• If you were supposed to get an email from the forum but didn't (e.g. to verify your account for registration), email Wes at [email protected] or talk to me on Discord for help. Sometimes the server hits our limit of emails we can send per hour.
  • Get in our Discord chat! Discord.gg/stararmy
  • 📅 April 2024 is YE 46.3 in the RP.

Power Armor Ratings

Doshii Jun

Perpetual player
Retired Staff
These were compiled in an effort to get a sense of what armors are available and unavailable for character use, and how they stack up in 10 different categories, as well as overall and individually. It isn't a purely definitive guide, but at least gives a player some idea of what an armor is about. It is NOT a substitute for the actual armor's page, which is linked on each armor. Note that the information on some armors is incomplete; this is a chance for creators (if they're still around) to address inconsistences or missing pieces.

Rating system:

There are 10 categories. Each category carries a maximum of 20 points, for 200 points possible overall. An average is given for the score, then a little blurb follows highlighting the armor's strengths and weaknesses in more detail.

Attack: Offensive power based on standard weapon compliment. Includes built-in weapons.
Defense: Defensive power, standard armor option. Includes physical shields and energy shields. Electronic or projectile countermeasures are unmeasured, but are highlighted under the review.
Speed: Sublight speed for spacy armors, atmospheric speed for land armors. This is flight speed.
Agility: Basic dexterity based on weight, anti-grav propulsion and shape.
Hyperspace: For spacy armors only. Faster-than-light speed, measured in c. Armor must have FTL capability as standard to be rated above 0.
Roles: For land armors only. Number of roles armor could be used for, based on stated purposes, equipment and possible applicability.
Communication: Quality/bredth of commuication suite.
Sensors: Quality/bredth of sensor suite.
Range: Maximum amount of time, not distance, before armor either destructs or enters sleep mode. If no range is stated, one is derived from energy generator type, pilot supplies, and energy usage if available.
Options: Quality/bredth of options for the armor. This includes equipment as well as other armor variations.
Computer: Quality of onboard computer/fire control.
Overall: Average of the 10 categories.

Here's an example:

Sitanin Zbrojovka Model 750 Spacy Power Armor:
Attack: 10
Defense: 19
Speed: 14
Agility: 10
Hyper: 10
Communication: 10
Sensors: 5
Range: 20
Options: 20
Computer: 20
Overall: 138 or 0.69

Review: The 750 is a fine armor, mostly because of its defensive abilities. Carrying a handheld shield, it also has strong energy shields. It also uses an incredibly smart computer, which helps it extend its range. However, it has a poor weapon complement.

Armors reviewed:

There are 27 armors that could be encountered in the SARP. Some might argue there are more than 30. Others might claim less than 20. However, through my research, 26 is the most solid number. Two armors -- NovaCorp Scythe and the LAMIA M1-2A variant -- could be considered, however the NovaCorp Scythe was retracted from consideration by its creator, and the LAMIA variant I felt was better put under options, only because it essentially a light version of the armor. There are also several Phalanx variants I chose to make options instead of separate armors. The Koqui Imperial Defense Forces are not being considered viable, as the site uses copyrighted material in a fashion I don't approve of (possibly illegal?). The Jaaq'tah armors will NOT be reviewed.

To access the statistics, click on the "@" symbol after the armor's name. To access the armor's page, click on its name.

CREATORS: If there are armors here that are outdated or should not be listed, please reply saying so.

<a name="Top"></a>Star Army of Yamatai/Ketsurui Fleet Yards:

Spacy:
Land:
Nerimian Defensive Initiative/Phoenix Arms Corporation:

Spacy:
Land:
Sfrarabla Mishhuvurthyar Xhrafuklurp/SMX Fleet Yards:

Spacy:
Setsuna Mechworks or Setsuna Ltd.:

Land:
Zen Armaments:

Spacy:
Land:
Emrys Industries:

Land:
NovaCorp Shipyards:

Land:
Nepleslian Arms and Munitions (NAM).:

Land/Spacy:
Elysia Novus Shipyards/Elysian Celestial Navy:

Spacy:
Kaizerlich Waffenerbauer/Abwehran Empire:

Land:
Larian Clan (Yamatai):

