Generic future era shock trooper
(From the New Scientist)
Context
This article is primarily DC Heroes RPG stats, though there are plain English notes at the end.
It is derived from speculative New Scientist articles about the future of infantry warfare, from a technical/equipment angle. Thus, that provides reasonably credible panoplies for soldiers in the future.
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Game Stats — DC Heroes RPG
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Typical 2025 Era Shock Troop Soldier
Dex: 03 | Str: 03 | Bod: 03 | Motivation: Patriotism |
Int: 03 | Wil: 02 | Min: 03 | Occupation: Soldier |
Inf: 03 | Aur: 02 | Spi: 03 | Resources {or Wealth}: 002 |
Init: 009 | HP: 010 |
Skills:
Military Science (Camouflage, Cartography, Demolition): 03, Vehicles (Land Vehicles): 03, Weaponry (Infantry Weapons): 04
Advantages:
Familiarity (Military Equipment and Protocols), Military Rank (Private First Class).
Drawbacks:
Minor Rage.
Equipment:
- 2025 ERA BODY ARMOR [BODY 07, Skin Armor: 03, Flame Immunity: 03, Invulnerability: 06, Ultra Vision: 04, Thermal Vision: 04, Radio Communication: 10, Data Storage: 10, Advantages – Area Knowledge: State (Conflict Zone), Bonuses & Limitations:
- Skin Armor: Real Armor. Only effective against edged weapons and bullets.
- Invulnerability: Counteracts Physical Damage. Only effective against edged weapons and bullets.
- Ultra Vision: Night Vision Only.
- Thermal Vision: Imaging Bonus.
- Radio Communication: Video Capability. Encrypted. Can transmit a data-feed to other soldiers in the same unit.]
- 2025 Era Assault Rifle [BODY 04, AV 05, Projectile Weapons: 07, Ammo: 10, R#02; Advantage: Autofire] with extra ammunition Clips x5.
- The gun has a 2025 Era Underbarrel Multiple Grenade Launcher [BODY 04, Range: 07, Ammo: 05, R#03] with Grenades (x5) [BODY 03, EV (Area of effect 1 AP): 08, R#03, Grenade Drawback].
- The gun also has a socket into which a Bayonet [BODY 04, EV 03 (04 w/STR)].
- The trooper also carries a Military Taser [BODY 04, Lightning: 04, Range: 02, Ammo: 01, R#02, Limitations: Lightning has No Range – Use the listed Range – and cannot affect targets with RV above 06 or Skin Armor above 01] for use when trying to take prisoners or discourage civilian rioters.
Typical 2050 Era Shock Troop Soldier
Dex: 03 | Str: 03 | Bod: 03 | Motivation: Patriotism |
Int: 03 | Wil: 02 | Min: 03 | Occupation: Soldier |
Inf: 03 | Aur: 02 | Spi: 03 | Resources {or Wealth}: 002 |
Init: 009 | HP: 010 |
Skills:
Military Science (Camouflage, Cartography, Demolition): 03, Vehicles (Powered Armor): 04, Vehicles (Land Vehicles): 03, Weaponry (Infantry Weapons): 04
Advantages:
Familiarity (Military Equipment and Protocols), Military Rank (Private First Class).
Drawbacks:
Minor Rage.
Equipment:
- 2050 ERA POWERED BODY ARMOR [/STR/ 06 /BODY/ (Hardened) 07 INT 01, Accuracy (Assault Rifle, Multiple Grenade Launcher, Taser): 08, Charisma (Interrogation, Intimidation): 05, Medicine (First Aid): 06, Military Science (Camouflage, Cartography, Cryptography, Danger Recognition, ECM, Tracking): 06, Skin Armor: 03, Invulnerability: 06, EMP Shielding: 07, Sealed Systems: 11, Mind Over Matter: 09, Power Reserve (DEX, STR, BODY): 01, Power Reserve (INT, WILL, MIND): 01, Running: 05, Jumping: 01, Flash: 03, Telescopic Vision: 04, Ultra Vision: 04, Thermal Vision: 04, Shade: 04, Interface: 04, Radio Communication: 15, Super-ventriloquism: 03, Data Storage: 20, Advantages: Area Knowledge: State (Conflict Zone), Languages (Local Languages of Conflict Zone), Drawbacks – Real Armour, Bonuses & Limitations:
- Charisma: Conferred upon wearer.
