The Genesys Project Kickstarter Update #19
Here we look ahead towards the 3rd Age of The Genesys Project to see just how we can modify and customize Mecha and Powered Armor. There is plenty more there as well, including Cybernetics, Bionics, Robotics, Expanded Vehicle Design for the 3rd Age and more.
You can learn more and support the already funded Kickstarter going on right now for the 1st Age
PREVIEW:
MECHA AND POWERED ARMOR IN THE 3RD AGE
In
The Genesys Project you can create and play your faction in any of the
three ages, or create them in the 1st Age and play them all the way through to the 3rd
Age.
The
3rd Age will take The Genesys Project into the Far Distant Future, and one of the
primary design elements of the 3rd Age is customization of your
futuristic tools of war – Mecha and Powered Armor.
While
the things you can do in the 3rd Age are incredibly fun to explore,
plugging your cybernetic pilot into a Mecha or a genetically
engineered soldier into their advanced Powered Armor are among the favorites
awaiting you in The Genesys Project.
CORE
SYSTEMS
The
Genesys Project reuses the same central concepts
through all three ages and the 3rd Age Mecha and Powered
Armor are no different. Core Systems
allow a certain amount of customization and layout for your Vehicles, Mecha,
and Powered Armor. Of course, you can add more Core Systems to the frames of
each by taking traits that allow more “advanced” designs.
Core
Systems give you the capacity of equipment and weapon systems that
can be fit into/onto the Vehicles, Mecha, and Powered Armor. How many Core
Systems that can be added to a mecha or powered armor depends upon the size
of the frame. Through the Traits system you may have advanced technology
to allow additional Core Systems as well as other types of futuristic
upgrades.
MECHA
Mecha,
which means “mechanical”, are advanced
Walkers that are piloted by
one or more crew rather than being an individual mechanical suit. These walkers
are often bristling with weaponry and have more Core Systems than vehicles of
the same size.
Light
Mecha: Large Walker
Core
Systems: 4
Strength
5, Toughness 7, Movement 5
Crew
1, Compartment - Enclosed
Battle
Mecha: X-Large Walker
Core
Systems: 5
Strength
7, Toughness 9, Movement 4
Crew
2, Compartment - Enclosed
Heavy
Battle Mecha: Huge Walker
Core
Systems: 6
Toughness
10, Movement 3
Crew
3+, Compartment - Enclosed
MECHA
CORE SYSTEMS (a small
selection):
· Additional Legs: Increased Movement
· Coaxial Smoke Launchers: Can launch smoke grenades
· Leg Actuators: Increased Movement 1
· Reinforced Front Armor: Enhancement Armor 1 front armor only
· Reinforce Hull: Enhancement Toughness 1
· Additional Legs: Increased Movement
· Coaxial Smoke Launchers: Can launch smoke grenades
· Leg Actuators: Increased Movement 1
· Reinforced Front Armor: Enhancement Armor 1 front armor only
· Reinforce Hull: Enhancement Toughness 1
Weapon
Systems
· Crew Mounted Weapon: Pintle Mounted Weapon
· Dual Armature Weapon: Weapon Types Vary Depending Upon Available Armory
· Hull Mounted Secondary Weaponry: Great Place for anti-infantry weapons
· Single Weapon Armature: Weapon Types Vary Depending Upon Available Armory
· Crew Mounted Weapon: Pintle Mounted Weapon
· Dual Armature Weapon: Weapon Types Vary Depending Upon Available Armory
· Hull Mounted Secondary Weaponry: Great Place for anti-infantry weapons
· Single Weapon Armature: Weapon Types Vary Depending Upon Available Armory
Advanced
Mecha Upgrades
· Advanced Vehicle Targeting: Enhancing Pilot’s Ranged Skills
· Command Vehicle: Enhanced Command and Allows Pilots or Crew to use their Command
· Extra Armor: Armor 1 (All sides)
· Flight Control Systems: Requires two Core Systems, Flight, Light Walkers only
· Heavy Mountings: Heavy Mount 2
· Hull Mounted: For Large Heavy Mounted Weapons
· Liquid Armor Plating: Dampening Incoming Hits
· Multi-Targeting Array: Targeting multiple squads with different weapon systems
· Protected Power Core: Increase Power 2
· Reactive Armor Plating: Reactive Armor 2
· Shield Generators: Allows for advanced shields to used
· Advanced Vehicle Targeting: Enhancing Pilot’s Ranged Skills
· Command Vehicle: Enhanced Command and Allows Pilots or Crew to use their Command
· Extra Armor: Armor 1 (All sides)
· Flight Control Systems: Requires two Core Systems, Flight, Light Walkers only
· Heavy Mountings: Heavy Mount 2
· Hull Mounted: For Large Heavy Mounted Weapons
· Liquid Armor Plating: Dampening Incoming Hits
· Multi-Targeting Array: Targeting multiple squads with different weapon systems
· Protected Power Core: Increase Power 2
· Reactive Armor Plating: Reactive Armor 2
· Shield Generators: Allows for advanced shields to used
Dual
Armature Weapon Mounting: Walkers may take two of the same
weapon types on each armature mounting combining them into a dual weapon
mounting controlled by a single crew member. Both weapons attack as a single
weapon increasing the number of shots or attacks from the weapon has.