Land:
  • _________________________________________________

Spacy armors

<a name="Lamia"></a>Ketsurui Fleet Yards

Ke-M1-1C "Lamia"
Attack: 14
Defense: 15
Speed: 10
Agility: 15
Hyperspace: 8
Communication: 6
Sensors: 6
Range: 9
Options: 12
Computer: 20
Overall: 115 or 0.575

Review: The Lamia is designed to be an efficient combatant, but it lacks individuality -- limited range, communications and a relatively slow FTL speed keep it carrier-based. Though its aether rifle is two generations old, it still stands well against other weapons. Its handheld Zesuaium shield is a feature that boosts its defense some; other armors lack it. The only thing better than a partner in a Mindy is a wave of Lamia. <a href="#Top">(Top)</a>
<a name="Mindy"></a>
Ke-M2-1F "Mindy"
Attack: 19
Defense: 17
Speed: 17
Agility: 20
Hyperspace: 12
Communication: 13
Sensors: 14
Range: 12
Options: 16
Computer: 20
Overall: 160 or 0.800

Review: The Mindy is the armor of the galaxy. The toughest material available, Zesuaium, is used for its plating and is coupled a second armor vest. It's incredibly fast, second only to Phoenix Corporation's Super Phalanx. With its modern aether rifle, updated sensors and communications, and an inertial redirection system, its abilities in combat are incredible. Also helpful are nodal support bits, which act as extra weapons and sensors. Its only downside is its faster-than-light speed, which is as fast as any armor, but nowhere near most shuttles and fighters. Weak to anti-matter weaponry. <a href="#Top">(Top)</a>
<a name="MindyII"></a>
Ke-M2-2A "Mindy II"
Attack: 14
Defense: 16
Speed: 17
Agility: 20
Hyperspace: 12
Communication: 13
Sensors: 16
Range: 12
Options: 20
Computer: 20
Overall: 160 or 0.800

Review: A vastly underrated armor, received with little fanfare from the community. With an exhausting list of options, and a fair base setup, the Mindy II is an armor that will survive long after it has been rendered moderately obsolete. With five common configurations and the capability to accept any personal one a pilot can convince an armorer to use, the possibilities are endless. Its only drawback is its Andrium armor. Why it did not take from the Daisy or Sylph II is a mystery. The "Death Blossom" configuration alone would push its rating through the roof. The Mindy II is also the only armor to have three "perfect" scores. <a href="#Top">(Top)</a>
<a name="Kairi"></a>
Ke-M3-1C "Kylie/Kairi"
Attack: 15
Defense: 13
Speed: 15
Agility: 17
Hyperspace: 12
Communication: 13
Sensors: 15
Range: 12
Options: 15
Computer: 20
Overall: 147 or 0.735

Review: Many pilots complain about the Kylie's lack of standard weaponry. Its mission profile is "anti-armor," but the anti-starship Mindy seems to do better in armor-to-armor engagements. However, the dual aether projectors of the Kylie, despite their short range, are effective against enemy armor. Its Andrium armor is its biggest weakpoint. The Kylie has a slight advantage in its sensory capabilities to match its profile. <a href="#Top">(Top)</a>
<a name="SylphII"></a>
Ke-M4-2A "Sylph II"
Attack: 16
Defense: 19
Speed: 17
Agility: 20
Hyperspace: 12
Communication: 13
Sensors: 13
Range: 12
Options: 14
Computer: 20
Overall: 155 or 0.775

Review: The Sylph II is the Lamia's replacement. It relies primarily on four attack drones for anti-mecha combat. The drones are like a Mindy rifle by themselves, but can be destroyed or rendered useless if the armor's CFS is destroyed. However, its defensive and attack scores are superb. With the drones, it gives a Mindy a fight for its life. Without, it's junk. <a href="#Top">(Top)</a>
<a name="Sarah"></a>
Ke-M7-1A "Sarah"
Attack: 20
Defense: 20
Speed: 19
Agility: 20
Hyperspace: 16
Communication: 14
Sensors: 16
Range: 12
Options: 10
Computer: 20
Overall: 167 or 0.835

