EHS-00x Series

EHS-001 Duke/Duchess 
EHS-002 Lord/Lady 
EHS-003 Ronin/Kunoichi 
EHS-004 Incubus/Succubus 
EHS-01 Duke Duchess 
EHS-04 Incubus/succubus 
EHS-03 Ronin/Kunoichi 
EHS-02 - Lord & Lady 
The Royal Hardsuits are used by all members Elharnian Combine of the military, donning the armor is fairly easy you pretty much step into the suit place your self in it feet first and then bend over placing arms and hands into the arms of the suit and then straighten up and the armor closes around the wearer, however even with the Mono-Film bodysuit worn between the wearer and the suit [as well as a thin layer of padding] the metal of the suit causes it to be very cold at first.
The Duke And Duchess are used by officers of the Elharnian Combine.
The Lord And Lady are used by intelligence specialists of the Elharnian Combine,
The Ronin and Kunoichi are used by the special forces of the Elharnian Combine
The Incubus and Succubus are used by most personnel of the Elharnian Combine
Models EHS-01 Duke/Duchess EHS-02 Lord/Lady EHS-03 Ronin/Kunoichi
EHS-04 Incubus/Succubus
Role Full-Body Environmental Enhanced Combat Armor Type Powered Manufacturer SIET Introduction The Royal Series Was Introduced In 4462 To Replace older hard armors.
Class Type	
Designer	
Service Date
Armored Hardsuit	
SIET	
Mk.1 – 4462-4480 C.E.
		
Mk.2 – 4477-4500 C.E.
		
Mk.3 – 4492-4560 C.E.
		
Mk.4 – 4552 C.E.
Models	
Crew	
Primary User
EHS-01 Mk.1-4 [Officers]	
1 – Pilot	
Elharnian Combine
EHS-02 Mk.1-4 [Recon/Intel]		
EHS-03 Mk.1-4 [SpecOps]		
EHS-04 Mk.1-4 [Techs]		
Operational Limits	
Speed	
Primary Power
200 Hours	
80 Feet [16]	
2 Mini-Cells
Height	
Depth	
Breadth
1.8 Meters	
0.6 Meters	
1.0 Meters
Weight		
EHS-01	
400 Kilograms	
EHS-02	
300 Kilograms	
EHS-03	
350 Kilograms	
EHS-04	
450 Kilograms	
Initiatives To Don	
Proper Equipment	
No Equipment
	
10	
15
Armor	
Hit Points	
Sensors
Ceramo-Steel [5]	
EHS-01 – 400	
Level 2 - +4
	
EHS-02 – 300	
	
EHS-03 – 350	
	
EHS-04 – 450	
Carry Capacity		
EHS-01/2/3 Mk.1	
+45lbs.	
EHS-01/2/3 Mk.2	
+90lbs.	
EHS-01/2/3 Mk.3	
+135lbs.	
EHS-01/2/3 Mk.4	
+180lbs.	
EHS-04 Mk.1	
+90lbs.	
EHS-04 Mk.2	
+180lbs.	
EHS-04 Mk.3	
+270lbs.	
EHS-04 Mk.4	
+360lbs.	
Equipment & Systems	
Equipment & Systems	
Equipment & Systems
Oxygen	
Standard	
Recycled
	
120 Hours	
180 Hours
The inner Thermo-Gel layer helps keep the wearer at a moderate temperate and is good up to 300 degrees Celsius and down to -125 degrees Celsius. This layer also helps to scrub excess CO2 from the suit and recycle it into oxygen; this helps to extend the air supply of the suit to approximately 120 hours. If the wearer is in a semi-oxygenated area or better the suit’s seals can be cracked and supply can be extended to 180 hours.	
The inner Thermo-Gel layer helps keep the wearer at a moderate temperate and is good up to 300 degrees Celsius and down to -125 degrees Celsius. This layer also helps to scrub excess CO2 from the suit and recycle it into oxygen; this helps to extend the air supply of the suit to approximately 120 hours. If the wearer is in a semi-oxygenated area or better the suit’s seals can be cracked and supply can be extended to 180 hours.	
