The CASPer, or Combat Assault System, Personal, is a powered assault suit of armor. It is the tool that allows human mercenary companies to fight aliens whose physical attributes far exceed humanity's. The survival of only 4% of humanity's mercenary companies in the Alpha Contracts made the necessity for such assistance clear, and the CASPer Mk. 1 was in combat in less than three years after the return of the Four Horsemen.
The most recent version, as of the events in Cartwright's Cavaliers, is the Mk. 8. It stands about eight feet tall and weighs almost 900 lbs. Specifications for all CASPer Marks are below.
It is made of an alien-derived hybrid nano-structure armor of interleaved layers of super-dense alloy steel, carbon fiber, and carbon nano-tube. It is resistant to heat and acid, and is air-tight, allowing it to operate in a variety of environments.
It has jumpjets, which use jumpjuice, allowing the user to effectively fly for almost an hour, or make hundreds of jumps. Extremely efficient capacitors power the armor for up to 24 hours of normal work (walking/running), and 8 hours of intense combat (including operating its onboard weapons).
With the exception of the Golden Horde, operators use haptic suits and essentially wear the CASPer like medieval suits of armor. Users who have pinplants can also interface directly with the onboard computers. The cockpit front of the suit opens outward and upward like a clamshell. Tri-V displays are projected on the inside, making it appear to users as if they are not inside the suit. Nanobot injectors can be installed for medical purposes, and there is an ejection system for when it all goes bad. CASPers can make orbital drops via disposable drop-pods.
Mitsubishi Industries developed the first CASPer after the high casualty rates of the Alpha Contracts by modifying existing powered suits used for heavy loading. Later, Mitsubishi partnered with a Danish company to form Binnig, which produced all CASPers after the Mk. 2.
Common CASPer Weapons
Handheld Laser Weapons: These are chemical lasers with magazines. They come in pistol, rifle, and sniper rifle variants. Magazines will vary in size depending on power, but range from 20 to 100 shots.
MAC: Magnetic Accelerator Cannon are common on CASPers because they are relatively light, have high cyclic rates, and still pack a punch.
Rockets: Unguided weapons. Warheads tend to be shaped-charge or simple high-explosive, although some high-end exotic exist.
Missiles: Guided weapons. Warheads tend to be shaped-charge or simple high-explosive, although some high-end exotic variants exist.
Chemically Powered Projectiles: Similar to modern firearms, they are usually caseless hybrids with advanced sighting systems.
Grenades: Similar to modern grenades, though with advanced explosives. These come in both thrown and launched versions. Most common are K-bombs.
Blades: Arm blades, which are relatively light and require no ammunition, are common add-ons.
CASPer, Mk. 9 (Rumored)
[+]Notes: Rumors are rampant about the development of the Mk. 9. Improvements in computers and material technologies have apparently allowed Binnig to aim for a significant leap in CASPer technology, much like the step up from the Mk. 5 to the Mk. 6.
However, there are reports that their initial attempts are perhaps too ambitious. At least one source insists that the Mk. 9 project is essentially on hold until they solve a number of crucial problems. Binnig's stock prices have been mercurial of late, lending some credence to this rumor.
There are also, of course, the normal rumors and expectations of upgraded weapons, armor, and sensors. Other rumors speak of control interfaces even more effective than the Mk. 8 pinplant interfaces, including perhaps even hard-wiring users into their suits. At this point, however, there is no credible reports of a successful prototype in operation, so any rumors are just that.
Mk. 9 General Specifications
[+]Introduced:
Frontline Service Life:
Height:
Weight:
Strength Multiplier:
Range:
Armor:
Weapon Payload:
Power Source:
Propulsion: Jumpjets
Maximum Speed:
Maximum Jump Height:
Base Unit Cost:
CASPer, Mk. 8
[+]Notes: Current state of the art of CASPer, but only in use by about twenty percent of mercenary companies. They are even more flexible than the Mk. 7s, with Binnig setting aside a complete manufactory to handle custom orders.
Options included variable armor configurations, improved jumpjets, improved computer support for the users, point-and-shoot computer-assisted targeting, life support for 12 full hours of space operations, and a plethora of weapons.
