tier 3 Xenomorphs and above take the same damage, but are instead knocked back only 1 tile, and slowed for 2 seconds. 15 second cooldown.
- Actively draws fuel on use of Bullrush and The Horns.
PBG “Warlord”
'BOW TO MEEE!'
A very disturbing combination of medical science, weapons design, mechanical engineering, and electro-magnetic wave frequencies have resulted in this menacing head ornament - which aside from looking scary and keeping some of the stray bullets from scuffing your helmet’s paint, also acts as the housing compartment for several systems that work in oh so vile synchronicity to alter the minds of IFF-tagged friendlies for the better and the minds of non-IFF hostiles for the worse - mostly; see, problem is, an experimental exocrinologist barred from practicing medicine, a viral defense researcher, a black-site military interrogator, and a couple wacked out mechanics in a lab aren’t the set up to a joke - they’re the components of a haphazardly constructed bio-mechanical crowd control device.
- Passively increases the health of all IFF-tagged friendlies within 4 tiles by 50%.
- Passively slows any Xenomorph within 3 tiles by 25%, and lowers their total damage by 25%.
- Passively prevents hive-mind communication, screen wide, regardless of sight lines.
- Passively inflicts a constant, LEVEL 3 PAIN effect, 1 level above the pain-killing properties of Paracetamol, to all IFF-tagged friendlies within 3 tiles.
- Passively inflicts 1 Brute, 1 Burn, and 1 Toxin damage to all IFF-tagged friendlies within 3 tiles every 60 seconds (30 ticks).
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Active Ability - Enter the Warlord: Cycles the Warlord module’s passive abilities on and off. 3 second exocrinological activation windup, with a screen wide warning in chat to all factions about its indiscriminate effects.
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Active Ability - Woe: Emit a screen wide, all-faction debuff. 60 second cooldown.
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XENOMORPH: Slowed by 25%, and ability locked for 4 seconds. Works on Tier 3 and below.
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NON-IFF HUMAN: Stunned for 4 seconds.
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IFF: A 2 second screen-shake similar to the Queen, followed by a 2 second root.
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Emits a hollow, metallic, death-metal like, “WOOOOEEEE!” scream.
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Active Ability - Punish: Debuff a target, and affect those around the target. 30 second cooldown.
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XENOMORPH: Marks for death, lowering armor by 25% for 8 seconds, slowing by 25% for 5 seconds, and rooting for 2 seconds. Any other Xenomorphs within a 3x3 tile radius of the Xenomorph that is marked for death at the time will suffer a movement speed penalty of 50% for 2 seconds.
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NON-IFF HUMAN: Stuns for 5 seconds, and stuns any other hostiles within a 3x3 tile radius of the hostile that is stunned at the time for 2 seconds.
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IFF: Inflicts LEVEL 8 PAIN, which can only be managed by Oxycodone’s same leveled pain-killing properties, for 8 seconds. All other friendlies screen wide of the punished friendly are frightened into action, gaining 50% movement speed for 5 seconds, and a pain-threshold increase to LEVEL 5 PAIN for 5 seconds, which is the pain-killing property of Tramadol specifically - BUT - all friendlies screen wide of the suit also suffer a bloody-toned “Broken VR goggles” effect for the full 5 seconds, too.
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Emits a hollow, metallic, death-metal like, “YOOOOUUUU!”
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- Passively draws battery power when on.
- Actively uses power when using Enter the Warlord, Woe, and Punish.
- Emits a threatening, Darth Vader like breathing sound effect when on.
PBG “Dragon King”
'HAHAHA! SEE THAT THING BURN?!'