The inner Thermo-Gel layer helps keep the wearer at a moderate temperate and is good up to 300 degrees Celsius and down to -125 degrees Celsius. This layer also helps to scrub excess CO2 from the suit and recycle it into oxygen; this helps to extend the air supply of the suit to approximately 120 hours. If the wearer is in a semi-oxygenated area or better the suit’s seals can be cracked and supply can be extended to 180 hours.
Plumbing	
Plumbing	
Plumbing
The suit can recycle most waste excreted by the wearer into potable water and an extremely bland tasting gruel; although the intrinsic value of the gruel becomes less and less with each recycling as the suit only carries a limited supply of the necessary daily vitamins and minerals [approximately three days].	
The suit can recycle most waste excreted by the wearer into potable water and an extremely bland tasting gruel; although the intrinsic value of the gruel becomes less and less with each recycling as the suit only carries a limited supply of the necessary daily vitamins and minerals [approximately three days].	
The suit can recycle most waste excreted by the wearer into potable water and an extremely bland tasting gruel; although the intrinsic value of the gruel becomes less and less with each recycling as the suit only carries a limited supply of the necessary daily vitamins and minerals [approximately three days].
AI & Hard Drive	
AI & Hard Drive	
AI & Hard Drive
OSAI - OzSoft Artificial Intelligence Operating System - The OSAI has a rudimentary intelligence and has a rank of 1 in every knowledge boost adding this bonus to the roll of the wearer. The suit also has a built in wireless GalactaNET and GPS system that can log into the Archipelago recoverable satellite system and if the player is knocked unconscious or severely injured the suit’s AI will move the wearer out of the area of combat. The AI also has knowledge Hacking rank of 5 and the system has a rank six when trying to translate languages.	
OSAI - OzSoft Artificial Intelligence Operating System - The OSAI has a rudimentary intelligence and has a rank of 1 in every knowledge boost adding this bonus to the roll of the wearer. The suit also has a built in wireless GalactaNET and GPS system that can log into the Archipelago recoverable satellite system and if the player is knocked unconscious or severely injured the suit’s AI will move the wearer out of the area of combat. The AI also has knowledge Hacking rank of 5 and the system has a rank six when trying to translate languages.	
OSAI - OzSoft Artificial Intelligence Operating System - The OSAI has a rudimentary intelligence and has a rank of 1 in every knowledge boost adding this bonus to the roll of the wearer. The suit also has a built in wireless GalactaNET and GPS system that can log into the Archipelago recoverable satellite system and if the player is knocked unconscious or severely injured the suit’s AI will move the wearer out of the area of combat. The AI also has knowledge Hacking rank of 5 and the system has a rank six when trying to translate languages.
External Removable Hard Drive - The suit has an internal removable 500 Terabyte hard drive [while linked to the AI it does not hold the AI’s operating systems and is mainly for removable storage purposes] the Hard Drive is linked to both the suit’s helmet cam and the suit’s external sound and recording equipment with speaker’s able to project and pick-up audio out to 250 meters. 
After combat the unit is generally pulled from the suit and placed in a main computer system for the data to be downloaded and used for debriefings and virtual training sessions.	
External Removable Hard Drive - The suit has an internal removable 500 Terabyte hard drive [while linked to the AI it does not hold the AI’s operating systems and is mainly for removable storage purposes] the Hard Drive is linked to both the suit’s helmet cam and the suit’s external sound and recording equipment with speaker’s able to project and pick-up audio out to 250 meters. 
After combat the unit is generally pulled from the suit and placed in a main computer system for the data to be downloaded and used for debriefings and virtual training sessions.	
External Removable Hard Drive - The suit has an internal removable 500 Terabyte hard drive [while linked to the AI it does not hold the AI’s operating systems and is mainly for removable storage purposes] the Hard Drive is linked to both the suit’s helmet cam and the suit’s external sound and recording equipment with speaker’s able to project and pick-up audio out to 250 meters. 
After combat the unit is generally pulled from the suit and placed in a main computer system for the data to be downloaded and used for debriefings and virtual training sessions.