- Medicine: Represents painkilling, stimulant, antibacterial and antiviral drugs which can be automatically injected by the Armor if the wearer is wounded.
- Invulnerability: Counteracts Physical Damage.
- Sealed Systems: Power Ineffective Against Radiation Attacks.
- Mind Over Matter: Conferred upon wearer. Represents painkilling and stimulant drugs which can be automatically injected by the Armor if the wearer is wounded.
- Power Reserve (DEX, STR, BODY): Conferred upon wearer. Represents coordination-enhancing and strength-and-stamina-increasing drugs which can be automatically injected by the Armor. Only usable to offset reductions to Current Conditions due to fatigue.
- Power Reserve (INT, WILL, MIND): Conferred upon wearer. Represents cognition-enhancing and stress-reducing drugs which can be automatically injected by the Armor. Only usable to offset reductions to Current Conditions due to fatigue.
- Flash: Only For Illumination.
- Ultra Vision: Light Amplification Only.
- Super-ventriloquism only for straight amplification (via integral loudspeakers).
- Radio Communication: Video Capability. Encrypted. Can transmit a data-feed from its own optics or from the Assault Rifle Gun Camera to other soldiers in the same unit.]
- 2050 Era Assault Rifle with barrel-mounted Gun Camera [BODY 05, EMP Shielding: 05, AV 06, Projectile Weapons: 07, Ammo: 15, Telescopic Vision: 06, Ultra Vision: 06, Thermal Vision: 06, Shade: 06, R#02, Advantage: Autofire, Misc.: The Gun Camera can be pivoted left or right at a right angle, enabling the soldier to hold his weapon with the barrel protruding a few inches beyond the end of a corner wall and see what lies around the corner. Bonuses & Limitations:
- Telescopic Vision: Gun Camera Only. Can transmit a data-feed to the Body Armor.
- Ultra Vision: Gun Camera Only. Can transmit a data-feed to the Body Armor.
- Thermal Vision: Gun Camera Only. Imaging Bonus. Can transmit a data-feed to the Body Armor.
- Shade: Gun Camera Only. Can transmit a data-feed to the Body Armor.] with extra ammunition clips (x5).
- The gun has a 2050 Era Underbarrel Multiple Grenade Launcher [BODY 05, EMP Shielding: 05, Range: 07, Ammo: 05, R#02] with Grenades x5 [BODY 03, EV (Area of Effect 1 AP): 08, R#02].
- The gun also has a socket into which a Bayonet [BODY 06, EV 03 (04 w/STR, 07 w/Power Armour STR] can be slotted.
- The trooper also carries a Military Taser [BODY 04, EMP Shielding: 04, Lightning: 04, Range: 02, Ammo: 01, R#02, Bonuses & Limitations: Lightning has No Range and Uses the listed Range instead. Cannot affect targets with RV above 06 or Skin Armor above 01] for use when trying to take prisoners or discourage civilian rioters.
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Typical 2075 Era Shock Troop Soldier
Dex: 03 | Str: 03 | Bod: 03 | Motivation: Patriotism |
Int: 03 | Wil: 02 | Min: 03 | Occupation: Soldier |
Inf: 03 | Aur: 02 | Spi: 03 | Resources {or Wealth}: 002 |
Init: 009 | HP: 010 |
Skills:
Military Science (Camouflage, Cartography, Demolition): 03, Vehicles (Powered Armor): 04, Vehicles (Land Vehicles): 03, Weaponry (Infantry Weapons): 04
Advantages:
Familiarity (Military Equipment and Protocols), Military Rank (Private First Class).
Drawbacks:
Minor Rage.
