Category:Lifts

From ShivaeWiki
Jump to: navigation, search


Lifts (Exosuits)

General

Lifts are semi robotic battle suits used primarily by the Immigrant Cyantians. They are multipurpose vehicles, though they are typically specialized for a given mission type. They are classified in four different sizes.

Light Lifts are little more than body armor, with maybe a few added capacities. They are limited to only one or two special attributes. The light lifts are usually used for atmospheric manuevering. These are the flight lifts, specialized lifts - sabotage, medics, couriers if needed, etc.. Light lifts include anything up to shields, flight, and a couple or so infantry weapons. Flight works on electromagnetic impulses, propulsion based on adjusting a negative push against the already present gravity of a planet. Basically, it's something we can't do yet which is much more energy efficient, easier to control and doesn't leave that singed fur smell in the air since it often doesn't fully encase the wearer. Light lifts can be summoned from pocket space, using either implants, or special arm bands. They must also be fitted to the wearer and cannot be used by someone whose build is substantially different. A person with a body weight greater or less than ten percent of the person for whom the lift was built cannot use the lift. A skilled armorer can adjust the suit to a new wearer, this requires about an hour of work. They are also the type that doesn't require a neural link.

  • All larger lifts (medium up) are generally not randomly permitted indoors due to their destructive power.

Medium Lifts, also called Moderate Lifts, are complete sealed battle suits, designed for operation in any environment. Since they are fully encased, including tails, they have actual thrusters built into the suits. Moderate lifts are your general warriors. Medium lifts are still just power armor but have stronger shields, thicker/bulkier armor, and typically have a mix of infantry and vehicular weaponry. They are not the kind you can carry around in subspace easily, although there are some of the newer ones that are like the light lifts. They can also be specialized. They must also be fitted to the wearer and cannot be used by someone whose build is substantially different. A person with a body weight greater or less than ten percent of the person for whom the lift was built cannot use the lift. A skilled armorer can adjust the suit to a new wearer, this requires about an hour of work.

Heavy Lifts are significantly larger, and are piloted from a heavy metal shielded cockpit that completely encloses the pilot rather than worn. They do not depend on the pilot to direct the suits movements; the pilot issues orders that the robots brain turns into actions, thus allowing them to manipulate the limbs without risking injury to their own limbs as can sometimes happen with smaller lifts. They possess their own set of back up sensors to watch where the pilot's eyes cannot. These are the heavy hitters and the damage takers. They're not as fast as the smaller lifts but do a lot more damage on the front lines. There are only a handful of the heavies in the base at the moment and you don't carry them with you. Heavy lifts would be modular to a point, repair generally consists of swapping out the damaged part and replacing it with a new one, which means most repairs can be completed in a matter of hours. The frames are the same per class within the Heavy Lift specification *Mainly because, in a Heavy lift, you don't WEAR it, you pilot it.

Master Lifts are extensions of the heavy lift. They are even larger, and their robot brains are larger and even more capable. Master lifts are far more complex and unique, and they're hard to control because of how they're made. They're alive in a way and they're fast as well as strong. They all use custom parts so repairs take several days, though most installations that house a master lift will keep a supply of replacement parts for that particular lift.

Most lifts are designed to tap into neural implants for improved piloting. Lifts can fly, project force fields, use radar, solid holograms, sonar, etc. Most lifts also possess temporary back up force fields that are can be triggered to provide a couple of seconds added protection.

You'll note a lot of small variation in the lifts in different categories, no two are exactly alike. They're customized for the wearer and if Twinky goes to 4 in his suit which btw, will be a light lift that doesn't require a neural link. the suit's joints will stretch, but he'll be gasping for air against the chestplate's bindings because they're made to resist tremendous pressure from any side.

Weapons wise, the suits are usually outfitted with one powerful weapon, perhaps a plasma/ion/laser based weapon and various small weapons, electrical, ballistics, stunners. The majority of suits are specialized. You won't often find a fully offensive suit outfitted with a forcefield, but you will find force fields on suits for couriers, medics and other purely non-combative types. They won't be loaded with any weapon other than a few basics either. Typically, Wolf combat Lifts are outfitted with maybe one or two big weapons and smaller more generic weapons/abilities. The more you put on one, the heavier and less mobile it is in battle.

A Lift fully powered down so as not to be detected would take a full half hour to power up again before it could be used. (Darius, strip 247)

Fox have some Lift technology, but their Lifts are typically not full body.

Here are write ups of the two lifts Caffi uses (in the Mars Acad RPG.) Also a write up of the basic wolf light lift for comparison. Both lifts are semi experimental types. Both are hideously expensive by wolf standards. Currently, supplies are limited. And since we haven't gotten our hands on any of those elite implants, we can't do that whole tap the mind to figure out where to materialize the lift trick. That's why I have all these tattoos, They are actually positioning and interface devices so that the armor materialises correctly.

An explanation of some of the DR statistics can be found on the Weapons page.

Raiey Light Lift - Chela (water sprite)

The Chela is an unsealed lift meant primarily for personal protection and as a strength booster unit. It is superficially shaped like a Raiey, but it's bioplastic form allows it to modify it's shape slightly to match the environment in which it is operating. Primarily this allows it to adapt it's streamlining to maximize it's performance while flying, swimming, or skimming the water surface.

Unlike Wolf lifts, The Chela has no internal fusion plant, but does contain a bioprocessor unit, which allows it to render down and extract energy from almost any plant matter. To aid in this process the suit has a pair of jaws. Additional energy is supplied by a large internal power reserve using complex sugars as a storage mechanism.

