A Battlesuit represents the state-of-the-art in modern personal protection, literally turning its wearer
into a one man walking tank.
An example of this new ultimate armour is the new Marauder X-15
Battlesuit from the Rockwell-Mikkasa corporation.
The Marauder X-15 is normally equipped with an enhanced sensor package, self repair system and
for urban operations either a jump pack or smoke launchers.
Typical weapons load out includes dual
mounted assault rifles in one arm and an autocannon in the other, extra firepower is supplied by a
dual mounted machine gun mount firing over the suits right hand shoulder.
Other manufacturers are bringing out new suits all the time such as the Futherman Arms
Thunderbolt TDS (Tactical Dreadnought Suit) and the AUT Industries 8XV Krisis Battlesuit.
It should be remembered that these suits are very rare in the combat zone and they would only be
used by Corp or official forces.
Explorator teams in deep space are know to have access to these suits.
At the current time it is not known if any criminal gangs have them, as separating them from their
original pilot is known to be extremely difficult.
Rockwell-Mikkasa Marauder X-15 Battlesuit (120pts plus weapons & equipment)
A Battlesuit may be equipped with up to three equipment packs, it is always a sealed suit and can
ARM MOUNTS (Each)
May be fitted with a single/dual small arms mounting and either a heavy weapon or a single close
May be fitted with up to pair of single/dual small arms mountings or up to two single or one dual
heavy weapon mountings
||D6 Roll 1-3: EXO-SKELETON
||D6 Roll 4-5:
||D6 Roll 6: PILOT|
||An arm damaged. It costs 1 extra AP
to perform any action using this limb
||The suits power unit is
damaged and the power
surge destroys one
weapon or piece of
||Sensor and IFF
damage causes the
pilot to treat all other
models as enemy
groups. The pilot will
attack the nearest
||One random limb is severely
damaged. The limb will only work on
a D6 roll of 4+. The roll is made at
the beginning of each activation, if the
limb does not work apply the relevant
critical damage result to it below.
||The suits power unit
has suffered major
damage. The pilot may
only use half of his
normal number of
||The Pilot takes a hit
and has been knocked
out. The suit can do
nothing until the pilot
rolls a 6 on a D6 in
order to wake up in the
||One random limb has been destroyed.
1-3 ARM: Any equipment or
weapons are destroyed. All close
combat attack, and wound modifiers
are reduced by 1D6 to a minimum of
1D6. The number of attacks are also
reduced by 1, to a minimum of 1.
4-6 LEG: One leg is destroyed. The
Battlesuit is now rendered immobile
and it may not move apart from
turning on the spot for the rest of the
|The suits power unit
explodes, all models
within 5cm of the suit
receive an automatic
3D8 wound. The suit is
removed from play.
||A lucky hit kills or
puts the pilot out of
action. The suit can do
nothing and is
removed from play|
BATTLESUIT SPECIAL RULES
DUAL WEAPONS SYSTEMS
- A dual weapon system is fired in the same way as its single mounted counterpart, but ROF is
doubled and all weapons in the same mounting must fire at the same target.
- Damage to a dual
weapons mount will affect both weapons at the same time.
- Cost for a dual weapon is twice of its
single weapon counterpart.
Battlesuits are exceptionally strong. All walls in a game need to be rated as light, medium, heavy
- Light walls Cost 2AP to smash
- Medium walls Cost 4 AP to smash
- Heavy walls Cost 6AP to smash
- Impregnable walls Cannot be smashed even by a battlesuit
- Smashed walls have holes in them large enough to allow passage of the battlesuit and are wide
enough to allow up to two-models side-by-side in and out at a time.
CANNOT DROP DOWN
- Battlesuits can not drop down.
BATTLESUIT EQUIPMENT PACKS
Enhanced Sensors (+20pts and 1 equipment pack)
- +1 to-hit at all ranges
- No penalty for soft cover (-1 to-hit)
- No penalties for smoke/darkness
- +10cm weapon short range
- +20cm weapon long range
Auto-Repair System (+15pts and 1 equipment pack, only one auto-repair system may be fitted to
- Can repair minor or major damage only
- At the beginning of a turn a controlling player may elect for the Battlesuit to attempt to
automatically repair itself.
- No initiative dice is rolled for a Battlesuit that is attempting to auto-repair
- At the end of the turn, choose one damaged system and roll a D6
- On a 4+ one system with minor damage, or on a 5+ one system with major damage has been
- If auto-repairing the Battlesuit may do nothing else for the rest of the turn and the systems are
at work until the end of the turn.
- If engaged in close combat the Battlesuit is unable to defend itself. A wound roll is taken
Smoke Launchers (+2pts and 1 equipment pack per system)
- Each smoke launcher is fitted with 3 smoke grenades and all three must be fired simultaneously
(but in any direction) up to a distance of 20cm. Follow normal procedure for throwing a smoke
- It costs 2AP to fire the smoke launcher.
Jump Jets (+40pts and 1 equipment pack per system)
- Ignore all terrain and obstacle modifiers or for the cost of 5AP a model so equipped can make
a single jump of 30cm over low terrain, 15cm over a 1 storey structure or to the top of a 2 storey
Ejection System (+5pts and 1 equipment pack)
- This allows the pilot to avoid potentially deadly situations by blasting him free of his doomed
battlesuit in the event of catastrophic damage on a D6 roll of 4+.
- The ejector system may be manually activated at a cost of 2APs at any time required or is
automatic in the case of a critical damage effect on either the reactor or pilot.
- A successfully ejected pilot may be placed on the table anywhere within 15cm of the wrecked
- A battlesuit pilot can wear ablative armour and he may also carry a pistol or SMG sidearm.