Review: The most powerful armor fielded yet by any organization. Zesuaium plate armor, CFS-style shields, an incredible array of standard weapons -- the Sarah is given only to samurai for a reason. With the inclusion of a brand new Aether Beam Saber and built-in particle cannon, it is a threat to armor and smaller ships alike. Sarah armors are rarely seen, giving them an air of mystery. The armor comes in two colors -- the standard red-white samurai combination or all black. <a href="#Top">(Top)</a>

<a name="Phalanx"></a>Phoenix Arms Corporation

Ph-M1-1A "Phalanx"
Attack: 13
Defense: 15
Speed: 10
Agility: 12
Hyperspace: 8
Communication: 11
Sensors: 14
Range: 12
Options: 20
Computer: 17
Overall: 132 or 0.660

Review: The primary armor of the NDI. A good match for the Lamia, it was eclipsed by KFY's Mindy. It boasts much better options than its original counterpart, however, including an electronic countermeasures suite and two sets of tactical drones. Its armor is laced with Neutronium and it has a dual-redundancy barrier shield, giving it superior protection over the Kylie. However, it also uses a version of the Lamia's shield. The Phalanx has two other versions -- a heavy assaulter and a stealth. Its standard weapons complement lacks punch against shielded or Zesuaium-plated armors. <a href="#Top">(Top)</a>
<a name="Nataku"></a>
Ph-M2-1A "Nataku"
Attack: 16
Defense: 16
Speed: 10
Agility: 12
Hyperspace: 8
Communication: 11
Sensors: 14
Range: 12
Options: 9
Computer: 17
Overall: 125 or 0.625

Review: The NDI officer's armor, similar to the Phalanx. While its attack power is significantly better, thanks to its wave cannons, it actually varies in few other ways from its predecessor. It lacks the second set of tactical drones. <a href="#Top">(Top)</a>
<a name="SupPh"></a>
Ph-M1-3B "Super Phalanx"
Attack: 12
Defense: 13
Speed: 20
Agility: 19
Hyperspace: 0
Communication: 11
Sensors: 11
Range: 7
Options: 10
Computer: 17
Overall: 120 or 0.600

Review: A joint effort between the Star Army of Yamatai and the NDI. The armor is the only one available to Yamatai characters taller than 6'. Its speed is blistering, reaching 0.99c. However, it has even less offensive power against shielded or Zesuaium-plated armors than its predecessor. It also is not equipped with faster-than-light travel as standard. The plasma projectors on its feet and hands are incredible melee weapons and serve as good backup ranged weapons. <a href="#Top">(Top)</a>
<a name="SupPhc"></a>
Ph-M1-3C "Super Phalanx" (Upgraded)
Attack: 15
Defense: 18
Speed: 20
Agility: 19
Hyperspace: 12
Communication: 11
Sensors: 15
Range: 8
Options: 19
Computer: 17
Overall: 154 or 0.770

Review: Spurred by motivations unknown, Phoenix Arms Corporation released an upgraded version of its Super Phalanx in YE 29 that focused on raw defense and offense. In its standard deployment, the only addition is an extra plasma projector and an extra carbine. However, Phoenix Arms gave the armor optional anti-starship weaponry, and supplied a handheld shield with redundant shield generators, making the armor arguably tougher to crack than the Mindy. Whether the Star Army will take to the new upgrade remains to be seen, as there have been whispers of a new "Super Mindy" in the works. <a href="#Top">(Top)</a>

<a name="Fras"></a>SMX Fleet Yards

Frasworstch Type 1
Attack: 18
Defense: 10
Speed: 6
Agility: 10
Hyperspace: 0
Communication: 4
Sensors: 8
Range: 4
Options: 4
Computer: 8
Overall: 72 or 0.360

Review: The primary space unit of the SMX. Piloted by a "brain slave," the armor pods carry an incredible amount of firepower in the form of positron cannons and missiles. The problem is armor -- while Zanarium allows for stealth, it provides little protection. Once the shield of a Frasworstch goes out, the pod is in big trouble. Numbers is the name of its game. It's also relatively slow and not terribly agile, making it an easy target from a distance. The pods are carrier-based. <a href="#Top">(Top)</a>
<a name="Whif"></a>
Whifgurflumik Type 1
Attack: 19
Defense: 14
Speed: 6
Agility: 10
Hyperspace: 0
Communication: 4
Sensors: 8
Range: 4
Options: 4
Computer: 8
Overall: 77 or 0.385

