Eddie replied to me:
> So for clarity, Battlesuit equates to what most other high-tech games 
> call Power Armor and Exoskeleton would be more akin to Ripley's suit 
> in Alien/Aliens (I can never remember which one it was)?

I was proposing a definition to structure the debate. You're free to 
suggest a different one. As far as I remember the 3E rules, there is
one skill for armed suits and another skill for unarmed suits.

Ripley's Powerloader is unarmed, so it gets classed with unarmed 
military suits. It would make just as much sense to talk about 
combat suits (with integral or handheld weapons) and civilian work
suits.

Should suit weapons be built-in?

PRO:
* The weapon can be integrated with the power management of the suit.
  The same power cell can be used for motors and beam weapons.
* The weapon is protected by the armor and stealth systems of the 
  suit.
* It is easier to integrate it with the suit electronics (targeting 
  and diagnostics). The suit computer can override it.

CON:
* Many weapons have long barrels. Fixing them to the suit can be 
  awkward.
* You can't switch weapons easily.
* No chance to use the weapon without a suit.

> > Other branches would have their own legends. However, the debates back 
> > then were mostly centered on TL8 or TL9. 
> 
> My only issue, and I'm sure the debates in the 90s acknowledged, 
> Heinlein isn't the only school of thought where battlesuits/powered 
> armor are a story feature. I hate to weigh my products against his 
> one vision of how they would be if real.

We tried to figure out what the GURPS rules imply, not a specific
setting.

> > How heavy can a suit be if minor damage to residential buildings is 
> > acceptable? 
> 
> If weight is the limiting factor, then that has to be determined by 
> the construction materials and methodology of the populace where the 
> suits are being used. Not knowing where you're going to be deployed 
> though, you have to make a decision based on what you consider your
>  average environment will be. More after the boarding/urban 
> question...

I would think that residential buildings are no stronger than they 
have to be -- if you get stronger materials, the walls get thinner.
 
> > does it make sense to equate boarding actions with urban combat? Or 
> > does that require smaller suits? 
> 
> Yes, you can equate them. While the techniques to establish your 
> foothold are different in boarding actions vice MOUT, the principles 
> are the same. Establish foothold, then clear room by room, section by 
> section. If one hallway is smaller than another hallway, you have to 
> adjust your tactics but the fundamental doctrine will be the same. 
 
MOUT is more than just house clearing -- it covers fighting in 
the streets, too. And houses are usually more expendable than 
ships, if you try boarding at all. That suggests bigger suits
and more raw power than finesse. 

> Again, the size of what you anticipate will be your size determinant. 

Rooms and corridors in houses tend to be bigger than those in 
ships.

> One thing to take into consideration though, as an infantryman, I like 
> to be small and light so I can move quicker but present a smaller 
> target. If I were to be wearing a suit of armor that makes me immune 
> to AK-47s, I'd still probably want to watch out for .50 cal., 12.5mm, 
> 20mm, etc. If someone were to give me a suit in real life, I'd hope 
> they would consider those threats as well (which coincidentally does 
> lead back to the mecha vs. tank argument, I think).

If small and light is the priority, why use powered armor at
all? Send a guy with running shoes and a rifle. A 1,000-lb.
suit is not much larger than a 500-lb. suit, but it is much 
more capable. 

A battlesuit requires a battlesuit system with 30 to 40 lbs. 
The motors have to move that weight plus the operator before
there is any benefit. Power systems have to power the motors.
Armor has to protect motors and power. You have to cross a 
tipping point (which I won't try to pin down exactly) before
the powered armor pays. 

The suit at the end of the posting was from April 1st, 2011, 
but technically it is a valid design. The tech level is 
absurdly high, but DR and ST are modest. It is below the 
"tipping point".

> > One thing I've been wondering about, the usual assumption in literature 
> > seems to be that battlesuits are issued to privates fresh from boot 
> > camp, and that battlesuits replace unpowered troops at one for one in 
> > an infantry TO&E. How reasonable is that?
> 
> The easy answer is it depends. The driver in a Bradley, Stryker, or 
> Abrams is usually the newest private. 

The commander of a Bradley or Abrams would be a sergeant, 
right? So is a battlesuit operator comparable to an AFV
driver or an AFV commander?