The Chela has two weapon mounts, one in each forearm, each of which is capable of linking to the armors HUD. Only one weapon can link to the HUD at a time however. Each weapon mount is capable of holding a compact energy pistol, or a retractable compact hold out pistol. The weapons cannot be changed in the field. Rainbow lasers are the standard equipage. Other weapons may be mounted for specific missions. The Tail is also fitted with Mono molecular edged "tail spines" for close combat. While these do less damage than most weapons, they have excellent armor penetration.

Although the Chela does have limited flight, it is not intended for space travel, and doesn?t possess any form of life support.

In Flight, Lift is supplied by counter grav, while thrust is provided by magnetic repulsion drives.

Performance

  • Lift Capacity: 500 lbs.
  • Haul Capacity: 720 lbs.
  • Running speed, unburdened: 13 MPH
  • Swimming speed, under water: 22 MPH
  • Swimming speed at water surface: 52 MPH
  • Flight Speed: 600 MPH
  • Acceleration: 30 MPH/s

Armor: 45 DR non rigid Reflex armor. (45 DR is approximately equal to 2/3?s of an inch hardened steal armor. It will stop almost any modern earth rifle bullet, and most Cyantian energy pistols. Reflex armor doubles it?s protection versus any incoming attack that is detected by sensors before it hits. The armor itself incorporates a layer of solar cells over much of the body and an electrifiable surface, allowing the armor to deliver a powerful shock in hand to hand combat.)

Emergency Force Field: 100 DR This force field, acquired from wolf designs is responsible for almost 1/6 th of the cost of the armor. It burns up battery life at a truly unbelievable rate, and is quickly overloaded. It is generally only present as a last ditch measure. (it also weighs 36 pounds, and Caffi is desperately looking for a better design!)

Size: 6 feet tall, 300 lbs (without wearer), 5.1 cubic feet.

Cost - $300,000

Raiey Medium Lift, Shogra (Hulk)

Unlike Chela, Shogra was designed for deep space operation. It possesses a full regenerative life support system, and is capable of operating continuously on solar power alone when in space. (on most planets the atmosphere filters out too much sunlight for it to maintain continuos operation on just solar power.) As of the current time, Shogra doesn't provide nourishment to it?s wearer so the useful operation time is limited. In addition, its magnetic repulsion thrusters are really only useful within 3 planetary radii of a planet, or within three radii of a much larger magnetic field, such as that provided by a larger vessel?s magnetic sail, and are useless outside that distance.

Shogra's larger frame mounts two compact rifles, (or two retractable compact pistols) one in each arm.

Performance

  • Lift Capacity: 750 lbs.
  • Haul Capacity: 2280 lbs.
  • Running speed, unburdened: 16 MPH
  • Swimming speed, under water: 27 MPH
  • Swimming speed at water surface: 38 MPH
  • Flight Speed: 600 MPH
  • Acceleration: 50 MPH/s

Armor: 80 DR non rigid Reflex armor. (80 DR is equivalent to a little more than an inch hardened steal armor. It will stop any modern earth rifle bullet, including most Depleted Uranium Military ammunition, and most Cyantian energy rifles. Reflex armor doubles it?s protection versus any incoming attack that is detected by sensors before it hits. The armor itself incorporates a layer of solar cells over much of the body and an electrifiable surface, allowing the armor to deliver a powerful shock in hand to hand combat.)

Emergency Force Field: 100 DR This force field, acquired from wolf designs is responsible for almost 1/6 th of the cost of the armor. It burns up battery life at a truly unbelievable rate, and is quickly overloaded. It is generally only present as a last ditch measure. (it also weighs 36 pounds, and Caffi is desperately looking for a better design!)

Size: 7 1/2 feet tall, 610 lbs (without wearer), 9 cubic feet.

Cost - $600,000

Note that Counter grav is in operation almost continuously, just so that these armors do not damage the floor when they walk.

Wolf Light Armor Lift

Wolf light lifts carry internal fusion engines which provide most of the power for the Lift, and mount two compact pistols, and a compact light cannon. (Many light lifts actually replace the light cannon with extra mission specific equipment.

Performance

  • Lift Capacity: 550 lbs.
  • Haul Capacity: 660 lbs.
  • Running speed, unburdened: 12 MPH
  • Swimming speed, under water: None
  • Swimming speed at water surface: (not calculated)
  • Flight Speed: 115 MPH
  • Acceleration: 2 MPH/s

Armor: 40 DR Laminate. (40 DR is approximately equal to 2/3's of an inch hardened steal armor. It will stop almost any modern earth rifle bullet, and most Cyantian energy pistols. Laminate Armor provides twice it's DR against shaped charge warheads.)

Emergency Force Field: 100 DR This emergency force field burns up battery life at a truly unbelievable rate, and is quickly overloaded. It is generally only present as a last ditch measure.

Size: 7 3/4 feet tall, 300 lbs (without wearer), 7.5 cubic feet.

Cost - $100,000

Other Lifts

Other adaptions converting common lifts to the GURPS system, can be found in the FantasyLite page.

Lift Training

Lift classes: Lots of disappointment, because you start out learning how they work first of all, along with physical weight training. Lift pilots have to be strong and have good reflexes, at least for the standard lifts.

You most likely won't even get to try on a training lift until you're second year, and then only near the end. You don't get a personal lift until your third year.

Bounty runs the lift program at Mars Academy. The current humans in the program are Keif, Nic, and Darwin (with Jules to enter upon her return). They have shorter hair, since as lift pilots, Bounty insists they get their hair cut to avoid getting it caught in any moving parts,... much less messy and better dressed. Uniforms weren't being enforced when we first saw them. They will be next time, hence why Bounty showed up in a robe in Campus Safari and was dressed pretty much the same as the others in No Angel.


Pages in category "Lifts"

This category contains only the following page.