Review: More positron cannons = more damage. Despite its relatively poor matchups against agile Yamataian armors, the Whifgurflumik is one of the few armors that can actually harm a capital ship with its standard weapons complement. It also has much better armor, relying on a Neutronium shell backing its Zanarium. However, it's still no better against faster, more agile units. This armor is piloted by a Mishhuvurthyar. <a href="#Top">(Top)</a>
<a name="Ripper"></a>
Ripper Type 1
Attack: 20
Defense: 17
Speed: Unknown (Presumably as fast as a Mindy)
Agility: Unknown
Hyperspace: 12
Communication: Unknown
Sensors: Unknown
Range: Unknown
Options: 16
Computer: Unknown
Overall: Cannot compute

Review: The Ripper is incomplete so far, but odds have it being more powerful than the Mindy. Zesuaium armor, aether projectors ala the Kylie, scalar projectors ala the Mindy, a railgun and a positron cannon make this a seemingly deadly foe. It also carries excellent optional weapons, including an aether lance and missile launchers. Yamatai is probably watching the development of this armor very, very closely. <a href="#Top">(Top)</a>

<a name="Demon"></a>Zen Armaments

Ze-M1-1B "Demon"
Attack: 7
Defense: 4
Speed: 2
Agility: 7
Hyperspace: 0
Communication: 3
Sensors: 3
Range: 4
Options: 7
Computer: 7
Overall: 44 or 0.220

Review: The Demon serves its purpose well -- it's exceedingly cheap to produce yet provides a relatively moderate amount of destructive force. With a three-barreled chaingun at its disposal, it actually makes for a great land armor. Issues abound with the Demon, but speed and defense are key; 0.1c and plain old steel? While it might not stand up to most armors, the unit can hold its own in a less-than-fair fight without effort. <a href="#Top">(Top)</a>
<a name="SupDn"></a>
Ze-M2-1A "Super Demon"
Attack: 7
Defense: 9
Speed: 2
Agility: 7
Hyperspace: 0
Communication: 3
Sensors: 3
Range: 4
Options: 7
Computer: 7
Overall: 49 or 0.245

Review: An upgraded version of the Demon. The most important difference is the armor; it replaces the steel with Neutronium. That's about it though. You still can't tell if something's busted on the armor, as it comes with no diagnostic equipment or sensors. "Sorry!" <a href="#Top">(Top)</a>

<a name="Anthedon"></a>Elysia Novus Shipyards

El-M1-1A "Anthedon"
Attack: 18
Defense: 14
Speed: 15
Agility: 14
Hyperspace: 10
Communication: 11
Sensors: 14
Range: 10
Options: 10
Computer: 14
Overall: 130 or 0.650

Review: The Anthedon goes in several different directions when it comes to weaponry, protection and computers. It carries an updated version of a phased pulse rifle, with lot more oomph added to it. It also has pulse weapons, or "grasers," which bypass many standard protection methods. The unit's pretty fast too; only the Mindy and Super Phalanx are faster. Its disadvantage is numbers -- there are few of them out there. <a href="#Top">(Top)</a>
  • _________________________________________________
Land armors

<a name="Sylph"></a>Ketsurui Fleet Yards

Ke-M4-1A "Sylph"
Attack: 14
Defense: 13
Speed: 8
Agility: 16
Roles: 13
Communication: 12
Sensors: 12
Range: 20
Options: 12
Computer: 20
Overall: 140 or 0.700

Review: The Sylph was initially designed as a intervessel armor, something that filled the gap between the AMES suit and the Mindy. When first produced, it came with no weapons; however, it now has a railgun assault rifle with optional grenade launcher, and is now considered a ground armor as well. The Sylph is called a "light armor" for a reason -- it does not have any shields nor thick armor to protect it, and it is relatively slow. It is quite agile however, and makes for a small target with potentially strong firepower. <a href="#Top">(Top)</a>
<a name="Harpy"></a>
Ke-M5-1A "Harpy"
Attack: 13
Defense: 8
Speed: 16
Agility: 14
Roles: 4
Communication: 16
Sensors: 20
Range: 15
Options: 8
Computer: 20
Overall: 134 or 0.670