Single
Weapon Armature Mounting: Overcharged powerful weapons can be
built into a single armature of a walker. These weapons are stronger and larger
versions of the same weapon. A single armature weapon has an increased Strength
2. Only one armature weapon can be used in a single activation.
*
A single crew member is used to fire each armature weapon. Dual Armatures are
considered a single weapon. Any weapon known by your faction can be mounted,
including melee combat weapons. As normal, Mecha are vehicles and are limited
in the strength of the weapon mounted by their toughness.
POWERED
ARMOR
Powered
Armor offers great protection to the soldier of the far distant future.
Created from advanced Ceramic Polymers and Titanium plating over an
exoskeleton with its own power system to offer a wide variety of systems
enhancements to its wearer to give the advantage on the battlefield.
Like
other futuristic armors, Powered Armor grants protection to the wearer,
but also grants additional Core Systems for the user take advantage of
during combat. Like vehicles using Core Systems, critical hits can damage or
destroy Core Systems during combat. In The Genesys Project you can
customize your Powered Armor.
Ultra
Light Reconnaissance Exoskeleton: Armor 1, Core Systems 2 - Used
for light infantry, recon, and other advanced operations
Light Combat Powered Armor: Armor
2, Core Systems 3 - A fully capable light combat suit suited for additional
roles and advanced operations
Powered Combat Armor: Armor 3, Core Systems 4 - A frontline Combat Suit with able to take
the soldier into the center of the battle
Heavy Combat Power Armor: Armor
4, Core Systems 5 - A frontline Combat
Suit able to take a wide variety of systems
POWERED
ARMOR CORE SYSTEMS (a small
selection):
- All Around Sight: All Around Sight
- Built in Weapon Systems: Vary dependent upon
the possible weapons available
- Camo Polymers: Advantageous Cover 2
- Combat Protocols: Enhancement Martial 1
- Cybernetic Interface: Allows for the suit to
cybernetically interface with vehicles or Mecha and to any cybernetic
implants.
- Encased Power Core: Enhancement Power 1
- Enhanced Strength: Enhancement strength 1
- Heavy structural support: Heavy Mounting 2
- Increased Armor Plating: Armor 1
- Increased Functions: Upgrades an existing
system
- Integrated Command Comms: Remote Operations,
bonus to Command
- Integrated Multi-Targeting AI: Multi-Targeting
AI
- First Aid Stimulants: First Aid Stims
- Flight Control systems: Grants advanced Flight
- Jetpack: Flight
- Jump Jets: Allows for instant Climbing and
increased Jump ability
- Liquid Armor: Liquid Armor 1
- Reactive Armor Plating: Reactive Armor 1
- Secondary Weapon Systems: Dependent upon
available weapons
- Shielding: Allows for personal shielding to be
added to the armor
- Sprint Enhancers: Enhance Movement 1
- Targeting Enhancement: Enhancement Ranged 1
- Vision Enhancements: Allowing
sight in all various battlefield conditions
There are
plenty of additional options not represented here, but this is a fun preview of
what is coming for the 3rd Age.
Up Next: A
Look at Monsters in the Birth of Genesys