They are lighter and shorter than the Mk. 7, making them faster, more maneuverable, and harder to hit. When they are hit, their armor is exceptional, as it is essentially impervious to ballistic small arms fire, highly resistant to light MAC rounds, and smaller lasers need to find a vulnerable spot. Furthermore, the 3rd-generation arm shield holds up well against K-bomb blasts.
The pinplant interface has been steadily refined as biomedical technology has improved. It is clear that pinplant control of the Mk. 8 is by far the best option. However, many criticized Binnig's decision to make that the default mode because most mercs do not yet have pinplants.
While the smaller profile increased combat survivability, the correspondingly smaller cockpits meant many mercs struggled to fit inside the Mk. 8. This is one reason the Mk. 7s continued to be produced for some time after the Mk. 8s were released.
The modular weapon systems are also improved, with the ability to reload and exchange the weapons in the field now possible even when under fire. Third generation intuitive suit control systems allow for automatic counter-battery fire, along with assisting the user to evade incoming fire.
As with the Mk. 7, the Mk. 8 was not produced in Blocks, but it does have three standard variants, including the Assault, Scout, and Garrison models.
Mk. 8 General Specifications
[+]Introduced:
Frontline Service Life:
Height: 7 feet, 6.5 inches
Weight: 886.4 lbs (without weapons)
Strength Multiplier: Approximately 10x normal human
Range:
Armor:
Weapon Payload: 500 lbs, maximum
Power Source: Capacitors (Up to 24 hours normal work, or 8 hours of combat)
Propulsion: Jumpjets (with MMU capability) and additional an jump-pack with deployable wings to allow sustained atmospheric flight.
Maximum Speed: 25 mph
Maximum Jump Height: 14 feet
Base Unit Cost: Approximately 250,000 GCU (Used models as low as 100,000 GCU)
Mk. 8 Standard Variants
[+]Assault: More armor and weapons, but reduced speed
Scout: Lighter, fewer weapons, larger jumpjuice reservoir, better sensor suite
Garrison: Heavily armed and armored, but with reduced mobility
CASPer, Mk. 7
[+]Notes: The Mk. 7 took twenty years to develop, which meant by the time it was released the 50-year patent given to Binnig by the Earth Federation expired. A dozen companies jumped into producing the suits, but CASPers are complicated and without enough of Binnig's organizational experience, the results were generally poor.
However, the patent expiration combined with development of the hardpoint system on the Mk. 6 allowed for an explosion of new weapon and equipment options, including reusable drop pods, hot swappable jumpjet fuel modules, improved jumpjets allowing for sustained flight, and a large variety of improved sensor options.
As part of the push towards greater flexibility, the Block method of production was replaced with on-demand and on-development improvements. This was aided by Binnig's acquisition of several alien manufactories and technologies.
Though not produced as a block, there was a scout suit version of the Mk. 7. This suit could operate for up to 48 hours without refueling, though such lengthy deployments strained life support capacity.
Mk. 7 General Specifications
[+]Introduced:
Frontline Service Life:
Height: 7 feet, 5.8 inches
Weight: 1192.3 lbs (without weapons)
Strength Multiplier:
Range:
Armor:
Weapon Payload:
Power Source: 4th generation hybrid hydrogen fuel cells
Endurance (Working): 24 hours
Endurance (Combat): 10 hours
Propulsion: Jumpjets (with MMU capability)
Maximum Speed:
Maximum Jump Height:
Base Unit Cost:
CASPer, Mk. 6
[+]Notes: Nicknamed the Juggernaut, the Mk. 6 was the first modern CASPer.
Though it is heavier than the Mk. 5 by about seven hundred pounds, other advances made this instantly a favorite among mercenary companies, especially in defensive and garrison roles.
Part of the weight increase came in the form of heavier and better armor. It was the first CASPer that could take a medium MAC round to the chest and survive.