After going AWOL on claims of “all these lies messin’ wit’ my head” in regards to the flammability of USCM dorm interiors and the dangers of open flame in oxygen rich, enclosed environments in the void of space, a custom incineration rig of surprisingly masterful craftsmanship was left behind in the pyromaniacal engineer’s fiery escape. This artful, sophisticated piece of war-machinery draws from the P-WAULS onboard napthal reservoir and synthesizer without regard for flow coefficiencies or exhaust rate. It even runs additional fuel lines through the fins of the massive over-helm; clearly meant in look and name to evoke the image of a furious, mythological - and most importantly, fire breathing, reptile. You’re pretty sure this thing can blow everyone near it to pieces if it gets too damaged - it’s not a question of IF it can, it’s a question of WHEN. Even the psychos that tinker with these unauthorized P-WAULS modules wouldn’t touch this one until they installed at least one extinguisher system on it.
- Doubles all fire damage taken.
- Upon breaking, this module will explode in a fiery burst of a 4 tile radius emanating from the suit.
- Passively gives off a very strong, 6 tile light radius.
- NON-IFF.
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Active Ability - Breathe Flame: A toggle that is used on click, and similar to the M74 AGM-I save for the increased distance and overall spread, this allows you to blow a fanning, 5 tile range cone of napthal out. 20 second cooldown.
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Active Ability - Fire Spit: A toggle that is used on click, and similar to the XM-VESG-1, this allows you to semi-automatically blow up to 6 fireballs at once before the system runs too hot to function. 15 second cooldown.
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Active Ability - Hyper-Thermal Beam Generator: How that crackpot with a penchant for lighters cooked this up - you have no idea. 60 cooldown on successful hit. 90 second cooldown on a miss.
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Will only successfully fire on a sprite-click, and afterward will windup for 3 seconds, before projecting a screen wide hyper-thermal beam.
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This beam can damage through any number of walls, but does significantly less damage if obstructed, no matter the number of obstructions present.
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Unavoidable, and knocks even Tier 3’s back 2 tiles. The only escape is to go further than the suits screen range.
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Will inflict MASSIVE (125) Burn damage, but only MODERATE (50) Burn damage through walls and immovable obstacles.
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Struck target will be set on fire, set any mobs they bump into on fire, and will leave a burning trail for 3 seconds.
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Missing with this ability will stun the suit for 5 seconds, and cause burning napthal to spray from the mouth, randomly scattering fire in a 5x5 tile radius around the suit.
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Sprite-click or miss, using Hyper-Thermal Beam Generator will CUT A FIERY SWATHE THROUGH YOUR MARINES. Avoid using it at all costs in crowded areas or on fast targets.
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Active Ability - Aftermarket Extinguisher: Clearly an afterthought in the design, this onboard synthesizer based extinguisher doesn’t need to be refilled, but can only fire a single, sorry squirt of live-saving, inferno-dousing water - and in far too distant a frequency. This is a standard, 60 degree cone, like from a normal extinguisher. 60 second cooldown.
- Passively draws battery power and fuel.
- Actively draws battery power and higher than average amounts of fuel when using Breathe Flame, Fire Spit, or Hyper-Thermal Beam Generator.
"Be ready for any environment with USCM approved alternate camouflage schemes! Dress to impress and make war with the best in extravagant swatches such as Saba, Amazon, and Whiteout!
Alternate Camouflage Scheme Sneak Peek!
- Jungle
- Ghillie - “This would make you pretty hard to see in dense vegetation, impossible, even. If it weren’t for the giant, glowing visor.”
- Snow
- Permafrost - “You’d be almost wraith-like in this, if each step you took didn’t threaten an avalanche.”
- Desert
- Copperhead - “Acrid yellow-browns are surprisingly effective in the right environment, and maybe on something that isn’t seven feet tall.”
- Space
- Intrepid
- Retro
- Urban
- Lockdown
- Riot
Custom Auto-Painter Schemes!
Display your purpose loudly and proudly with utilitarian decals!
Have some fun!
Represent!
Or get a little fancy with it!
Auto-Painter Spray Job Sneak Peak!