External Speakers, Microphone, & Combat Camera	
External Speakers, Microphone, & Combat Camera	
External Speakers, Microphone, & Combat Camera
The Suit Has Two External Speakers Built Into The Sides Of The Helmet Capable Of Projecting Sound Out To 125 Meters.	
The Suit Has Two External Speakers Built Into The Sides Of The Helmet Capable Of Projecting Sound Out To 125 Meters.	
The Suit Has Two External Speakers Built Into The Sides Of The Helmet Capable Of Projecting Sound Out To 125 Meters.
The suit also has a removable combat camera that stores data on an internal 10 Memory Unit cube and can be directly plugged into a computer and if the internal memory becomes full starts downloading the oldest data to the removable hard drive, likewise there are external microphones in the helmet of the armor that are able to pick up the slightest noise in a 50 meter radius.	
The suit also has a removable combat camera that stores data on an internal 10 Memory Unit cube and can be directly plugged into a computer and if the internal memory becomes full starts downloading the oldest data to the removable hard drive, likewise there are external microphones in the helmet of the armor that are able to pick up the slightest noise in a 50 meter radius.	
The suit also has a removable combat camera that stores data on an internal 10 Memory Unit cube and can be directly plugged into a computer and if the internal memory becomes full starts downloading the oldest data to the removable hard drive, likewise there are external microphones in the helmet of the armor that are able to pick up the slightest noise in a 50 meter radius.
Built-In Nanno-Injector	
Built-In Nanno-Injector	
Built-In Nanno-Injector
On The Inner Thigh Of Each Leg Is Three Injector Tubes Capable Of Holding A Single Large Nano-Injector Or Three Small Nano-Injector These Injectors Can Hold Any Of The Following - Health Nannite, Stimulant Nannite, Regen Nannite, or Stazine Nannite; General Load-Out Is 1 Regen, 1 Hybernate, 2 Stimulant, And 2 Health.	
On The Inner Thigh Of Each Leg Is Three Injector Tubes Capable Of Holding A Single Large Nano-Injector Or Three Small Nano-Injector These Injectors Can Hold Any Of The Following - Health Nannite, Stimulant Nannite, Regen Nannite, or Stazine Nannite; General Load-Out Is 1 Regen, 1 Hybernate, 2 Stimulant, And 2 Health.	
On The Inner Thigh Of Each Leg Is Three Injector Tubes Capable Of Holding A Single Large Nano-Injector Or Three Small Nano-Injector These Injectors Can Hold Any Of The Following - Health Nannite, Stimulant Nannite, Regen Nannite, or Stazine Nannite; General Load-Out Is 1 Regen, 1 Hybernate, 2 Stimulant, And 2 Health.
Emergency EVAC Compartment	
Emergency EVAC Compartment	
Emergency EVAC Compartment
Located on the lower back of the armor is a compartment holding a weeks supply of nanno-capsules, a miniature transceiver w/homing beacon, and a full mono-film duty suit, compartment also holds a single large nanno-injector.	
Located on the lower back of the armor is a compartment holding a weeks supply of nanno-capsules, a miniature transceiver w/homing beacon, and a full mono-film duty suit, compartment also holds a single large nanno-injector.	
Located on the lower back of the armor is a compartment holding a weeks supply of nanno-capsules, a miniature transceiver w/homing beacon, and a full mono-film duty suit, compartment also holds a single large nanno-injector.
Powercell	
Powercell	
Powercell
The Suit Uses A Miniature HBT Generator That Runs Off A Single Miniature HBT Cell And Has A Standard Endurance Rate Of 175 Hours, The HBT Cell Is Slid Into The Back Of The Suits Torso Armor.	
The Suit Uses A Miniature HBT Generator That Runs Off A Single Miniature HBT Cell And Has A Standard Endurance Rate Of 175 Hours, The HBT Cell Is Slid Into The Back Of The Suits Torso Armor.	
The Suit Uses A Miniature HBT Generator That Runs Off A Single Miniature HBT Cell And Has A Standard Endurance Rate Of 175 Hours, The HBT Cell Is Slid Into The Back Of The Suits Torso Armor.