Equipment:
- 2075 ERA POWERED BODY ARMOR [/STR/ 06 /BODY/ (Hardened) 08 INT 02, Accuracy (Assault Rifle, Multiple Grenade Launcher, Sonic Stunner): 09, Charisma (Interrogation, Intimidation): 05, Medicine (First Aid): 07, Military Science (Camouflage, Cartography, Cryptography, Danger Recognition, ECM, Tracking): 07, Skin Armor: 04, Invulnerability: 07, EMP Shielding: 08, Sealed Systems: 12, Mind Over Matter: 10, Power Reserve (DEX, STR, BODY): 02, Power Reserve (INT, WILL, MIND): 02, Running: 05, Jumping: 01, Flash: 03, Telescopic Vision: 06, Ultra Vision: 06, Thermal Vision: 06, Shade: 06, Radio Communication: 15, Super-Ventriloquism: 03, Data Storage: 30, Advantages: Area Knowledge: Country (Conflict Zone), Languages (Local Languages of Conflict Zone), Drawbacks – Real armour, Bonuses & Limitations:
- Charisma: Conferred upon wearer.
- Medicine: Represents painkilling, stimulant, antibacterial and antiviral drugs which can be automatically injected by the Armor if the wearer is wounded.
- Invulnerability: Counteracts Physical Damage.
- Mind Over Matter: Conferred upon wearer. Represents painkilling and stimulant drugs which can be automatically injected by the Armor if the wearer is wounded.
- Power Reserve (DEX, STR, BODY): Conferred upon wearer. Represents coordination-enhancing and strength-and-stamina-increasing drugs which can be automatically injected by the Armor. Only usable to offset reductions to Current Conditions due to fatigue.
- Power Reserve (INT, WILL, MIND): Conferred upon wearer. Represents cognition-enhancing and stress-reducing drugs which can be automatically injected by the Armor. Only usable to offset reductions to Current Conditions due to fatigue.
- Flash: Only For Illumination.
- Ultra Vision: Light Amplification Only.
- Thermal Vision: Imaging Bonus.
- Super-ventriloquism only for straight amplification (via integral loudspeakers).
- Radio Communication: Video Capability. Encrypted. Can transmit a data-feed from its own optics or from the Assault Rifle Gun Camera to other soldiers in the same unit.]
- 2075 Era Assault Rifle with barrel-mounted Gun Camera [BODY 05, EMP Shielding: 05, AV 07, Projectile Weapons: 08, Ammo: 20, Telescopic Vision: 06, Ultra Vision: 06, Thermal Vision: 06, Shade: 06, Advantage: Autofire, Misc.: The Gun Camera can be pivoted left or right at a right angle, enabling the soldier to hold his weapon with the barrel protruding a few inches beyond the end of a corner wall and see what lies around the corner, R#02, Bonuses & Limitations:
- Telescopic Vision: Gun Camera Only. Can transmit a data-feed to the Body Armor.
- Ultra Vision: Gun Camera Only. Can transmit a data-feed to the Body Armor.
- Thermal Vision: Gun Camera Only. Imaging Bonus. Can transmit a data-feed to the Body Armor.
- Shade: Gun Camera Only. Can transmit a data-feed to the Body Armor through its Interface Power] with spare Ammunition Clips (x5).
- The gun has a 2075 Era Underbarrel Multiple Grenade Launcher [BODY 05, EMP Shielding: 05, Range: 08, Ammo: 05] with Grenades (x5) [BODY 03, EV (Area of Effect 1 AP): 08].
- The gun also has a socket into which a Bayonet [BODY 08, EV 03 (04 w/STR, 07 w/Power Armour STR] can be slotted.
- The trooper also carries a Sonic Stunner [BODY 04, EMP Shielding: 04, Sonic Beam (Bashing only): 04, R#02] for use when trying to take prisoners or discourage civilian rioters.
Typical 2100 Era Shock Troop Soldier
Dex: 03 | Str: 03 | Bod: 03 | Motivation: Patriotism |
Int: 03 | Wil: 02 | Min: 03 | Occupation: Soldier |
Inf: 03 | Aur: 02 | Spi: 03 | Resources {or Wealth}: 002 |
Init: 009 | HP: 010 |
Skills:
Military Science (Camouflage, Cartography, Demolition): 03, Vehicles (Powered Armor): 04, Vehicles (Land Vehicles): 03, Weaponry (Infantry Weapons): 04
Advantages:
Familiarity (Military Equipment and Protocols), Military Rank (Private First Class).