- Miami - Highlights of neon orange, down through creamy orange, gold, with a suddenly bright iridescent mid-tone of pink, into a deep drop of purple, and finally into midnight blue-black.
- Ronin - Deep purple with gold highlights, mid-blue shadows, and an additional decor of sweeping pink cherry blossoms.
- Samurai - Rich, bright red, leading down into almost holographic mauve-red mid-tones and wine red shadows.
- Tartan - A Tartan pattern over off-white, comes in red, blue, and green swatches.
- Hazard - Simple yellow and black hazard stripes.
- Clockwork - A steampunk medley of brasses, golds, and dark wrought iron shades.
- Aeon - Platinum white with high-tones of very faint blue, gives it a nice, clean look.
- Tiger - The quintessential tiger stripes.
- Asclepius - White with a contrasting red cross.
- Lagoon - A complex spray job meant to mimic a menacing fishman.
- Exowalk - A black theme with a spacey medley of faint colors in the highlights and shadows, almost like a dark opal.
- Awareness - Breast cancer awareness pink. Girl power!
- Shiny - Pure chrome, no paint. WITNESS!
- Landsknecht - Garish, bold patterns and colors over an off-white base.
- Patriot - The esteemed, eternal colors.
- Engineer - Construction yellow, because everyone should know when you’ve arrived before you’ve even gotten there.
- Contaminant - The bright, “hazard orange” often found on AI Core bound Working Joes.
- Overgrowth - Vibrant, green vines entangling everything and sprouting from every crevice.
- Vapor - A pink and blue complementary mix in the style of the vaporwave aesthetic - a 2000’s callback to the 80’s itself.
- Avarice - Pure gold, no paint of any kind (save for the LikeGold™ sprayed on). WE’RE RICH!
- Bullseye - A sloppily painted on target to the head. Whoever did this - didn’t even use the right kind of paint. It’s already coming off.
- Autumn - Deep, rich, autumnal colors - with a flourish of bright red, yellow, and orange falling leaves.
- Cruelty - A sickening pink base beneath red plates, with a helmet accent of green.
- Flayer - A spray job meant to evoke a set of skinned, bloody muscles - yuck!
- Infinite - Eggshell white, with abstract, pale flecks of primary, secondary, and tertiary colors, all originating from a starburst effect on the chest and helmet.
- Refresh - A beachy blue base with a warbling, streaking pattern of color. Reminiscent of a very retro Taco Bell.
- Triton - Murky seafoam to rich, deep blue, with highlights of gold, teal, and pearl-white.
- Holograph - Trippy pastel colors, with highlight mid-tones.
- Pearl - A dainty, extravagant pearlescence.
- Executive - Stark black and white with gold accents, for a distinguished, sleek, warmonger’s experience.
UTILITY & LOGISTICS
The USCM has plenty of big guns, big ships, big boys and big girls with big attitudes. In order to really stand out, new toys can’t just make bigger booms these days - they need fancier booms. More useful booms. Maybe even… being able to accomplish things that don’t make booms at all… Sickening, but necessary, in these days of advanced warfare and interplanetary politics.
DEFENSES:
BAO-YANG R4 MAGNETO-RHEOLOGIC SHIELD
“There’s only ONE way to survive the blast… get behind me, and hold on.”
Two former UPP collegiates turned UA paid, brain-drain picks for the weapons division have gone all out to secure their new positions. This tower-shield like bulwark is a triple-layered plasteel concerto of several, mind-numbingly advanced, highly niche in application, prohibitively expensive fields of science. A blend of orthosilicates, electrically reactive nanoparticles, and other classified materials of unique molecular quality - mixed, suspended in 6 feet of sheer metal, and hooked into the P-WAULS logic and interface system - form what the brass calls, “un-freakin’-breakable.” Careful though… looks like they cut corners on the grips. Nothing is going through you, but something big enough could certainly rip it right out of your hands, given the opportunity.