Holographic Projectors	
Holographic Projectors	
Holographic Projectors
The Command and Recon models have a small Holographic Projection system built into the front and back of the upper chest and shoulder area of the suit which interacts fully with the IRThOp coating of the armor; these projectors give a +5 to hide but if weather conditions are extreme it drops to only +1. 
These projectors are capable of emitting out to a meter radius and is able to create complicated projections such as moving foliage, animals, or moving water. With the aid of the speakers it can even add realistic sound.	
The Command and Recon models have a small Holographic Projection system built into the front and back of the upper chest and shoulder area of the suit which interacts fully with the IRThOp coating of the armor; these projectors give a +5 to hide but if weather conditions are extreme it drops to only +1. 
These projectors are capable of emitting out to a meter radius and is able to create complicated projections such as moving foliage, animals, or moving water. With the aid of the speakers it can even add realistic sound.	
The Command and Recon models have a small Holographic Projection system built into the front and back of the upper chest and shoulder area of the suit which interacts fully with the IRThOp coating of the armor; these projectors give a +5 to hide but if weather conditions are extreme it drops to only +1. 
These projectors are capable of emitting out to a meter radius and is able to create complicated projections such as moving foliage, animals, or moving water. With the aid of the speakers it can even add realistic sound.
Holster, Sheath, & Magazine Pouches	
Holster, Sheath, & Magazine Pouches	
Holster, Sheath, & Magazine Pouches
On the right thigh of the suit is a specially designed holster with self-forming smart nanno-rubber designed by Versatile-Systems capable of molding itself to most pistols for a secure fit. 
On the left thigh of the suit is a magazine pouch in design similar to the holster with the self-forming nanno-rubber and is capable of holding up to four extended magazines. 
On the left lower leg of the armor is a knife sheath able to hold up to an eighteen inch blade.	
On the right thigh of the suit is a specially designed holster with self-forming smart nanno-rubber designed by Versatile-Systems capable of molding itself to most pistols for a secure fit. 
On the left thigh of the suit is a magazine pouch in design similar to the holster with the self-forming nanno-rubber and is capable of holding up to four extended magazines. 
On the left lower leg of the armor is a knife sheath able to hold up to an eighteen inch blade.	
On the right thigh of the suit is a specially designed holster with self-forming smart nanno-rubber designed by Versatile-Systems capable of molding itself to most pistols for a secure fit. 
On the left thigh of the suit is a magazine pouch in design similar to the holster with the self-forming nanno-rubber and is capable of holding up to four extended magazines. 
On the left lower leg of the armor is a knife sheath able to hold up to an eighteen inch blade.
IRTHOP Coating	
IRTHOP Coating	
IRTHOP Coating
All models of the HSS-7 have a special coating that dampens Infra-Red and thermal signatures as well as the ability to blur and weaken visual imagery of the suit [even to the naked eye] this gives the suit -5 to look boost checks. If this electrically charged coating and the Holographic Projection system are used in conjunction the suit’s power cell endurance drops to about a fifth of what it would normally have.	
All models of the HSS-7 have a special coating that dampens Infra-Red and thermal signatures as well as the ability to blur and weaken visual imagery of the suit [even to the naked eye] this gives the suit -5 to look boost checks. If this electrically charged coating and the Holographic Projection system are used in conjunction the suit’s power cell endurance drops to about a fifth of what it would normally have.	
All models of the HSS-7 have a special coating that dampens Infra-Red and thermal signatures as well as the ability to blur and weaken visual imagery of the suit [even to the naked eye] this gives the suit -5 to look boost checks. If this electrically charged coating and the Holographic Projection system are used in conjunction the suit’s power cell endurance drops to about a fifth of what it would normally have.
Force Screens	
Force Screens	
Force Screens
Adapted from ship based screens these force screens lay a micrometer above the surface of the armor do not restrict movement in anyway and gives the player Damage Deflection 10.	
Adapted from ship based screens these force screens lay a micrometer above the surface of the armor do not restrict movement in anyway and gives the player Damage Deflection 10.	