> In the late 90s when the US Army started adopting the M4 carbine outside
> of special operations forces, it went to infantry unit company commanders, 
> first sergeants, platoon leaders, platoon sergeants, and squad leaders 
> first. Then RTOs, then others as the Army acquired enough. Then it started 
> making its way out to other branches until it's almost impossible to find 
> an actual long-barreled M16 in most active duty units. Typically they can 
> be found in brigade level headquarters and non-combat arms fields and 
> Reserve/National Guard units. The same with body armor. So I'd say that 
> based on the maturity of the technology in your setting would be the 
> metric to answer that question. 

The M4 is no more difficult to use than the M16. Both can be 
handled by a recruit who comes from basic training.

> > What happens to the main weapon in the squad if the dedicated gunner breaks 
> > a leg?
> 
> This would be the same thing as in real life. You have other people 
> trained and qualified on the weapon system (be it a machinegun, a 
> railgun, or a powered armor system). He goes down, you go to your 
> alternate. Of course, if it's anything like real life, I want to know 
> when Division Headquarters is going to give us slots for the training 
> and when I'm actually going to get another one of my guys/gals 
> through the funnel of the Brigade Command Sergeant Major so I can 
> have some redundancy in my Company.

I was talking about the scenario where just one guy/gal in 
the squad has powered armor to haul the supporting weapon. 
The trained alternate would need powered armor, too. 

It also implies that the supporting weapon is not integral
to the suit. And if you have a backup supporting gunner with 
a backup suit, why not issue a second supporting weapon to 
start with? That doesn't cost much more.

> > Do you put powered armor into sustained operations, or are they for 
> > short, sharp fights like commandos? 
> 
> I see the answer to this question like the US Army's Stryker family of 
> vehicles. The engineers had a clear intent when they designed the 
> Stryker that was quickly changed by the intent of the generals and 
> colonels in charge of the program and completely thrown out of the 
> window by those of us using them on the ground. 

If there are both battlesuits and unpowered armor, I could
see the suits operating a bit like attack helicopters. Say
the commander of a leg infantry brigade has a battlesuit
platoon. They are kept back under brigade control until
they are committed at the critical point, then they come 
in and unleash plenty of havoc in a short time, then they
go back to the rear to rearm and refuel. 

A bit like tank doctrine in early WWII. If you send them 
out in penny packets instead (like my suggestion above 
that the equivalent of each machine gunner gets a suit)
they are much harder to resupply and maintain, and the 
shock effect from concentrated suits is lost.

> > There seems to be a trend these days to reduce the number of rifles 
> > at the sharp end and to increase the number of headquarters people, 
> > even at the company level, with intel and operations staff. 
> 
> Are you talking real world? Not in my Army. There are two schools 
> of thought at the moment...the first that I had happen to me, "Hey, 
> here are all of these different MOS soldiers. Give them a job and 
> a place to live, Company Commander!" Nevermind that I had too many 
> people and not enough living space on my FOB. The second is we have 
> to maintain X number of troops in Blah Theater, we can't go over 
> that number or the Easter Bunny will beat the Tooth Fairy. Can you 
> have your gunner load and drive the tank at the same time?" The 
> whole more multifunctional soldiers with less mentality. 

I'm just an armchair analyst, but I was talking about the
real world. The Marines are talking about the Company-Level
Operations Center, the Company-Level Intelligence Cell, and
Enhanced Company Operations. 

> > * A small squad could consist of the squad leader and two four-man fire
> >   teams. The team members specialize -- team leader, grenadier, automatic
> >   rifleman, rifleman. Would battlesuits specialize that way, too?
> 
> Here we're getting into doctrinal debates that are still going in my 
> real life. For us, the US Army, we've found that a 9 man squad is 
> the optimum configuration for maximizing firepower and maintaining 
> command and control. Certain Army units and the USMC are similar but 
> they add a third fireteam, I believe the machinegun team. More later...

Again from my distant armchair, I thought the 9-man squad was 
a compromise solution between manpower limits, the capacity of
afforable APCs/IFVs, and the need for firepower. Without those
limitations, wouldn't 11-man or 13-man squads be better?

A notional platoon of three infantry squads, platoon leader, 
platoon sergeant, and radio operator will always get weapons
teams, medics, forward observers, translators, dog handlers, 
EOD teams, ... who will have to ride somewhere, and four 
Strykers only have room for 36 dismounts, right?