Review: The Harpy is the light armor for the Yamataians, Geshrins and Nepleslians. It's a scout armor, hence its better speed, comm and sensory totals, but weaker defense. It uses a rifle similar to the Sylph, but modified for sniper use. It is a slight change from KFY's focus on multiple mission profiles for a single armor -- it is well suited for scout work, but little else. A well placed shot could wreck the armor entirely; some test pilots requested handheld transparent shields similar to those carried by the Lamia spacy armor. <a href="#Top">(Top)</a>
<a name="Daisy"></a>
Ke-M6-1A "Daisy"
Attack: 18
Defense: 19
Speed: 20
Agility: 16
Roles: 18
Communication: 12
Sensors: 14
Range: 12
Options: 12
Computer: 20
Overall: 161 or 0.805

Review: A direct result of the Harpy's deployment into battle. The Daisy is Yamatai's primary ground and aerospacy armor. It carries a healthy amount of arms as standard, and includes several defensive features that give it large advantages over the Sylph -- progressive shield generators, better armor and a small handheld shield. Though not a statistical match for NDI's Golem series, the Daisy shores up Yamatai's terrestial warfare scheme considerably. <a href="#Top">(Top)</a>

<a name="Golem"></a>Phoenix Arms Corporation

Ph-M3-1A "Golem MkI"
Attack: 13
Defense: 18
Speed: 19
Agility: 12
Roles: 20
Communicaton: 8
Sensors: 10
Range: 16
Options: 20
Computer: 12
Overall: 163 or 0.815

Review: The first land armor employed by the NDI. Despite what the page seems to suggest, it is only armed with the main battle rifle at the top. But its other weapons -- an integrated sniper machine gun, a phased pulse rifle and pseudorecoilless mass repeaters -- make the unit armed to the teeth and extend its ability to fill almost any role with ease. It carries some of the same equipment as a Phalanx spacy armor. The key to understanding the armor its size -- it appears far larger than any non-PAC power armor out there. <a href="#Top">(Top)</a>
<a name="GolemII"></a>
Ph-M3-1B "Golem MkII"
Attack: 13
Defense: 18
Speed: 15
Agility: 15
Roles: 20
Communication: 12
Sensors: 18
Range: 17
Options: 20
Computer: 12
Overall: 160 or 0.800

Review: The update of the Golem brought more Phalanx-derived technology and a wider array of weaponry, further solidifying the Golem's dominance of the planetary battlefield. It is, in fact, practically a Phalanx for the ground. However, the armor's flight speed was cut by more than half. The size of the armor is also at question. <a href="#Top">(Top)</a>
<a name="Phantom"></a>
Ph-M4-1A "Phantom II"
Attack: 16
Defense: 6
Speed: 10
Agility: 16
Roles: 4
Communication: 12
Sensors: 16
Range: 13
Options: 8
Computer: 14
Overall: 115 or 0.575

Review: A stealth armor with limited speed, the Phantom II carries an upgraded carbine version of the Phalanx's EM-9L, giving it extreme attack power. However, using Zanarium seriously debilitates its defensive capabilities, equally reducing its usefulness on the battlefield. The intent of this armor is a bit mysterious, but considering the vibro-blades the armor employs, one imagines this to be an assassin's armor. <a href="#Top">(Top)</a>
<a name="Kairyu"></a>
Ph-CPA-04 "Kairyu"
Attack: 20
Defense: 18
Speed: 9
Agility: 8
Roles: 8
Communication: 8
Sensors: 10
Range: 8
Options: 16
Computer: 12
Overall: 117 or 0.585

Review: An utter powerhouse, and large enough to nearly stand in its own class. The Kairyu exists to wipe the field of enemy units, pure and simple, though it employs arguably inferior technology outside of attack and defense. It also makes an excellent target. <a href="#Top">(Top)</a>
<a name="Warhawk"></a>
Ph-CPA-05 "Warhawk"
Attack: 19
Defense: 16
Speed: 20
Agility: 12
Roles: 8
Communication: 8
Sensors: 10
Range: 8
Options: 8
Computer: 12
Overall: 121 or 0.605

Review: Also a powerhouse, but less so. The Warhawk is intended to act as the "bomber" of the NDI forces; capable of hitting subsonic speeds, it uses its wide array of weapons to attack targets from the air. Easily a match for any other power armor in the skies, it can also take on aerospace fighters. Its only weakness is oddly enough the ground, where lighter, sleeker armors could possibly make quick work of it. <a href="#Top">(Top)</a>

<a name="Delta"></a>Setsuna Mechworks/Setsuna Ltd.