Drawbacks:
Minor Rage.
Equipment:
- 2100 ERA POWERED BODY ARMOR [/STR/ 06 /BODY/ (Hardened) 08 INT 02, Accuracy (MPPPG, Assault Rifle, Multiple Grenade Launcher, Sonic Stunner): 09, Charisma (Interrogation, Intimidation): 05, Medicine (First Aid): 07, Military Science (Camouflage, Cartography, Cryptography, Danger Recognition, ECM, Tracking): 07, Skin Armor: 04, Invulnerability: 07, EMP Shielding: 08, Sealed Systems: 12, Mind Over Matter: 10, Power Reserve (DEX, STR, BODY): 02, Power Reserve (INT, WILL, MIND): 02, Running: 05, Jumping: 01, Flash: 03, Telescopic Vision: 06, Ultra Vision: 06, Thermal Vision: 06, Shade: 06, Radio Communication: 15, Super-Ventriloquism: 03, Data Storage: 30, Comprehend languages: 07, Advantages: Area Knowledge: Planet (Earth), Drawbacks – Real Armour, Bonuses & Limitations:
- Charisma: Conferred upon wearer.
- Medicine: Represents painkilling, stimulant, antibacterial and antiviral drugs which can be automatically injected by the Armor if the wearer is wounded.
- Invulnerability: Counteracts Physical Damage.
- Mind Over Matter: Conferred upon wearer. Represents painkilling and stimulant drugs which can be automatically injected by the Armor if the wearer is wounded.
- Power Reserve (DEX, STR, BODY): Conferred upon wearer. Represents coordination-enhancing and strength-and-stamina-increasing drugs which can be automatically injected by the Armor. Only usable to offset reductions to Current Conditions due to fatigue.
- Power Reserve (INT, WILL, MIND): Conferred upon wearer. Represents cognition-enhancing and stress-reducing drugs which can be automatically injected by the Armor. Only usable to offset reductions to Current Conditions due to fatigue.
- Flash: Only For Illumination.
- Ultra Vision: Light Amplification Only.
- Thermal Vision: Imaging Bonus.
- Super-ventriloquism only for straight amplification (via integral loudspeakers).
- Radio Communication: Video Capability. Encrypted. Can transmit a data-feed from its own optics or from the MPPPG or Assault Rifle Gun Camera to other soldiers in the same unit.]
- The trooper carries:
- Either a recently-perfected 2100 Era Man-Portable Particle Projection Gun (MPPPG) with barrel-mounted Gun Camera [BODY 05, EMP Shielding: 05, Energy Blast: 08, Telescopic Vision: 06, Ultra Vision: 06, Thermal Vision: 06, Shade: 06, R#02, Advantages – Misc.: The Gun Camera can be pivoted left or right at a right angle, enabling the soldier to hold his weapon with the barrel protruding a few inches beyond the end of a corner wall and see what lies around the corner, Bonuses & Limitations:
- Telescopic Vision: Gun Camera Only. Can transmit a data-feed to the Body Armor.
- Ultra Vision: Gun Camera Only. Can transmit a data-feed to the Body Armor.
- Thermal Vision: Gun Camera Only. Imaging Bonus. Can transmit a data-feed to the Body Armor.
- Shade: Gun Camera Only. Can transmit a data-feed to the Body Armor.]
- Or a more traditional 2100 Era Assault Rifle with barrel-mounted Gun Camera [BODY 05, EMP Shielding: 05, Projectile Weapons: 08, Ammo: 20, Telescopic Vision: 06, Ultra Vision: 06, Thermal Vision: 06, Shade: 06, R#02, Advantages – Autofire, Misc.: The Gun Camera can be pivoted left or right at a right angle, enabling the soldier to hold his weapon with the barrel protruding a few inches beyond the end of a corner wall and see what lies around the corner, Bonuses & Limitations:
- Telescopic Vision: Gun Camera Only. Can transmit a data-feed to the Body Armor.
- Ultra Vision: Gun Camera Only. Can transmit a data-feed to the Body Armor.