- This module grants the suit a telescopically stowed shield that can render the suit immune to ALL damage from the FRONT, in exchange for being brought almost to a standstill.
- Held in one hand, use in active hand to raise the shield and gain frontal invulnerability.
- Lowers accuracy by 50%, lowers movement speed by 90%, and increases turn-delay by 200%, when engaged.
- Passively lowers all damage from the front by 25%, passively lowers movement speed by 25%, passively lowers accuracy by 25%, and passively increases turn-delay by 50% when held, but not engaged.
- Cannot be dropped - nor “dropped” to allow it to stow faster.
- Tier 3 Xenomorphs and higher can enter Grab Intent when directly in front of the shield to rip it out of the suit’s hands. This will restow the shield, force a 5 second cooldown on Unstow Shield, and stun you for 3 seconds.
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Active Ability - Unstow Shield: Releases the shield from its magnetically locked position on the suit and places it in your hand.2 second magnetic unlock windup.
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Active Ability - Stow Shield: Sets the shield back into its locked position. 2 second magnetic lock windup.
UA 512-SUPER MINI
“Be still, my dog of war. We do it my way!”
The standard, UA 512-M Mini-Sentry, redesigned to be mounted onto the shoulder of the P-WAULS harness - and improved then some; now able to lay flank-protecting barrages of 10x28 caseless rounds over 270 degrees around the suit’s immediate proximity, and sport an impressive 1000 count onboard-fed reservoir. You may be wondering, why the 90 degree blind spot from the entire north-west to the south-west of wherever you’re facing? Why it isn’t omnidirectional? According to the greatest minds in the USCM’s weapons division, that little design flaw is caused by a problem likely to remain unsolved: you’ll shoot yourself in the braincase, genius!
- This module grants the suit increased protection, or offensive power, through the addition of a near-360 degree turret.
- Wherever you face, relative to the side you installed the module on, will have a 90 degree, orthogonally shifted blind spot opposite to the turret. This means that, out of a full circle around the suit, with the 90 degree mark, North, being their faced direction: the Super Mini will not be able to acquire targets and fire from the 135 to 225 degree range.
- Passive IFF.
- Has a 3 tile range.
- Though based on the Mini-Sentry’s design for functionality and size, certain tradeoffs had to be made for the size, ammo capacity, and multi-directionality - namely, the RPM. A standard 571-C Sentry fires at 150 RPM, the 512-M Mini-Sentry, 400 RPM. It sits at a happy medium of 275 RPM.
- Without a longer barrel to avoid obstruction of the pilot’s view, or snagging, the sentry also has a lowered base accuracy, from 27, to 20.
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Active Ability - Cycle Super Mini: Powers the 512-Super Mini on and off.3 second boot cycle windup.
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Active Ability - Target Acquisition: Cycles through three prioritization modes for the sentry, which will encourage it to choose targets based on size rather than distance, when applicable.
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Small: Non-IFF humans and Tier 1’s or less.
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Medium: Non-IFF P-WAULS and Tier 2’s.
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Large: Non-IFF vehicles and Tier 3’s.
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- Passively draws battery power when on, and actively draws battery power when firing.
Defense Module Catalog: Download a Design Today!
XLAR-37 Biohazard Conflagratory Disperser
87.1% safe a whopping 67.3% of the time!
A prototype dug up from some old rejects crate in the bioweapons department, originally designed to neutralize toxic or viral agents released in the air with an instant flash-wave… Unfortunately, all it ended up managing to do was flash-FRY anybody crazy enough to knowingly test it. But with a little tinkering for war, its dispersion lattice and naturally heat-resistant design enable it to throw flames omnidirectionally in complex, IFF guided launch patterns.
- This module will set alight all visible hostiles within screen range with a non-damaging flash, that then applies the standard napthal Burn effect, and leaves the tile they stood in as the flash occurred up in flames. Triggers only on a 2 tile proximity radius.
- The P-WAULS onboard reservoir can carry 200 units of napthal for flash waves, providing roughly 40 bursts.