Despite the weight, the Mk. 6 was significantly more mobile than previous models, so much so that Avander Biomedical developed a nanite treatment for users to offset the strain that mobility put on users. Known as a "hardening treatment" and later simply called “CASPer Therapy”, the nanites would improve ligament attachment points in the human body and force long bone cartilage hardening. A number of internal organ attachments were toughened as well. It resulted in tougher operators, better able to handle the high-speed, rough and tumble environment of CASPer combat from the Mk. 6.
First CASPer to come with weapon hardpoints instead of built-in weapons. This was also the first CASPer to incorporate ejectable cockpit covers.
The Mk. 6 remains in front-line service with many mercenary companies such as the Queen Elizabeth’s Own Foresters.
Three blocks of the Mk. 6 were produced.
Mk. 6 General Specifications
[+]Introduced:
Frontline Service Life:
Height: 9 feet, 2 inches
Weight: 1792.3 lbs (without weapons)
Strength Multiplier:
Range:
Armor:
Power Source: 3rd generation earth-produced hybrid hydrogen fuel cells
Endurance (Working):
Endurance (Combat):
Propulsion: Jumpjets
Maximum Speed:
Maximum Jump Height:
Base Unit Cost:
Mk. 6, Block 1
[+]Notes: Used the same jumpjet as the Mk. 5, however, it had less flight time because of the extra weight. Did not have orbital drop capability.
Weapon Hardpoints: Both arms and right shoulder
Mk. 6, Block 2
[+]Notes: Came with improved armor and designed to fit in the first deployable re-entry pod. While expensive, the pod allowed for a trooper to drop fully loaded. The deployable anti-laser arm shield became standard.
Weapon Hardpoints: Both arms and both shoulders
Mk. 6, Block 3
[+]Notes: The Block 3 models were primarily designed to improve the already successful armor of earlier Mk. 6 CASPers. However, development of pinplant interfaces as part of CASPer Mk. 7 research went faster than anticipated and these interfaces were hastily added to Block 3 models. The initial interface only permitted the user to see real-time status of munition stores and system conditions, but software hacks soon permitted users to operate a suit using only their pinlink. These implants were a milestone in CASPer development, but pinplants were still being adapted for humans in general during this time and CASPer interfaces caused occasional brain traumas.
Weapon Hardpoints: Both arms and both shoulders
CASPer, Mk. 5
[+]Notes: This was Binnig's first attempt to make CASPers entirely on Earth, but the attempt was not successful. The Mk. 5 included many innovations, most of which did not work as anticipated.
The suit's interface was the most successful innovation. Intuitive and flawless, any user could operate one with only a few hours of instruction and could walk, run, and even dance in the Mk. 5. Assuming, of course, one knew how to dance before putting it on.
This was also the first CASPer to include a standard K-bomb launcher.
The Mk. 5 jumpjet system was now fully pilot controlled, but like much on the Mk. 5, that proved both a blessing and a curse. The pilot had to control the flight, instead of simply telling the suit to go to a point, but this allowed for in-flight maneuvers and evasion.
However, many of the other innovations failed in the field. Armor designed completely by humans proved to be essentially translucent to laser fire. Because the designers tried to cram so many innovations into the Mk. 5, the suit suffered many delays in R&D, was inefficient to produce in large quantities, and proved extremely difficult to maintain.
Fewer than 300 of the Mk. 5 were produced. However, they can still be found today, and post production modifications of the armor proved its lighter design practical. It has been reported that Binnig bought ten back from the field for use in CASPer Mk. 9 R&D.
Two blocks of the Mk. 5 were produced. A third block was scrapped in order to focus Mk. 6 development.
Mk. 5 General Specifications
[+]Introduced:
Frontline Service Life: 5 years
Height: 8 feet, 1 inch
Weight: 1,109.2 lbs (without weapons)
Strength Multiplier:
Range:
Armor:
Power Source: 3rd generation earth-produced hybrid hydrogen fuel cells
Endurance (Working): 24 hours
Endurance (Combat): 9 hours
Propulsion: Jumpjets
Maximum Speed:
Maximum Jump Height:
Base Unit Cost:
Mk. 5, Block 1
[+]Notes: Included a variant of the Mk. 4 orbital drop system, but its heat shielding was not as good, causing several reported casualties. Few companies used its drop capability after this became known.