Adapted from ship based screens these force screens lay a micrometer above the surface of the armor do not restrict movement in anyway and gives the player Damage Deflection 10.
Hand-Held Weaponry	
Hand-Held Weaponry	
Hand-Held Weaponry
The suit can use most hand-held weaponry.	
The suit can use most hand-held weaponry.	
The suit can use most hand-held weaponry.
M.H.O.P. System -	
M.H.O.P. System -	
M.H.O.P. System -
The Magnetic Hardsuit Operations Pouch System - was designed by Versatile-Systems and locks magnetically to the suit and has hard points on the chest and back of the armor for load bearing equipment. These pouches are made of ceramo-steel. 
Several different styles of pouches and there are two upper rows of equipment and another lower row that wraps all the way around the armor and there is hard point mountings on the upper back. Styles of pouches include but are not limited to the following -	
The Magnetic Hardsuit Operations Pouch System - was designed by Versatile-Systems and locks magnetically to the suit and has hard points on the chest and back of the armor for load bearing equipment. These pouches are made of ceramo-steel. 
Several different styles of pouches and there are two upper rows of equipment and another lower row that wraps all the way around the armor and there is hard point mountings on the upper back. Styles of pouches include but are not limited to the following -	
The Magnetic Hardsuit Operations Pouch System - was designed by Versatile-Systems and locks magnetically to the suit and has hard points on the chest and back of the armor for load bearing equipment. These pouches are made of ceramo-steel. 
Several different styles of pouches and there are two upper rows of equipment and another lower row that wraps all the way around the armor and there is hard point mountings on the upper back. Styles of pouches include but are not limited to the following -
Double Rifle Magazine Pouch - These magazines can each hold four magazines, the upper two rows can hold three of these each. 
Double Pistol Magazine Pouch [Standard/Extended] - Can hold either two standard or extended size magazines each, the lower can hold ten pouches while the upper rows can hold three each. 
Utility Pouch - This pouch is able to hold numerous things and are generally mounted on the lowest row and can carry ten pouches or the upper rows can hold six each [mounted to per row]. 
SAW Pouch - This pouch can hold a single SAW Magazine or two standard HBT Cells, two of these can be mounted in the middle row and one can be mounted over each hip on the bottom row.	
Double Rifle Magazine Pouch - These magazines can each hold four magazines, the upper two rows can hold three of these each. 
Double Pistol Magazine Pouch [Standard/Extended] - Can hold either two standard or extended size magazines each, the lower can hold ten pouches while the upper rows can hold three each. 
Utility Pouch - This pouch is able to hold numerous things and are generally mounted on the lowest row and can carry ten pouches or the upper rows can hold six each [mounted to per row]. 
SAW Pouch - This pouch can hold a single SAW Magazine or two standard HBT Cells, two of these can be mounted in the middle row and one can be mounted over each hip on the bottom row.	
Double Rifle Magazine Pouch - These magazines can each hold four magazines, the upper two rows can hold three of these each. 
Double Pistol Magazine Pouch [Standard/Extended] - Can hold either two standard or extended size magazines each, the lower can hold ten pouches while the upper rows can hold three each. 
Utility Pouch - This pouch is able to hold numerous things and are generally mounted on the lowest row and can carry ten pouches or the upper rows can hold six each [mounted to per row]. 
SAW Pouch - This pouch can hold a single SAW Magazine or two standard HBT Cells, two of these can be mounted in the middle row and one can be mounted over each hip on the bottom row.
Double Grenade Pouch - This pouch can hold two grenades each and these pouches can be carried two per upper and middle row and six on the lower rows. 
Shotgun/Rifle Shell Carrier Pouch - Each of these pouches can hold either six 8-Gauge/25mm Grenades or five heavy caliber rifle rounds. The upper and middle rows can hold two each of these and six pouches can be held by the lowest row. 
40mm Triple-Grenade Pouch - These pouches can each hold three 40mm grenades and the upper and middle rows can hold three pouches each and the lower most can hold eight pouches.	
Double Grenade Pouch - This pouch can hold two grenades each and these pouches can be carried two per upper and middle row and six on the lower rows. 