- Each burst, and the first Xenomorph that triggered it, together cost 5 units of napthal. Each ADDITIONAL Xenomorph or non-IFF human on screen will cost an ADDITIONAL 5 units.
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Active Ability - Cycle Disperser: Powers the XLAR-37 Conflagratory Disperser on and off. 3 second boot cycle windup.
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Active Ability - Fill Disperser: A toggle that will drain napthal and reload the disperser on click.
- Passively draws battery power when on, and actively draws battery power when used.
UA-WY Experimental Wave Disruptor
Snitches get stitches!
You aren’t allowed to talk about the Experimental Wave Disruptor. You aren’t allowed to write about the Experimental Wave Disruptor. You aren’t allowed to say the real name of the Experimental Wave Disruptor. Better yet - don’t even THINK about the Experimental Wave Disruptor. All you need to know is that it can disorient non-IFF-tagged targets using some strange form of directed electro-magnetic resonance - so wear your ID around this thing unless you want it to cook your brain. “WEYLAND-YUTANI IS NOT RESPONSIBLE FOR ANY INJURIES THAT MAY OCCUR” is plasma-etched on every last surface of this thing, inside and out.
- This module weakens any active Xenomorph pheromone within a 3 tile radius of the suit to “WEAK” at maximum - and inflicts a constant, LEVEL 4 PAIN effect to any non-IFF humans within the same radius, which only Tramadol and Oxycodone have the pain-killing properties to manage.
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Active Ability - Cycle Disruptor: Powers the Disruptor on and off. 3 second boot cycle windup.
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Active Ability - Wave Pulse: A 3 tile wave-pulse that will knock down Tier 1’s, slow Tier 2’s, and ability-lock Tier 3’s, all for 2 seconds - will also stun non-IFF humans 3 seconds. 30 second medically advised cooldown.
- Passively draws battery power when on, and actively draws battery power when Wave Pulse is used.
USCMC Ceremonial Rig
Look at those babies catch the air!
Whether in the midst of battle, at a parade, or standing a few feet behind the President of The Free World(s), this glorious, telescopically deployed set of flags grants the courage, strength, and valor to all those who see it - enough to turn even the most cowardly into lions. This rotating design is built to be fit directly onto the back of a P-WAULS harness for hands-free, mobile deployment.
- This module can grant a single, constant 5 tile radius buff of the HOLD, MOVE, or FOCUS orders at a time, at the Trained (1) Level of Leadership, the same as a Squad Leader.
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Active Ability - Deploy/Stow Flag: Raises the flag and grants the corresponding buff, or lowers it from the raised position and removes the buff. 1 second deployment windup.
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Active Ability - Rotate Flag: Switches to the next flag and buff. .5 second redeployment windup.
- Actively draws a small amount of battery power when Deploy/Stow Flag or Rotate Flag are used.
SUPPORT MODULES:
SZ ALSAERS LIFE-RIG
Hippocratic action!
“I’m comin’ - I’m comin’, hang in there!”
The ALSAERS, or Auto-Lay Surgery and Aid Emergency Rescue System, from the Saint Zachariah Medical Technological Institute - an organization that looks to be on its way to a W-Y buyout - has recently bug-fixed enough of the deadly “kinks” in this otherwise admittedly innovative, emergency-rescue module for the P-WAULS, enough to go ahead with contracted distribution to the USCM, at least.
“STAND CLEAR! WEB, WEB, WEB!”
This combined, rescue/aid and automatic “lay-surgery” machine over-harness allows the pilot to launch the ALSAERS RescueWeb from a distance and pull downed victims, safely, back to the suit.
“It’ll be okay, I’ve got you.”
If the patient only needs basic first aid, once reeled in and stored within the RescueWeb, it can then analyze their health and automatically administer a suite of medicine.
“He’s not doing so hot, boys.”