Main Armament: M2 .50 machine gun or improved Ripper caseless .30 3-barrel gatling gun
Secondary Armament: K-Bomb launcher and magnetically attached blade, plus M2 .50 machine gun or improved Ripper
Shoulder Mount Options: SAM launcher, minigun, anti-tank TOW launcher, 2 MW chemical laser, MAC
Mk. 5, Block 2
[+]Notes: Already preparing to release the Mk. 6, Binnig merely introduced the deployable arm shield in an attempt to address the Mk. 5's vulnerability to laser fire.
Main Armament: M2 .50 machine gun or improved Ripper caseless .30 3-barrel gatling gun
Secondary Armament: K-Bomb launcher and magnetically attached blade, plus M2 .50 machine gun or improved Ripper
Shoulder Mount Options: SAM launcher, minigun, anti-tank TOW launcher, 2 MW chemical laser, MAC
CASPer, Mk. 4
[+]Notes: Known as the "Shovel Heads," the Mk. 4 is widely considered the dawn of the modern CASPer.
It was the first to incorporate a TRI-V display in the cockpit. It placed operator limbs fully in the arms and legs, though the lower arms were longer on the suit giving it a more apelike appearance. Haptic feedback, supplemented by voice commands, provided user control. Manipulative hands were standard, and worked well with the improved haptic control system.
The Mk. 4's armor was heavier, especially effective against laser fire, and was angular to help shed incoming fire. As part of this, the front of the suits cockpit sloped, giving the suit its nickname.
Four blocks of the Mk. 4 were produced.
Mk. 4 General Specifications
[+]Introduced:
Frontline Service Life: 10 years
Height: 9 feet, 2 inches
Weight: 1,583.3 lbs
Strength Multiplier:
Range:
Armor:
Propulsion: Jumpjets
Maximum Speed:
Maximum Jump Height:
Base Unit Cost:
Mk. 4, Block 1
[+]Notes: Hydrogen fuel cells reduced endurance, but were substantially cheaper.
Power Source: Hybrid hydrogen fuel cells
Endurance (Working): 10 hours
Endurance (Combat): 3 hours
Main Armament: M2 .50 machine gun or caseless .30 3-barrel gatling gun (nicknamed the Ripper)
Secondary Armament: M2 .50 machine gun or Ripper, plus magnetically attached blade known as a manchette
Shoulder Mount Options: SAM launcher, minigun, anti-tank TOW launcher, 2 MW chemical laser, MAC
Mk. 4, Block 2
[+]Notes: Could connect with the next-generation MAC.
Power Source: Hybrid hydrogen fuel cells
Endurance (Working): 10 hours
Endurance (Combat): 3 hours
Main Armament: M2 .50 machine gun or caseless .30 3-barrel gatling gun (nicknamed the Ripper)
Secondary Armament: M2 .50 machine gun or Ripper, plus magnetically attached blade known as a manchette
Shoulder Mount Options: SAM launcher, minigun, anti-tank TOW launcher, 2 MW chemical laser, belt-fed MAC
Mk. 4, Block 3
[+]Notes: Incorporated next-generation jumpjets that were capable of reaching 100 feet in altitude with half and hour of flight time. Fully integrated flight controls are most automated. However, because the user could not alter the flight path in midair, these were not popular and users nicknamed them "Skeet."
Power Source: Hybrid hydrogen fuel cells
Endurance (Working): 10 hours
Endurance (Combat): 3 hours
Main Armament: M2 .50 machine gun, caseless .30 3-barrel gatling gun (nicknamed the Ripper), or laser rifle
Secondary Armament: M2 .50 machine gun, Ripper, laser rifle, plus magnetically attached blade known as a manchette
Shoulder Mount Options: SAM launcher, minigun, anti-tank TOW launcher, 2 MW chemical laser, belt-fed MAC
Mk. 4, Block 4
[+]Notes: Known as the "Vault Boy," this problematic version of the Mk. 4 barely made it through the experimental and testing stage. It was powered by a micro-fusion plant salvaged from alien drones, but that plant required an extra 200 lbs of shielding that reduced payload. It did, however, add a modified MAC that carried 500 rounds, and an electrically pumped shoulder fired 2MW laser capable of 5MW sustained fire. Only 20 of these were ever manufactured, and to date are the only CASPer to use fusion power.
