For time's sake, I have decided on a short list of possible armor modules/parts. The current ones show off what I believe to be the most important parts of an armor.
I may add more later when time is less tight.
[NOTE - If anyone has extra ideas for more components, they are welcome]
- Miniturized Hydraulics: If an energy shield is the epidermis of a powered armor suit, then the hydraulics is the osteum. Normally, powered armor is too heavy
for the average creature of reasonable size and strength (think
The Average Human) to wear
normally without any aid. The hydraulics provide the extra strength need to carry, operate, and maneuver in the average suit of power armor. The miniturization
is used to make use of not having to genetically modify the wearer ala Halo Spartan IIs, IIIs, and IVs. Although genetic modification is an option, but is more expensive
than forgoing hydraulics.
- Energy Shield: The energy shield on a suit of powered armor is usually included as by the time one has the ability to make powered armor or is making it, they
aleady are capable of shield generators mounted on starships. It is simply a matter of making a relatively small shield generator that has greater or equivalent
power to normal kinetic armor.
- Power Generator: Early on, most people will have trouble powering their armor, and may rely on an external powr source to keep up with its constant demand.
But later on, they may include energy storage large enough to have it keep a charge for X time. And yet later they may create a power generator small ebough
to be mounted on or in the armor itself, which unless isn't enough, would solve the problem of too much draw.
- Kinetic Armor: Powered armor, especially early levels, should include a higher armor/shield ratio. This is because until you reach about level 14, your shield will
inevitably drain during combat. You kinteic armor is similar to other non-shielded armors, it provides a barrier of material that is usually good at stopping kinetic
or energy weaponry (early on kevlar/titanium/steel for kinetic, ceramics/tungsten for energy).
- Genetic Modification (To The User): While not a popular option, genetically modifying your soldiers to allow them to use their raw strength to lift the armor removes
the need for hydraulics in most armors, making them cheaper. However, it is a trade off, if you use GM soldiers, they will (most Level 1-10) cost more than your armor
(taking into consideration costs of making the equipment, creating the modifying agents, and hiring and training the soldier). If you use hydraulics instead, you can
focus less on the troops and more on your armor, and in fact, put more in your armor.
- Power Gauntlet: As everyone knows, the main purpose of powered armor is to protect the user, but that does little when you lose your weapon, so in the event that
happens, or you just want to punch things real bad, this little fist will give you the literal punch to do the job good. (Does about as much damage as a given sword, but
can be made to do more damage by using extra power.)
- Mass Driver: Most kinetic weapons better than cartridge rifles will be handheld mass drivers. For a bit more power than an electrified glove, this little number will
remove the need for carrying around those cumbersome rifles. (Also available is an energy variant that costs about twice as much power.)
- Heads Up Display: Whether it's in your eye, on your eye, or just plastered on your visor, a HUD is integral to using a higher level powered suit. Very customizable, a HUD
has many upgrades, including but not limited to, a short range LADAR/SONAR/RADAR/DRADIS for improved situational awareness, weapons uplink, integrated scope,
and more. If you're not into any of that though, don't fret, as all the basics are included - vitality meter, shield meter, and a built-in uplink to comms.