> > * Does the firepower of a battlesuit allow smaller squads?
> 
> Potentially, but squad configuration isn't just about firepower. FREX, 
> the US Army classifies a 9-man squad with only 7 personnel as combat 
> ready. Six or less as combat ineffective despite having their full 
> load-out. That six man squad is still bigger than a four-man fire 
> team that is expected to fight. 

Because the full-strength fire team doesn't have to split for 
fire and maneuver.

But a battlesuit has heavier weapons, improved sensors, etc. 
could two suits maneuver on their own?

> > * Can a squad fight with fire and maneuver, or does it take a platoon to
> >   maneuver different squads?
> 
> Absolutely. That's why we have the composition that we do. One team 
> provides fire, while the other maneuvers and kills the enemy.

If you look at the history of IFVs and their dismount squads, that
doesn't go without saying. Look at the Bradley platoons with two
or three dismount squads split between four vehicles, and the 
trouble to get them into action. 

> I think I've pretty much addressed everything I had a thought about. 
> Bear in mind, a lot of my responses were doctrinal based (which is 
> the ideal in the absence of enemy and terrain) and based on my own 
> experiences. That said, I've been doing this (without battlesuits, 
> power armor, or mecha :'( ) since 1996, I'm not an expert but I 
> worked with/for some pretty smart people in my time.
> 
> Eddie 

The hard part is to find out what suits will change. 

Easy Case:
All infantrymen have battlesuits; unpowered infantry is about as 
relevant as pikemen are today. All other vehicles get tougher as
well and the principles still hold: battlesuits support tanks in
close terrain, artillery forces everybody to hunker down, ...

Almost as Easy Case:
A few infantrymen get battlesuits, where they are deployed they
devastate unpowered troops and give armor a headache, but they 
are too expensive/experimental/maintenance-intensive to replace
ordinary leg infantry in all applications.

Difficult Case:
Battlesuits are one more ball to juggle, they don't replace 
unpowered infantry but augment it.

Regards,
Onno

And here the April's Fool suit:

Jump Suit v1.0 (TL14)
  Copyright 2011 by Onno Meyer

  For obvious reasons, the Jump Suit is the garment of choice for 
interstellar adventurers who want to hop from world to world at a 
moment's notice.

Subassemblies: Body +0, two Legs -2, limited-rotation Turret -2, two 
  Arms -3. 
Powertrain: 0.35-kW leg drivetrain; two 300-lb. vectored mega 
  reactionless thrusters; 0.15-ton jump drive; 40-kW total conversion 
  power plant, 540,000-kWs rechargeable power cell.
Occ: Battlesuit crew station rated for 180 lbs. pilot weight.

Armor    F      RL     B      T      U
All:    4/32   4/32   4/32   4/32   4/32

Equipment:
  Body: Inertial navigation system; 1-man full life system. Turret: Two 
medium radios; 2-mile AESA; 2-mile PESA; surveillance sound detector, 
level 1; transponder; global positioning system; C8 small computer. 
Arms: ST 16 arm motors. 

Statistics
Size: 7'x2'x2'    Payload: 180 lbs.   Lwt.: 300 lbs.
Volume: 6.25 cf   Maint.: 77 hours    Price: $68,137.1

HT: 14.   HPs: 23 Body, 8 each Leg, 8 Turret, 8 each Arm

gSpeed: 12   gAccel: 8   gDecel: 20   gMR: 2.75   gSR: 1
Very Low Ground Pressure. Full Off-Road Speed.

aSpeed: 360   aAccel: 20   aDecel: 30   aMR: 7.5   aSR: 3

sAccel: 2 Gs.   sMR: 2

Design Notes
  Body is 3.6 cf. Legs are 0.75 cf each. Turret is 0.75 cf. Arms are 0.2 
cf each. Structure is medium, advanced. Armor is advanced composite. 
Sealed. Computerized controls. 0.32 cf of empty space in the body, 0.23 
cf in each leg, 0.18 cf in the turret. Empty weight is 120 lbs. 
  The vehicle uses the design rules from Vehicles [second edition, third 
printing, December '09 errata] and VXii (including the armor volume 
rule) with the text format from Vehicles Lite. 
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