Power Source: Micro-fusion plant
Endurance (Working): 10 hours
Endurance (Combat): 3 hours
Main Armament: M2 .50 machine gun, caseless .30 3-barrel gatling gun (nicknamed the Ripper), or laser rifle
Secondary Armament: M2 .50 machine gun, Ripper, laser rifle, plus magnetically attached blade known as a manchette
Shoulder Mount Options: SAM launcher, minigun, anti-tank TOW launcher, 2 MW chemical laser (capable of 5 MW sustained fire), MAC with 500-round drum
CASPer, Mk. 3
[+]Notes: First CASPer built by Binnig Industries. Also, first CASPer considered a developmental success and to bear a resemblance to the later versions.
First CASPer to put the operator in the center of the torso, allowing the arms and legs to partially enter the limbs. Intended for use with haptic interface, the feedback system proved unreliable. Since limbs did not actually go completely into the suit's limbs, without the haptic interface moving, walking, and aiming was awkward.
First to include computer-controlled aiming and limited terrain-sensing interface, allowing the user to focus more on fighting instead of driving. First to have simple manipulators on both arms. Added a live camera outside projection on a white painted interior section of the cockpit. A HUD was also provided.
Added manipulators separate from the weapon mounts on both arms. Block 2 and later version manipulators had five fingers with good dexterity, but required considerable user focus to work.
The addition of the 2 MW shoulder-mounted laser option proved especially popular. Also popular was the first Magnetic Accelerator Cannon, despite reducing combat endurance by and hour and only having a ten-round magazine that could not be reloaded in the field.
Four blocks of the Mk. 3 were produced.
Mk. 3 General Specifications
[+]Introduced:
Frontline Service Life: 5 years
Height: 9 feet, 8 inches
Weight: 1,725.9 lbs (including M2 and assault pistol)
Strength Multiplier:
Range:
Armor:
Propulsion: Jumpjets
Maximum Speed:
Maximum Jump Height:
Base Unit Cost:
Mk. 3, Block 1
[+]Notes: Included an ejection system. However, this system had many bugs, including suspected accidental ejections. Because of the user placement in the Mk. 3, ejections often caused unintentional amputations.
Power Source: 2nd generation alien hydrogen fuel cells.
Endurance (Working): 12 hours
Endurance (Combat): 4 hours
Main Armament: M2 .50 machine gun
Secondary Armament: Arm-mounted belt-fed 9mm assault pistol, and M2 .50 machine gun (replaces manipulator claw)
Shoulder Mount Options: SAM launcher, minigun, anti-tank TOW launcher, and 2 MW chemical laser
Mk. 3, Block 2
[+]Notes: Removed ejection system. First variant with jumpjets, though limited in power. Most useful in getting users back on their feet after a fall.
Power Source: 2nd generation alien hydrogen fuel cells.
Endurance (Working): 12 hours
Endurance (Combat): 4 hours
Main Armament: M2 .50 machine gun
Secondary Armament: M2 .50 machine gun
Shoulder Mount Options: SAM launcher, minigun, anti-tank TOW launcher, 2 MW chemical laser, MAC
Mk. 3, Block 3
[+]Notes: Sacrificed armor and the shoulder mount to allow for orbital drop capability, however, the Block 3's jump pack proved too large for the drop cocoon.
Power Source: 2nd generation alien hydrogen fuel cells.
Endurance (Working): 12 hours
Endurance (Combat): 4 hours
Main Armament: M2 .50 machine gun or caseless .30 3-barrel gatling gun (nicknamed the Ripper)
Secondary Armament: M2 .50 machine gun or Ripper
Shoulder Mount Options: None
Mk. 3, Block 4
[+]Notes: Nicknamed the Hell Diver, Block 4 were modified Block 3 designs that were, in fact, orbital jump capable. The system comprised a cocoon mounted over the feet, improved environmental system, and a wrap-around reentry control system (RCS). The first orbital drop was a complete success, and more than 500 saw service.
