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-====== Power Armor Combat Guide ====== 
  
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-//This page is a community page and is not set in stone.  
-If you have anything to contribute or wish to make an amendment, don't be shy! // 
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-{{::character:hanako:mindy-1h_hanako.png| Hanako's custom Mindy 1h Power Armour: Yamatai built, armed to the teeth and a very capable bit of kit}} 
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-====== What is Power Armour? ====== 
- --- //[[[email protected]|osakanone]] 2010/10/31 15:41// 
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-Chances are you've seen Iron Man or read Heinlein's Starship Troopers, the or played Halo franchise. Powered-Armor ar everywhere in contemporary scifi. Assuming you don't know, power armour really means (person-shaped) robot that the user either wears or steps into.  
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-While some settings touch on these weapons, we of course like to think take this to the next level with a mature and unique theater of war. 
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-From the shattered fallout of urban sprawls; to shipyards miles beneath the barren ice of dead moons, high altitude dogfights through scorching ozone, the bowels of gigantic enemy star-carriers orthe crossfire immense starships as they trade punches... 
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-Whether as body armour, walking apache gunships or miniature starfighters:  
-Power Armor are the mass-produced decisive weapon of our setting.  
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-They fight in a rich world of seemingly conventional weapons with familiar faces like fighters, tanks and of course artillery - all of which have evolved to survive in this futuristic battlefield (almost beyond recognition): all with their own enemies and weaknesses to overcome.  
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-// Typically, Power-Weapons are broken down into ** six ** categories: // 
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-  * Power Suit (PS) - A flexible rubber or polymer suit providing either strength or armour enhancement. Easy to conceal beneath clothing. 
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-  * Power Shell (PSH) - Similar to a power-suit but with hardened components. Very common and quite light.  
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-  * Power Armour (PA) - Typically has an onboard reactor and is flight capable to some degree - not unlike a jump-jet or attack helicopter. Often has weapons mounted to hardpoints and a full sensor/communications suite. Manstay of the setting. Sometimes used in space as light starfighters in high-speed combat, defending their parent starships. 
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-  * Power Plus (P-Plus) - A recent advancement, similar to a Power-Frame, mounted around an PA as an upgrade or augmentation. Can be jettisoned or used independently to provide fire-support. In some cases, limbs are independent of the armour and can be used as mobile weapons such as weapons-pods. Ideal as a delivery system to quickly get a PA into the fight from afar. 
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-  * Power Frame (PF) - Bridging the gap between a fighter and a power-armour. Typically two to three meters with limbs independent of the wearer. Has trouble entering buildings. Typically used in anti-armour or anti-starship roles as bombers because of their heavy carrying capacity and extreme range. Some are capable of transformations to minimize their sensor-profile and enhance their acceleration in exchange for mobility.  
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-  * Power Drone (PD) - An automated flavour of the powered-frame. Pilot is exchanged for a special warhead or mission specific item such as a special warhead, communications or interdiction suite. Ideal for fire-support and AWACS alongside Power-Armour. Some can be fired from starships in a folded position, delivering themselves to their target as a warhead while defending themselves. Very reliable but lacking pilot intuition. 
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-==== How is Power Armour used? ==== 
-//Vedi Veni Vici: I came, I saw, I conquered.// In the following guide, we will discuss the pros and cons of different Armor-design philosophies and combat technique across various arenas and provide you with an idea of both the engineering challenges and problems a pilot goes through along with recommended practice. 
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-We will also be evaluating various technical levels of capability on different classifications of armor. For example, practice ideal for one armor may not be ideal for another which is designed for a different purpose. 
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-This guide is publicly editable. Hell, it's encouraged you make entries, comments and edits, either anonymously or by your own name to enhance this as a tool for other roleplayers. 
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-===== I. Arena ===== 
-Usually the first consideration, Arena dictates how you are able to move, what weaponry you are going to use and how you engage your target. The heaviest of enemies is unable to use the greatest force their arsenal offers if you catch them with their pants down in a situation you can take advantage of.  
-In each section, we will look at each consideration an armor fighter is made to make, depending on the scenario: From viable maneuvers to engagement ranges and things to watch out for. 
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-=== Environments === 
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-  * [[urban]] 
-  * [[F.I.S.H.]] (Fighting Inside Somebody's House) 
-  * [[air]] 
-  * [[space]] 
-  * [[plain]] 
-  * [[jungle]] 
-  * [[ice]] 
-  * [[desert]] 
-  * [[alternative_environments]] 
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-===== II. Role ===== 
-=== Mission Types === 
-  * [[defense]] 
-  * [[assault]] 
-  * [[support]] 
-  * [[Reconnaissance]] 
-  * [[infiltration]] 
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-  * [[objective]] 
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-===== III. Scenario ===== 
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-The key to combat on any front is to play to your strengths and wherever possible and make use of your enemy's shortcomings, defeating them as quickly as possible. You are fighting to survive as much as you are fighting to win:  //One must always be focused.// 
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-=== Local Scenario === 
-  * [[guide:armor_combat:armaments|Equipment Selection]] 
-  * Range 
-  * The Power of Position 
-  * Detection and Stealth 
-  * Evasion, Absorption, and Decoys 
-  * One Versus Many 
-  * Other Considerations 
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-=== Overall Scenario === 
-  * Asymmetry  (unbalanced scenarios) 
-  * Observability (stealth & first-strike capability) 
-  * Restrictions 
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