- Thermal Vision: Gun Camera Only. Imaging Bonus. Can transmit a data-feed to the Body Armor.
- Shade: Gun Camera Only. Can transmit a data-feed to the Body Armor.] with extra Ammunition Clips (x5).
- Either a recently-perfected 2100 Era Man-Portable Particle Projection Gun (MPPPG) with barrel-mounted Gun Camera [BODY 05, EMP Shielding: 05, Energy Blast: 08, Telescopic Vision: 06, Ultra Vision: 06, Thermal Vision: 06, Shade: 06, R#02, Advantages – Misc.: The Gun Camera can be pivoted left or right at a right angle, enabling the soldier to hold his weapon with the barrel protruding a few inches beyond the end of a corner wall and see what lies around the corner, Bonuses & Limitations:
- Either gun has a 2100 Era Underbarrel Multiple Grenade Launcher [BODY 05, EMP Shielding: 05, Range: 08, Ammo: 05] with Grenades (x5) [BODY 03, EV (Area of Effect 1 AP): 08].
- Either gun also has a socket into which a Bayonet [BODY 08, EV 03 (04 w/STR, 07 w/Power Armour STR)] can be slotted.
- The trooper also carries a Sonic Stunner [BODY 04, EMP Shielding: 04, Sonic Beam (Bashing only): 04, R#02] for use when trying to take prisoners or discourage civilian rioters.
About grenades
Though the source article didn’t mention likely evolutions to hand grenades – which is reflected in the stats – it is possible to imagine a few possible evolutions for these esteemed weapons, along four main axes:
- Urban combat grenade. A smaller, golf-ball-sized concussive grenade intended to shock and flatten – but not necessarily kill – the occupants of a room, or to react to an ambush at close range. These projectiles are easier to carry and throw than full-sized grenades, and are employed by powerful militaries who can afford to take prisoners and are more interested in acquiring intelligence and diminishing collateral damage in asymmetrical warfare than in simply killing their opponents like a frag grenade would. These grenades have a Bomb power starting at 06 and increasing as explosives become more powerful, but their radius is capped to 1 or 2 APs and they can inflict Bashing damage in most conditions.
- Launched grenades. These are heavier, longer and more powerful than current 40mm grenades, and are used in more powerful, longer-ranged launchers connected to the full optics suite of the rifle and including software for arc shooting. Those give a fireteam its own miniature artillery capabilities, effective at about 500m (7 APs) and rising along with technological progress. Such launched grenades have a Bomb power starting at 08 and rising with technological progress ; note that they are not intended for anti-vehicular fire, but more to clear snipers, machinegun emplacements and the like. The munitions can be accurately range-detonated using the laser rangefinder on the rifle – for instance to explode in the air immediately after flying past a wall, to take out people behind cover.
- Anti-vehicular hand grenades. Those appear later than the previous models, and are chiefly intended for close-range ambushes against vehicles – especially in urban combat. These essentially replace disposable rocket launchers, whose greater range becomes pointless against point-defence systems mounted on tanks. This smart projectile is thrown in the direction of the target by an infantryman – possibly after ’flashing‘ the target, just like with a small cellphone camera, so the computer built into the grenade can aim. Once on the air, the grenade aims itself, trigger a vectorised explosive charge as a propellant, then triggers a second charge to self-forge into an armour penetrator – impacting with the full strength of a light HEAT rocket. These have an EV (starting at 09) and some Range, and as technology evolves acquire a Schtick to perform Called Shots intended to result into a mobility kill (or perhaps an optics kill) without penalties.
- EMP grenades. These are of course meant to bollix the electronics of the opponent – especially comms, optics and power armour, in about this order. The race between EMP hardening and shielding, and these grenades, mean that they are chiefly useful against opponent you out-tech by a bit, but not opposing forces that you *completely* out-tech – their gear wasn’t giving them much of an advantage anyway and they can’t rely on standard tactics.
Note that improved riot control grenades (with more potent tear gas, the first generations of less-than-lethal sonic grenades, etc.) are also likely to appear in the arsenals of those countries with a robust gendarmerie often deployed on peacekeeping mission.