Power Source: 2nd generation alien hydrogen fuel cells.
Endurance (Working): 12 hours
Endurance (Combat): 4 hours
Main Armament: M2 .50 machine gun or caseless .30 3-barrel gatling gun (nicknamed the Ripper)
Secondary Armament: M2 .50 machine gun or Ripper
Shoulder Mount Options: None
CASPer, Mk. 2
[+]Notes: Though built in response to feedback from users of the Mk. 1, the Mk. 2 was in many ways inferior to the Mk. 1. While it had better armor, its extra weight meant significantly less speed and maneuverability.
First CASPer to incorporate carbon-nanobond armor and ablative laser coatings and be rated for space. It also added a claw manipulator, though on the left arm only
In order to reduce laser induced vision loss to the user, the operator could not see outside except with a camera. Unfortunately, the camera was mounted at chest level and was often fouled in combat by the suit's own weapons . Some operators called them batsuits, as in blind as a bat.
Also, while it had a superior sensor suite, designers put most of the electronic warfare equipment in a head. This proved to be an easy target and made the Mk. 2 even more visible to opponents.
Only one block of the Mk. 2 was produced. Block 2 was scrapped in development. Rumored upgrades included jump jets, orbital drop capacity, and haptic feedback.
Mk. 2 General Specifications
[+]Introduced:
Frontline Service Life: 11 months
Height: 9 feet, 1 inch
Weight: 1,742 lbs
Strength Multiplier:
Range:
Armor:
Power Source: Next generation lithium hydroxide batteries
Propulsion:
Maximum Speed:
Maximum Jump Height:
Base Unit Cost:
Mk. 2, Block 1
[+]Endurance (Working): 6 hours
Endurance (Combat): 2 hours
Main Armament: M2 .50 machine gun
Secondary Armament: M2 .50 machine gun (replaces manipulator claw)
Shoulder Mount Options: SAM launcher, minigun, or anti-tank TOW launcher
CASPer, Mk. 1
[+]Notes: These were modified Mitsubishi Industries heavy frame loaders converted and updated by Dr. Peter Mauser. Theoretically capable of operations in all environments, its power leads and servos were not well sealed, leading to to shorts and failures.
Body feedback operations only controlled the legs. Users used joysticks to control arms, torso, sensors, and weaponry. Arms ended in mounts for weaponry instead of hands. There was a Waldo option, nicknamed "Watto" after the mutant in Total Recall.
Three blocks of the Mk 1 were produced, though Block 3 was canceled after only two prototypes because of operator difficulties. Was to be about 250lbs lighter to allow for jump jets.
Mk. 1 General Specifications
[+]Introduced:
Frontline Service Life: 2 years
Height: 10 feet, 2 inches
Weight: 1805 lbs
Strength Multiplier:
Range:
Armor:
Power Source: Next generation lithium hydroxide batteries
Propulsion:
Maximum Speed:
Maximum Jump Height:
Base Unit Cost:
Mk. 1, Block 1
[+]Endurance (Working): 4 hours
Endurance (Combat): 90 minutes
Main Armament: M2 .50 machine gun
Secondary Armament: Retractable blade
Shoulder Mount Options: SAM launcher or minigun
Mk. 1, Block 2
[+]Endurance (Working): 6 hours
Endurance (Combat): 2 hours
Main Armament: M2 .50 machine gun or 20mm rifle
Secondary Armament: Retractable blade or 7.62mm belt-fed machine gun
Shoulder Mount Options: SAM launcher or minigun
Mk. 1, Block 3
[+]Endurance (Working): 6 hours
Endurance (Combat): 2 hours
Main Armament: M2 .50 machine gun
Secondary Armament: Retractable blade, 7.62mm belt-fed machine gun, or minigun
Shoulder Mount Options: SAM launcher, minigun, 2.75in rocket launcher