Se-M1-1A "Delta"
Attack: 7
Defense: 7
Speed: 3
Agility: 7
Roles: 14
Communication: 8
Sensors: 6
Range: 6
Options: 8
Computer: 7
Overall: 73 or 0.365

Review: It should be noted, in all fairness, that considering both the tech and budget available to tiny Setsuna Mechworks, they did what they could. The armor is an excellent police unit, utilizing lethal and non-lethal devices together with reliable technology. It comes with a factory-standard flight-enhancing package, giving the armor a bit more of a chance. But against military-grade armors, the Delta stands almost no chance statistically. <a href="#Top">(Top)</a>
<a name="Gamma"></a>
Se-M1-1B "Gamma"
Attack: 11
Defense: 5
Speed: 3
Agility: 7
Roles: 6
Communication: 8
Sensors: 9
Range: 6
Options: 6
Computer: 9
Overall: 70 or 0.350

Review: The sniper version of the Delta. It has even lighter armor, unfortunately, and is not designed for any form of direct combat. The TIR-1 anti-material rifle it carries is actually quite nice, however, and could punish unsuspecting military armors from afar. Speed, unfortunately, limits this armor even more severely than the Delta. <a href="#Top">(Top)</a>
<a name="Epsilon"></a>
Se-M1-1C "Epsilon"
Attack: 8
Defense: 10
Speed: 2
Agility: 4
Roles: 5
Communication: 8
Sensors: 6
Range: 6
Options: 6
Computer: 7
Overall: 62 or 0.310

Review: The heavy assault version of the Delta. More armor and a complex gyroscopic system do not make this armor any more wieldy. The machine gun it carries is good for urban warfare, perhaps, but it does not rise to the military grade Setsuna was looking for. Kudos should go to the company for finding a good solution for a higher rate of fire from the Epsilon's machine gun, but it doesn't earn any more points. <a href="#Top">(Top)</a>

<a name="Cyclone"></a>Zen Armaments

Ze-M2-4b "Cyclone"
Attack: 2
Defense: 5
Speed: 2
Agility: 3
Roles: 9
Communication: 5
Sensors: 4
Range: 5
Options: 10
Computer: 7
Overall: 53 or 0.265

Review: An armor that's cheap, easy to reproduce with limited materials and equipment, and can make do with any weapon. Assuredly a Zen Arms product. However, it lacks so much compared to military-grade armors that one must be rarely encountered on a battlefield. The subsystem packages expand its use some, but not enough. <a href="#Top">(Top)</a>

<a name="Enforcer"></a>Emrys Industries

Er-M1-01 "Enforcer"
Attack: 8
Defense: 6
Speed: 4
Agility: 3
Roles: 5
Communication: 3
Sensors: 2
Range: 3
Options: 4
Computer: 2
Overall: 40 or 0.200

Review: The Enforcer seems to make for a good police armor. Its Maser weapons provide good attack, but the sensors and computer are incredibly limited. The three-inch thick titanium-steel alloy makes the unit incredibly heavy and difficult to use, but it manages 50 kph on unknown propulsion sources. <a href="#Top">(Top)</a>

<a name="Mantus"></a>NovaCorp Shipyards

No-M-01 "Mantus"
Attack: 15
Defense: 18
Speed: 20
Agility: 15
Roles: 12
Communication: 14
Sensors: 18
Range: 18
Options: 8
Computer: 14
Overall: 152 or 0.760

Review: NovaCorp's Mantus fits in well with its other products -- rebuffing most modern materials for those tried and tested over time and using concepts unique on their own. The armor is substantially weaker, but it is protected by a very powerful energy shield. Weapons are rather basic but numerous, though arguably not up to the military grade of Yamatai's Daisy or NDI's Golem.However, as a civilian armor it is unmatched. <a href="#Top">(Top)</a>

<a name="Air"></a>Nepleslian Arms and Munitions (Terratech division)