Shotgun/Rifle Shell Carrier Pouch - Each of these pouches can hold either six 8-Gauge/25mm Grenades or five heavy caliber rifle rounds. The upper and middle rows can hold two each of these and six pouches can be held by the lowest row. 
40mm Triple-Grenade Pouch - These pouches can each hold three 40mm grenades and the upper and middle rows can hold three pouches each and the lower most can hold eight pouches.	
Double Grenade Pouch - This pouch can hold two grenades each and these pouches can be carried two per upper and middle row and six on the lower rows. 
Shotgun/Rifle Shell Carrier Pouch - Each of these pouches can hold either six 8-Gauge/25mm Grenades or five heavy caliber rifle rounds. The upper and middle rows can hold two each of these and six pouches can be held by the lowest row. 
40mm Triple-Grenade Pouch - These pouches can each hold three 40mm grenades and the upper and middle rows can hold three pouches each and the lower most can hold eight pouches.
Tanker Holster - The Tanker Holster can either be left or right hand side mounted and takes up a single pouch location on the upper and middle rows. 
Mine Pouch - This pouch can hold a single mine and is generally only mounted on the lower back row take up all those positions. 
Rigid Pack - The Rigid Pack holds all the necessities for survival as well as room for spare munitions and a few personal items. 
Rigid Pack - Medical Add-On - This add on attaches to the bottom of the pack and the lower back row of the suit and is equal to a full field medical kit.	
Tanker Holster - The Tanker Holster can either be left or right hand side mounted and takes up a single pouch location on the upper and middle rows. 
Mine Pouch - This pouch can hold a single mine and is generally only mounted on the lower back row take up all those positions. 
Rigid Pack - The Rigid Pack holds all the necessities for survival as well as room for spare munitions and a few personal items. 
Rigid Pack - Medical Add-On - This add on attaches to the bottom of the pack and the lower back row of the suit and is equal to a full field medical kit.	
Tanker Holster - The Tanker Holster can either be left or right hand side mounted and takes up a single pouch location on the upper and middle rows. 
Mine Pouch - This pouch can hold a single mine and is generally only mounted on the lower back row take up all those positions. 
Rigid Pack - The Rigid Pack holds all the necessities for survival as well as room for spare munitions and a few personal items. 
Rigid Pack - Medical Add-On - This add on attaches to the bottom of the pack and the lower back row of the suit and is equal to a full field medical kit.
EHS-01 Duke/Duchess Mk.1/2/3 Only	
EHS-01 Duke/Duchess Mk.1/2/3 Only	
EHS-01 Duke/Duchess Mk.1/2/3 Only
[1] – Mono-Filament Edged Sword – This is mounted in the lower left arm and folds outward when used and ignores 5 damage deflection.	
[1] – Mono-Filament Edged Sword – This is mounted in the lower left arm and folds outward when used and ignores 5 damage deflection.	
[1] – Mono-Filament Edged Sword – This is mounted in the lower left arm and folds outward when used and ignores 5 damage deflection.
EHS-01 Duke/Duchess Mk.4 Only	
EHS-01 Duke/Duchess Mk.4 Only	
EHS-01 Duke/Duchess Mk.4 Only
[2] – Morphable Mono-Filament Edged Sword – This sword is made from extruded nannites and can take on the form of any type of sword and actually is part of the hand that is holding it, it also ignores 5 damage deflection.	
[2] – Morphable Mono-Filament Edged Sword – This sword is made from extruded nannites and can take on the form of any type of sword and actually is part of the hand that is holding it, it also ignores 5 damage deflection.	
[2] – Morphable Mono-Filament Edged Sword – This sword is made from extruded nannites and can take on the form of any type of sword and actually is part of the hand that is holding it, it also ignores 5 damage deflection.
EHS-01Duke/Duchess Mk.1/2 Only	
EHS-01Duke/Duchess Mk.1/2 Only	
EHS-01Duke/Duchess Mk.1/2 Only
[1] – Kinetic Impactor – This weapon flips down over the right hand and stores kinetic energy from the suits movement, each round that it charges it can deal a d10 points worth of damage, if not used in combat the kinetic energy must be immediately drained otherwise it deals structural damage to the suit [equal the stored kinetic energy].	