In more grievous cases of injury and/or death, the victim can be released from the RescueWeb, and stored instead within the RescuePod on the back.
“We need to cash out of this dump. NOW.”
The RescuePod is capable of automatically reviving, stripping, medicating, bone-mending, organ-mending, and redressing victims after a total 5 minute operational period. The proprietary, neurogenic liquid inside the RescuePod will protect deceased patients inside from total brain death during the healing process. It’s quite the addition - extremely handy - but unwieldy, fragile, slow… and, it’s not ENTIRELY bug free.
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This module can store one patient within a “RescueWeb” on the chest that protects them from harm, provides an anesthetic and stasis bag effect, and passively administers 2u of Bicaridine, Kelotane, and Tricordrazine if none is detected until health reaches 75% - consequently avoiding overdose limits. Reaching 75% health will emit a sound effect to inform the pilot, and a “RescueWeb Analysis” will automatically appear, giving the pilot a final look at their health before allowing them to continue on, enter the RescuePod, or seek higher treatment.
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This module can store one patient, consecutively, or in tandem with the RescueWeb, inside a “RescuePod” on the back that protects them from harm, resuscitates them automatically upon death, and within an iterative healing process over a mandatory 5 minute period will heal all superficial wounds, repair organ damage, and mend bones - but will NOT repair internal bleeding, will NOT remove parasitic bodies, and CANNOT heal the bones OR organs of the head, as the auto-surgical device within the LifePod is a “auto-lay surgeon” and is not large enough nor complex enough to work on the brain and cranium.
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Passively increases turn-delay by 50%.
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Passively lowers movement speed by 10%, with an additional 10% movement penalty for each patient on board.
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Passive armor reduction of 50% to the back and 25% to the front.
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Passively grants basic MedHUD vision.
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WARNING: every 1 minute in the 5 minutes of an operation, there is a 10% chance for the auto-lay surgeon to experience a mechanical glitch, and accidentally inflict IB somewhere in the body. The patient will not suffer from this until they are released.
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Active Ability - RescueWeb Launcher: A toggle that will, similarly to the Abductor Praetorian, quickly project a path, and then fire an obstacle-interrupted, but cross-ledge functional hook. This extends up to 7 tiles and will only work on REVIVABLE, DEAD marines, or CRITICAL marines. 20 second cooldown on a successful Rescueweb. 30 second cooldown on a miss. 60 second cooldown for a blocked launch or interrupted pull.
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This will essentially place the patient instantly from the pull into a “devoured” state - healing them over time, protecting them from outside harm and further injury from organ damage or fractures, and slowing larval infection by 50% of the rate of a Stasis Bag; but keeping them trapped, asleep, in a slow moving vehicle.
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Active Ability - Release Patient: Will release the patient from the RescueWeb and automatically bring up a basic health analysis, and will automatically attempt to awaken the patient once, if they are able to do so. Forces a 10 second cooldown on RescueWeb Launcher.
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Active Ability - Load RescuePod: A toggle that will store patients with detected fractures, organ damage, or dead patients into the RescuePod on click. *5 minute mandatory active period. When released, another automatic, basic health analysis of the patient will be updated or brought up for the pilot. 30 second interim cooldown.
“Get AWAY from me, you bastards!”
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Active Ability - Ward and Charge: A toggle that, when active, will force all damage done to the CUIRASS (chest) to be done to the PAULDRONS (arms), HELMET (head), and GAUNTLETS (hands) at random instead, “protecting the patients” as you hunch forward and envelop them in your arms, thereby protecting the site of the module.
- Actively draws battery power per patient. Actively draws a small amount of fuel and battery power when RescueWeb Launcher is used.
UA OWT-MOUNT RIG
Aw, does baby want uppies?
“FORWARD, MY METAL STEED, FORWAAARD!”
“Dude… SHUT UP.”