Na-M1-(0)1A "Air"
Attack: 12
Defense: 13
Speed: 16
Agility: 17
Roles: 10
Communication: 6
Sensors: 6
Range: 13
Options: 10
Computer: 8
Overall: 111 or 0.555

Review: So far, the Air has been untested in battle, but the design suggests a very group-oriented armor -- each unit is a sensor point for the entire team, be it a fireteam or a battalion. This makes each armor integral to group, espousing a very different approach from Yamatai's "one-Neko-army" approach or small squads fanning out and acting semi-independently. Its standard loadout is lacking for a military unit capable of incredible sublight speeds, but a swapout beam rifle is available. Overall, a competitive armor, but it'll never reach the Majors. <a href="#Top">(Top)</a>
<a name="Water"></a>
Na-M2-(0)1A "Water"
Attack: 18
Defense: 17
Speed: 14
Agility: 15
Roles: 13
Communication: 6
Sensors: 8
Range: 13
Options: 8
Computer: 8
Overall: 120 or 0.600

Review: A marked improvement over NAM's initial product. Weaker armor, but better shields and innovative defensive measures are linked with a better (and what some might call overkill) standard weapon loadout. This armor stands a chance in space, but on the ground it is most certainly better. A fair straight-up match for Yamatai's lighter Daisy, it still must compete with NDI's legendary Golem. The better DART launcher is a big plus, though the energy drain on this unit will be high. If it is overwhelmed, it stands little chance of escape or recooperating. <a href="#Top">(Top)</a>

<a name="Damon"></a>Kaizerlich Waffenerbauer

PGI-M1 "Dämon"
Attack: 3
Defense: 7
Speed: 10
Agility: 6
Roles: 6
Communication: 3
Sensors: 2
Range: 6
Options: 7
Computer: 2
Overall: 51 or 0.255

Review: The armor of the Abwehran Empire, it is a basic tool that provides good protection, but little standarized attack power. However, it fulfills its role of protecting soldiers and allowing them to defeat unarmored threats with less trouble. <a href="#Top">(Top)</a>

<a name="Raven"></a>Larian Clan

A1-R3N4 "Raven"
Attack: 4
Defense: 8
Speed: 13
Agility: 9
Roles: 10
Communication: 3
Sensors: 2
Range: Unknown
Options: 4
Computer: 20
Overall: 73 or 0.365

Review: An obscure armor, not seen in some time in the SARP. It amplifies magic, which is banned in the SARP at this time, so perhaps that's why. Regardless, the armor uses modern material for armor and has good speed. Its "Knuckle Bombs" are not described well, but from the name are probably similar to knucklebombers from Bubblegum Crisis. Found only on Yamatai. <a href="#Top">(Top)</a>
 
You neglected to add the MBR-01 "Longinus" battle rifle to the Phalanx's stats, which drastically boosts its offensive power to the same level of the Mindy. Furthermore, the EM-9L Carbine is a dual-mode weapon; while the pulse laser isn't effective against Zesuaium, the particle disruptor is (it shatters the molecular bonds of the target's materials, making it de facto anti-armor). You don't need a weapon capable of destroying Manhattan to be effective against Zesuaium-plated armor.

As such, the Phalanx's attack rating should be equal to that of the Mindy. Also, why is the Phalanx's agility ratings lower than the Mindy as well - it's acceleration is several degrees of magnitude faster (it can go from motionless to .99c in a matter of seventeen seconds; it uses a gravimetric drive system, so it like the Mindy has an interialess drive).

So I think the ratings should be updated accordingly:

Ph-M1-3(X) "Super Phalanx"
Attack: 11 ---> 19
Defense: 13
Speed: 20
Agility: 12 ---> 20
Hyperspace: 0
Communication: 11
Sensors: 11
Range: 11
Options: 10
Computer: 17
Overall: 112 or 0.56 (136)



Other than that

This list is VERY WELL DONE. I commend your work.
 
Furthermore, the EM-9L Carbine is a dual-mode weapon; while the pulse laser isn't effective against Zesuaium, the particle disruptor is (it shatters the molecular bonds of the target's materials, making it de facto anti-armor). You don't need a weapon capable of destroying Manhattan to be effective against Zesuaium-plated armor.

