A battlesuit looks like a very bulky medieval knight and is composed of four basic elements which combine to form the most powerful personal combat system known to man.
The heart of a battlesuit is a powered exoskeleton that moves along with the pilot to increase their strength by many times over. This is done by a computer controlled series of pistons and motors. By themselves, such exoskeletons have assisted innumerable people who are either paralyzed or suffering form a number of debilitating conditions. They have also revolutionized many industries that require heavy lifting and moving in a constrained environment.
The second element is a sensor suit which is worn by a pilot. This sensor suit serves three purposes. First it detects the muscle movements of the pilot and sends this information to the exoskeleton computer. This allows the exoskeleton to move seamlessly along with the pilot without any need for additional commands or controls. In addition, there are two sets of fibers woven into the suit that can heat or cool the pilot in response to the environment or the efforts of the pilot.
The third elements is a series of armored plates that are fitted over a sealed environmental cover that then encloses the pilot and exoskeleton. This allows the pilot to work in extremely hazardous environments in relative safety. This has been used in numerous rescues and hazardous clean ups as well as the mining industry.
The last element is the weapons systems which have allowed the battlesuit to become the dominant infantry unit on the modern battlefield. The exoskeleton and armor allows infantryman to carry and fire heavier weapons that could previously only be mounted on vehicles on each arm. Most weapons are mounted on the upper arm and have a unipod on the barrel that rests on the forearm when aiming and firing. There are also shoulder mounted missile pods, a variety of missile and grenade launchers and even hand-held melee weapons. A camo-cloak system also aids in stealth and deception operations.
PBA-I Ground Pounder Personal Powered Battle Armor:
This is the standard unit for armored infantry. The suit augments the wearer’s movements allowing them to carry a heavy load of armor, weapons and other equipment. Standard armament is a .30 caliber mini-gun with 10,000 rounds of ammunition and the Arrow rocket launching system, but a wide variety of other weapons can be adapted for use. The onboard computer can automate such tasks as long distance running so that the operator can just ride along with minimal effort. Heads up targeting is displayed in the helmet which features eye tracking targeting. Weapon systems are actually fired by a combination of verbal commands and being in the proper firing position. This eliminates the need for actual firing buttons and makes accidental firing almost impossible while leaving the pilot’s hands free.
A built in heating and coolant system keeps the operator comfortable and able to function longer in combat conditions. On the back of the suit you will find the generator and battery which are designed to last for 10 hours under combat conditions before needing to refuel and recharge. The armor is designed to stop up to medium caliber rounds and shrapnel that cause up to 90% of the casualties in unarmored infantry. Unfortunately, battle armor of this type is very expensive and can only be found among elite groups of soldiers from more prosperous nations. It was also common during the invasion for units like these to carry hand weapons such as swords and axes for close in fighting. These weapons often were designed to deliver a high voltage discharge after striking an enemy to incapacitate or kill an enemy even if they did not hit anything vital.
50 caliber machine gun (Armor piercing, incendiary or explosive rounds)
30 caliber Mini-Gun (Armor piercing, incendiary or explosive rounds)
30 mm sniper cannon (Armor piercing, incendiary or explosive rounds)
Medium rocket launcher (Law IV Anti-Armor, Napalm or Stinger III Ground to air missiles)
Heavy grenade launcher (explosive, incendiary or smoke rounds)
PBA-II Personal Powered Scout Battle Armor:
This is a more lightly armored version built more for speed or stealth. It is used for Scouting, infiltration, sniping, and other such missions. Its power plant is designed to last for up to 24 hours in combat conditions between refueling and a recharge. While it doesn’t have the lifting capacity of the other models, it has enhanced targeting and data acquisition capabilities.
50 caliber Sniper Rifle (Armor piercing, incendiary or explosive rounds)
Full Auto Shotgun (Armor piercing, incendiary, electroshock, smoke or explosive rounds)
High quality video and audio gear
Small rocket launcher (Armor piercing, incendiary or explosive rounds)
Grenade launcher (Smoke, incendiary or explosive rounds)
PBA-III Personal Powered Heavy Battle Armor:
These are the heavy weapons platform for your armored infantry units. These units can carry light artillery, rocket launchers, medium missile mounts and so on for anti-armor work, and may also carry a heavy machine gun or grenade launcher for anti-personnel purposes. Their stronger exoskeleton allows then to carry a heavier generator and battery and are designed to last 8 hours under combat conditions. These units can be equipped with targeting radar for anti-aircraft operations. The biggest drawback to these units is that they are the slowest of the PBAs and the most expensive.