[1] – Kinetic Impactor – This weapon flips down over the right hand and stores kinetic energy from the suits movement, each round that it charges it can deal a d10 points worth of damage, if not used in combat the kinetic energy must be immediately drained otherwise it deals structural damage to the suit [equal the stored kinetic energy].	
[1] – Kinetic Impactor – This weapon flips down over the right hand and stores kinetic energy from the suits movement, each round that it charges it can deal a d10 points worth of damage, if not used in combat the kinetic energy must be immediately drained otherwise it deals structural damage to the suit [equal the stored kinetic energy].
EHS-02 Lord/Lady All Models	
EHS-02 Lord/Lady All Models	
EHS-02 Lord/Lady All Models
Hacking Ability – the suits computer gives the user the ability to use both finesse and brute force to crack computer systems, they gain +4 to hacking checks.	
Hacking Ability – the suits computer gives the user the ability to use both finesse and brute force to crack computer systems, they gain +4 to hacking checks.	
Hacking Ability – the suits computer gives the user the ability to use both finesse and brute force to crack computer systems, they gain +4 to hacking checks.
EHS-02 Lord/Lady Mk.1 Only	
EHS-02 Lord/Lady Mk.1 Only	
EHS-02 Lord/Lady Mk.1 Only
[1] – El Cadiz Arms P2E particle gun – this gun is mounted to the outer right arm and is powered by the suits HBT cell and deals 1d4+1 points of damage per shot and ignores 2 Damage Deflection.	
[1] – El Cadiz Arms P2E particle gun – this gun is mounted to the outer right arm and is powered by the suits HBT cell and deals 1d4+1 points of damage per shot and ignores 2 Damage Deflection.	
[1] – El Cadiz Arms P2E particle gun – this gun is mounted to the outer right arm and is powered by the suits HBT cell and deals 1d4+1 points of damage per shot and ignores 2 Damage Deflection.
EHS-02 Lord/Lady Mk.2 Only	
EHS-02 Lord/Lady Mk.2 Only	
EHS-02 Lord/Lady Mk.2 Only
[2] – PS25 Flechette Guns – Mounted to either side of the left arm are two Flechette guns which are stripped down models of the PS250 and each has a 25 round magazine.	
[2] – PS25 Flechette Guns – Mounted to either side of the left arm are two Flechette guns which are stripped down models of the PS250 and each has a 25 round magazine.	
[2] – PS25 Flechette Guns – Mounted to either side of the left arm are two Flechette guns which are stripped down models of the PS250 and each has a 25 round magazine.
EHS-02 Lord/Lady Mk.3/4 Only	
EHS-02 Lord/Lady Mk.3/4 Only	
EHS-02 Lord/Lady Mk.3/4 Only
[8] – PS25 Flechette Guns – Mounted to either side of the arms top and bottom are four Flechette guns which are stripped down models of the PS250 and each has a 25 round magazine.	
[8] – PS25 Flechette Guns – Mounted to either side of the arms top and bottom are four Flechette guns which are stripped down models of the PS250 and each has a 25 round magazine.	
[8] – PS25 Flechette Guns – Mounted to either side of the arms top and bottom are four Flechette guns which are stripped down models of the PS250 and each has a 25 round magazine.
EHS-03 Incubus/Succubus Mk.1/2/3 Only	
EHS-03 Incubus/Succubus Mk.1/2/3 Only	
EHS-03 Incubus/Succubus Mk.1/2/3 Only
[4] – Kinetic Impactors – This weapon flips down over the hands and are mounted in the forward foot army and stores kinetic energy from the suits movement, each round that it charges it can deal a d10 points worth of damage, if not used in combat the kinetic energy must be immediately drained otherwise it deals structural damage to the suit [equal the stored kinetic energy].	
[4] – Kinetic Impactors – This weapon flips down over the hands and are mounted in the forward foot army and stores kinetic energy from the suits movement, each round that it charges it can deal a d10 points worth of damage, if not used in combat the kinetic energy must be immediately drained otherwise it deals structural damage to the suit [equal the stored kinetic energy].	