It was my belief that Zesuaium was in fact invulnerable against all forms of attack apart from that related to anti-matter. Hit it with a weapon powerful enough to destroy Manhattan and that won't work because it's meant to be invulnerable.

Zesuaium is super-strong, doesn't bend or break, and doesn't conduct electricity and heat. Downside? It's hard to repair damage done to a unit with Zesuaium because of its nature.
¤ Producers: Ketsurui Zaibatsu ONLY
¤ Cost: [Expensive]

According to this it doesn't break. Thus you couldn't shatter the molecular bonds.

If you can break it with a weapon which breaks molecular bonds then ... that's good. I can design so many different weapons to break Zesuaium if that's true.
 
Zesuaium is still matter and it still has molecules which the EM-9L's particle disruptor can act upon and with successive hits, the integrity of the Zesuaium armor would be weakened where it's hit - eventually breaking down completely allowing a puncture.
 
Zesuaium is made out of time and matter so aside from what you have seen in roleplay your guess is as good as mine.

As far as the reviews go, they should have been kept to a strict comparison as an analysis of their capabilities and use in roleplay was excluded.
 
That's pretty much the jist of it. I believe the exact term is a 'unique relationship with time' or something of that variety. I'll try and find it for you.

I suggest this thread is split by the way.

Zesuaium-S: Zesuaium is a nonporous gray substance which does not conduct any form of electromagnetic radiation, including heat and electricity. It neither bends nor breaks, but will remain in a solid piece. The fabrication of Zesuaium takes place factory starships, where a certain substance is molded in the shape desired, and then is transmuted into the fixed Zesuaium form. The properties of Zesuaium are related to time energy. In the the Chiharu B2, Zesuaium is interlaced with Xintium in the hull plating.

There we go.
 
Derran Tyler said:
You neglected to add the MBR-01 "Longinus" battle rifle to the Phalanx's stats, which drastically boosts its offensive power to the same level of the Mindy. Furthermore, the EM-9L Carbine is a dual-mode weapon; while the pulse laser isn't effective against Zesuaium, the particle disruptor is (it shatters the molecular bonds of the target's materials, making it de facto anti-armor). You don't need a weapon capable of destroying Manhattan to be effective against Zesuaium-plated armor.

Even after viewing the "Longinus" weapon, it's considered an option and is not standard for the armor. Your updated 1C obviously has it, and I'd have to modify the stats accordingly once it is approved -- I think it has to be approved for SA usage.

As for the carbine itself -- unfortunately I have to use a watermark in some instances, and Attack is one of them. Generally, the weapon seems effective against other enemy armors, and I stated as such. But Zesuaium is just too damn tough, and the Mindy, being the armor most used by players in the SARP, acts as the watermark. Note, these are statistics. How the armor plays in the SARP relies on things I can't define, meaning a Phalanx with an EM-9L could rawk a Mindy.

Also, why is the Phalanx's agility ratings lower than the Mindy as well - it's acceleration is several degrees of magnitude faster (it can go from motionless to .99c in a matter of seventeen seconds; it uses a gravimetric drive system, so it like the Mindy has an interialess drive).

That's actually what I needed to know, so I thank you for filling that hole. I'd seen the speed the Super Phalanx could hit, but my problem was not understanding whether the gravimetric drive system was as good as the Mindy's. I can modify that statistic accordingly, but I will match it to the Mindy, not exceed it.

Other than that

This list is VERY WELL DONE. I commend your work.

*bows* Most high praise, sir. You'll be happy to note your Golem armors are quite the juggernauts on land -- but could you provide some dimensions as to how big they are?
 
Upgraded "Super Phalanx" added as separate armor due to uncertainty about its adoption by Yamataian forces. Note the defensive and offensive score increases.
 
"Mindy II" and "Sylph II" added. Modified Mindy's score to reflect degrading of "top spot" scoring, leaving it with the same as the Mindy II.

Suggest we start calling Mindy armors "Mindy Is" very soon.
 
Remember, the Mindy II hasn't been officially deployed yet. It'll be on the Miharu, and other ships will adopt it over time. Right now, though, all ships are using the 1F.
 
Right. Since it exists, however, I can't ignore it. The reviews are kind of ICly/OOCly in one, if that makes any sense.
 
RPG-D RPGfix
Back
Top