70 mm recoilless rifles (Armor piercing, incendiary, Star, or explosive shells)
30 mm chain guns (Armor piercing, incendiary or explosive rounds)
Heavy rocket launcher (Dragon III Anti-Armor, Napalm, TOW, or Ajax III Ground to air missiles)
Rocket pods (Law IV, Anti-Armor or Napalm)
Anything that a PBA-1 can mount.
HBA-I Warrior Hybrid Battle Armor:
The hybrid suit is a variant of the Ground Pounder Powered Battle Armor and a giant leap forward in battlefield technology. Its sleeker design is much more reminiscent of a knight in shining armor as it is far less bulky that the previous generation of battlesuits. It shares many of the same systems and parts with its predecessor, but instead of motors and hydraulics, it uses musculature from captured alien technology to move the suit around. This has lead to a battlesuit that is lighter, faster and more agile than has ever been produced before. The only aspect of the suit’s performance that is inferior to its predecessor is in time on the battlefield. The alien organism can only spend six hours under combat conditions before it needs to return to base for feeding and care. The organism can survive for substantially longer, but its abilities begin to noticeably decline after this point and it will begin to die after about two days.
A cross section of the suit is often referred to as a “monster sandwich,” because of its three main layers. In general there is an outer layer of composite armor, the living alien layer, and an inner sealing layer. The outer layer also contains the suits weapon hard points, generator, battery, nutrient reserve and camo-cloak system. The outside of the suit also has places for ammo clips, tools and the like, as well as the connection points for recharging the batteries and caring for the alien organism. The alien layer contains a layer of alien hide, a middle layer “muscles”, “bones” and a circulatory system, and an inner tissue layer that seals the organism. A system of wire filaments that acts as a nervous system, which is controlled by the suit’s computer. The inner layer seals the pilot away from both any potential environmental hazards, and the alien organism. In this layer you will also find the suit’s computer, heating and cooling system, filtration system, and a small oxygen reserve. The helmet is the only part of the suit that is detachable, and has no alien layer in it. The inside of the visor also serves as a computer screen. The helmet also contains the HUD, radio, camera, internal and external speakers and microphones.
The HBA series of battlesuits use the same weapon systems as the PBA series of battlesuits.
HBA-II Scout Warrior Hybrid Battle Armor:
Similar to the PBA-II in most respects. It is notable for the impressive jumping capacity and lighter weight. There are even plans to market these units to SWAT teams and other special units for police work.
HBA-III Heavy Warrior Hybrid Battle Armor:
The hybridization of this unit gave it one major advantage over its mechanized counterpart: speed. They are not quite as fast as the type I’s, but the difference is much smaller than their mechanical counterparts. This has lead to better integration and better tactical flexibility for armored infantry units.
HBA-IV Knight Hybrid Battle Armor:
The Knight series of battlesuits do not have a mechanical counterpart like the warrior series does. Standing 30′ (10 m) tall and weighing as much as a main battle tank, they defy normal military classification. Their deployment would have them categorized as heavy armor, but their pilots come from armored infantry rather than vehicle drivers or aircraft pilots. The Knight also carries a cloak system of alien wing membrane that allows it to jump further and gives it the capacity for jump deployments along with disposable rocket boosters to slow them for landing.
The Knight further can be outfitted with an Underwater Adaptation Systems (UAS) that allow them to function at a depth of up to 1500′ (500 m) These add lights, underwater thrusters, sonar and sonar detection systems, and emergency surfacing systems. Their armament is replaced with Prometheus multiplex mini-torpedo system (25 mini torpedos), and a 40′ (13 m) double ended electric trident.
It has two variants: the HBA-V Scout Knight Hybrid Battle Armor, and the HBA-VI Heavy Knight Hybrid Battle Armor.
GAU-8 Gatling cannon (Armor piercing, incendiary or explosive rounds)
M256-C 120mm smooth-bore gun with multi-clip, gravity feed ammunition system. (Armor piercing, incendiary, chain shot, canister, guided or explosive rounds)
Shoulder mounted Heavy rocket pods (Dragon III Anti-Armor, Napalm, TOW, or Ajax III Ground to air missiles)
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