Comments
Area Knowledge represents geographical databases and GPS technology. Languages represent computerized translation using vocabulary databases. Charisma (Intimidation) represent the “Darth Vader effect” from the full helmet and loudspeakers.
Although all the later suits of armor are powered, they’re very lightweight and streamlined by comparison with Powered Armor built by people with the Gadgetry Skill today. They don’t subtract from the DEX of the wearer, for instance, while a man wearing one won’t really even be all that bulked-up in appearance by it. They’re pretty minimalist, all in all. I’ve tried to imagine what real soldiers might actually be wearing in a few decades rather than just reinventing the wheel and ripping off Vault Guardsmen or SHIELD Mandroids or the like.
I’m provisionally assuming that the option of incorporating technology that would only allow one soldier to use each weapon was tried and eventually abandoned in favour of still allowing a trooper who loses his weapon to pick up and use one that a fallen comrade doesn’t need anymore.
In order to not have a soldier be unable to use his weapons if his armor is rendered inoperative, they can still be fired manually even without the Interface with the armor to provide precision targeting. It may be appropriate for a GM to impose a +1 CS penalty to hit on every shot taken by a trooper in this situation, due to his having had little practice in firing his weapons in this way since basic training.
The automatic drug-injection technology could readily be abused by a totalitarian regime. Soldiers could be unknowingly dosed with mind-altering drugs that induce a SIA to blindly obeying any order, a SIH of opponents of the status quo or just a Serious Rage.
In a campaign world where compact, reliable technology designed to block Powers like Telepathy, Hypnosis and Control exists, the suits may incorporate it and so be able to confer Powers like Mind Blank and Iron Will on their wearers.
The 2050 and later model armors can operate underwater but are not primarily designed for it. They’ll rarely be used for anything more than wading across a riverbed or infiltrating a dockyard from the waterfront. The 2100 model can also operate in a vacuum environment like outer space or the surface of the Moon, but requires the attachment of an Interfaced propulsion module to manoeuvre in Zero-G.
Other add-on modules can do things like extending the Sealed Systems capacity of the suits. Operating on planets with corrosive or otherwise radically un-Earthlike atmospheres will require the use of specially-adapted variant suits with additional capabilities such as Cold, Heat/Flame or Acid Immunity. Soldiers will also require special training to operate effectively in any of these environments, or in reduced or increased gravity.
The 2100 soldiers have a choice of two primary weapons listed for a couple of reasons. One is the likelihood of commanders wanting some insurance against any situations arising where ballistic weapons might offer better results than energy weapons for some reason. The other is simply that some players might prefer to keep using ballistic weapons rather than switch to energy weapons, so I thought they should be given that option.
In a formulaic SF future timeline in which humanity begins to explore beyond the Solar System around the end of the 21st Century or beginning of the 22nd, soldiers wearing these suits might find themselves encountering situations reminiscent of Aliens: Colonial Marines or Starship Troopers scenarios.
If so, they’ll be far better prepared for the challenge than the Generic Hollywood Grunts in those stories ever were. But they’re not quite in the same league as BattleTech/MechWarrior Elementals.
Logically, expansionist spacefaring aliens with body shapes and psychologies even vaguely like ours should have gear at least this good unless their culture has some kind of warrior machismo that shuns artificial aids to physical prowess. If Invasion! were being written today the Khunds might well be equipped like this, which might be bad news for humanity.
Even if you interpret present-day Khundish psychology differently, the fact that some Khunds of the 30th Century use bionics should logically mean that at least some of their forebears would have had to have reconciled themselves to using Powered Armor as a necessary step along the way.
In any era, the scrawny Dominators would certainly use it to compensate for their unprepossessing physiques. The 30th Century UP Militia should be using it routinely too.
Present-day Characters accustomed to whupping militaristic goons with ease who Time Travel into the future and encounter some of these guys may have to unlearn their acquired complacency in a hurry.
Source of Character: Generic Writeup.
Helper(s): Roy Cowan, Sébastien Andrivet, rpg.net (for discussing future grenades) and a very timely article in New Scientist Magazine. The illustration is from New Scientist.