With the advantages of height, nearly perfect auto-stabilization, and the sheer mass and strength enough to support such a design, the weapons division have outdone themselves with this one, simple, mechanical trick to the formulation of strategy and counter-strategy on the field: the higher above the warzone you put your man with the binoculars, the easier it is for him to see the bad guys. Even with the “railing” that pops up it’s still a major fall-risk though - you’re looking at over 7 feet of air time on the way down. In between petrified thoughts of “I hope these mechanized folding joints don’t break and snap me like a rat trap,” and “please don’t let me fall,” you also begin to realize at the top just how juicy of a target you are for even the most amateur sniper.
- This module, when deployed, allows a marine to click-drag themselves atop the P-WAULS and onto the Overwatch Tower platform, increasing their base vision by 2x, and allowing them to see past obstacles that do not have a cave ceiling. This effect works while using all forms of magnification.
- Cannot see INSIDE buildings or structures with ceilings, only past them.
- Applies a light-blue filter and a 33% opacity reduction to the marine aboard for the sake of visibility behind the tile they obscure.
- CANNOT be deployed under any ceiling, will automatically stow itself under ceilings - and will inflict MASSIVE (50) Brute damage across the body evenly to anyone atop the mount as it snaps shut on them, on top of the base damage from falling.
- Passively grants IFF to the marine aboard, excluding flamethrower attacks, as they are at an advantageous angle.
- Passively reduces movement speed by 10%, 25% when deployed, and 50% when deployed with a marine aboard.
- If the P-WAULS is knocked over, or knocked back, it will additionally knock anyone aboard off, causing severe (30) Brute damage evenly across the body, and being stunned for 3 seconds from falling, unless shaken.
- Passively makes anyone aboard almost impossible to hit INDIRECTLY, but as they are vulnerable in such an exposed position, they will take an increased 25% ranged damage, and an increased 25% melee damage to the legs.
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Active Ability - Deploy/Stow Tower: Deploys or stows the Overwatch Tower platform after a 3 second windup.
- Actively draws a small amount of battery power when Deploy/Stow Tower is used.
(ADVISORY: P-WAULS units are designed with their base model in mind. Though meant to be adaptable, the use of support models can drastically change combat effectiveness and cause performance to suffer. These modules can, in the pursuit of new goals, create new weaknesses in the design, or highlight pre-existing ones - either by slowing the suit further, reducing its overall armor, increase battery and fuel inefficiency, and/or may completely preclude certain strategies.
Each P-WAULS model possesses the computational power for four modules, being any combination of a weapon, and an armor, defense, or support module - as long as they do not occupy the same space on the suit.)
Support Modules Catalog: Download a Design Today!
UA Mule-15 Auto-Dispenser
The next model will have hot towels!
- It was obvious that there would be - in a design that looks like the strange lovechild of a Power Loader, a tank, and a space suit - further designs in the Power Loader direction. This massive over-harness for the back makes use of the P-WAULS motorized joint locking, gyroscopic stabilization, and the immense total capacity of the suit itself to support a surprisingly complex, self-organizing machine that can act as the storage device for a whole range of battlefield supplies, from ammo and medicine, to building materials, spare weapons, and food - all instantly and easily accessible. Saves your Requisitions Officer a whole heap of effort, but man, is it cumbersome - and who wants to be the team’s donkey all day?
- This module allows you to carry massive amounts of resources at the cost of your speed in an additive, percentage malus for each full storage cache.
- Passive 10% base movement speed penalty, with up to a 50% penalty, 10% per full cache.
- The 10% speed penalty per cache is applied whether the cache is entirely full or almost completely empty.
- Cache 1 - “Supplies”: 20 MREs, 10 gauze stacks, 10 ointment stacks, 10 pill packets.
- Cache 2 - “Medicine”: 10 splint stacks, 5 autoinjectors, 5 pill bottles, 5 liquid bottles, 1 reagent canister.
- Cache 3 - “Ammunition”: 5 boxes of any kind of ammunition - magazines, loose, shotgun shells, etc.