[4] – Kinetic Impactors – This weapon flips down over the hands and are mounted in the forward foot army and stores kinetic energy from the suits movement, each round that it charges it can deal a d10 points worth of damage, if not used in combat the kinetic energy must be immediately drained otherwise it deals structural damage to the suit [equal the stored kinetic energy].
EHS-03 Incubus/Succubus Mk.4 Only	
EHS-03 Incubus/Succubus Mk.4 Only	
EHS-03 Incubus/Succubus Mk.4 Only
[2] – Kinetic Impactor – This weapon flips down over the hands and stores kinetic energy from the suits movement, each round that it charges it can deal a d10 points worth of damage, if not used in combat the kinetic energy must be immediately drained otherwise it deals structural damage to the suit [equal the stored kinetic energy].	
[2] – Kinetic Impactor – This weapon flips down over the hands and stores kinetic energy from the suits movement, each round that it charges it can deal a d10 points worth of damage, if not used in combat the kinetic energy must be immediately drained otherwise it deals structural damage to the suit [equal the stored kinetic energy].	
[2] – Kinetic Impactor – This weapon flips down over the hands and stores kinetic energy from the suits movement, each round that it charges it can deal a d10 points worth of damage, if not used in combat the kinetic energy must be immediately drained otherwise it deals structural damage to the suit [equal the stored kinetic energy].
EHS-04 Kunoichi/Ronin All Models	
EHS-04 Kunoichi/Ronin All Models	
EHS-04 Kunoichi/Ronin All Models
[2] – Mono-Filamental Edged Ribbons – Mounted in the lower wrists of the arms are two mono-filament edged ribbons that can be operated like whips and cut through even the toughest armors. 
These ribbons are retractable and electrically charged [which means they are only mono-edged when an electrical charge is running through them] and are easily used with deft movements of the hands, they deal 5d10 points of damage normally and when charged ignore 5 damage deflection.	
[2] – Mono-Filamental Edged Ribbons – Mounted in the lower wrists of the arms are two mono-filament edged ribbons that can be operated like whips and cut through even the toughest armors. 
These ribbons are retractable and electrically charged [which means they are only mono-edged when an electrical charge is running through them] and are easily used with deft movements of the hands, they deal 5d10 points of damage normally and when charged ignore 5 damage deflection.	
[2] – Mono-Filamental Edged Ribbons – Mounted in the lower wrists of the arms are two mono-filament edged ribbons that can be operated like whips and cut through even the toughest armors. 
These ribbons are retractable and electrically charged [which means they are only mono-edged when an electrical charge is running through them] and are easily used with deft movements of the hands, they deal 5d10 points of damage normally and when charged ignore 5 damage deflection.
EHS-04 Kunoichi/Ronin Mk.1/2 Only	
EHS-04 Kunoichi/Ronin Mk.1/2 Only	
EHS-04 Kunoichi/Ronin Mk.1/2 Only
[1] – Kinetic Impactor – This weapon flips down over the right hand and stores kinetic energy from the suits movement, each round that it charges it can deal a d10 points worth of damage, if not used in combat the kinetic energy must be immediately drained otherwise it deals structural damage to the suit [equal the stored kinetic energy]. These were removed in later models after causing damage to the Ribbon ports.	
[1] – Kinetic Impactor – This weapon flips down over the right hand and stores kinetic energy from the suits movement, each round that it charges it can deal a d10 points worth of damage, if not used in combat the kinetic energy must be immediately drained otherwise it deals structural damage to the suit [equal the stored kinetic energy]. These were removed in later models after causing damage to the Ribbon ports.	
[1] – Kinetic Impactor – This weapon flips down over the right hand and stores kinetic energy from the suits movement, each round that it charges it can deal a d10 points worth of damage, if not used in combat the kinetic energy must be immediately drained otherwise it deals structural damage to the suit [equal the stored kinetic energy]. These were removed in later models after causing damage to the Ribbon ports.
Category:Hardsuits
Category:Elharnian Combine
Category:SIET
Category:Index