- Cache 4 - “Engineering”: 1 full stack of metal OR plasteel, 1 WL-6 Universal Fuel Cell, 2 high-capacity batteries.
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Active Ability - Collect Load: A toggle that will feed, store, and organize all applicable items on a tile when clicked.
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Active Ability - Storage Menu: Opens a menu to view total storage, the “kilo malus meter”, and to eject desired items BEHIND the suit.
- Passively draws fuel and battery power. This module has the highest passive fuel draw rate of any at 3x, cutting down the life of a single WL-6 Cell to 20 minutes.
UA-Steiner 60 Generated Barricade Deployer
Spare the Engie, Save the Private!
- Several failed attempts by the UA’s military engineering divisions to design a module capable of deploying pre-built barricades that could fit onto the P-WAULS led to the contracting of an outside expert who gave them one simple solution: why build the barricades before the operation and try to make the suit haul them around, when it could just have a more specialized, mini-autolathe? Issues with compartment size, generation, and weight led to another dozen rounds of drafts and failures - but at last - it was now possible to use the P-WAULS to fortify even the most dangerous of positions.
- This module allows the suit to build pre-wired barricades, with no cooldown, at the same speed as an Engineer building a normal barricade.
- As the module sits on the back, the suit must face the OPPOSITE direction that it wishes to build the barricade in.
- Passive movement speed penalty of 10%.
- Can hold 100 metal, making 20 barricades.
- Cannot hold plasteel.
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Active Ability - Collect Metal: A toggle that will feed and store metal by total stack when clicked.
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Active Ability - Eject Metal: Will eject metal on the tile behind the suit in stacks of 10.
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Active Ability - Generate Barricade: Will build a pre-wired, secured barricade behind the suit at a construction speed of Specially Trained (2/3).
- Actively draws fuel and battery power on Generate Barricade use.
UA-WR-TF Medi-Cannon
Eases your coughs and sneezes!
- Ridiculous - but ridiculously real. Ridiculously… fragrant? Another of Walter Robert-Thomas Ford’s designs, with co-writing from several, high-ranking USCM medical officers; this total arm-conversion mount utilizes the P-WAULS onboard synthesizers in combination with supplemental chemical refills to generate huge, “mass-restorative” clouds of medicinal vapor for entire platoons’ worth of the (superficially) injured at once. It can hold up to three different kinds of liquid medicine at one time - but it seems to spit out anything it doesn’t recognize as medicine… and can’t change the payload’s cloud size either… or the unit delivery… What model was this, again?
- This module allows the suit to launch projectiles up to screen distance that will burst into a 4x4 tile radius smoke cloud upon contact with an obstacle or landing on the desired tile. The Medi-Cannon’s programmed dispersal will consistently produce a cloud of any allowed medicine that, if stood in for its entirety of 5 seconds, will eventually dose up to 5u - at 1u a second.
- Passively reduces accuracy by 10% and increases turn-delay by 25% due to counter-balancing.
- Will only accept full, liquid bottles of Bicaridine, Kelotane, Tricordrazine, and Oxycodone. Meralyne, Dermaline, and Paracetamol can also be used.
- Passively grants basic MedHUD vision.
- Uses 5u of the selected medicine per shot.
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Active Ability - Collect Medicine: A toggle that will feed and automatically load allowed bottles of liquid, medicinal reagents into the cannon when clicked.
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Active Ability - Change Load: Will change the selected medicine type.
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Active Ability - Medi-Smoke: A toggle that will launch the cannon’s medicinal projectile on click. 5 second cooldown.
- Actively draws battery power on Medi-Smoke use.
“…And more to come!”
I hope you enjoyed. I close this up with a final shoutout to Suspicious_Cthulu_Soup for helping run some Power Loader vs marine speed tests!
OH YEAH BABY! CHOO CHOOOO! THANKS FOR READING!