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BattleTech Player Boards => Fan Articles => Topic started by: sillybrit on 23 March 2013, 13:08:08

Title: Battle Armor of the Week - Kopis
Post by: sillybrit on 23 March 2013, 13:08:08
(http://k007.kiwi6.com/hotlink/4fg6nqoluj/kopis.jpg)
Kopis Assault Battle Armor - Technical Readout 3085 page 13



     The Kopis Assault Battle Armor is one of those suits that makes players stop and go "Wow!" when they first see its stats. I've often heard it called the Inner Sphere's Ironhold, another suit introduced in Technical Readout 3085, and while the Clan suit is overall a superior design, I still have to agree with the comparison.

     StarCorps were busy little bees in Technical Readout 3085, being responsible for two of the better Battle Armor entries, namely the Kopis and the Angerona. Neither design was their first foray into the world of powered suits, that honor having gone to the Gorilla Exoskeleton found in the Technical Readout Vehicle Annex, but from such humble beginnings, the megacorps has made itself a big name in the Battle Armor industry.

     After losing their Longinus facility on Oriente, the Duchy of Oriente decided that they needed to get themselves another source of Battle Armor, and quick. Looking around in the shattered League for possible sources, Thomas Halas, the imposter formerly known as Thomas Marik, cast his eye upon StarCorps' Gorilla plant on Emris IV and approached the company about the possibility of expanding it to produce a combat design. StarCorps had long held such ambitions, however they had previously been blocked from moving into the market, but here in the chaos of the Jihad, they were not only free of governmental obstructions, instead they were now being positively encouraged.

     Instead of just copying an existing League design, StarCorps ambitions went much further, intending to build not only a brand new Battle Armor design, but a brand new Assault Battle Armor design. As revealed in the revised Vehicle Annex, StarCorps developed a variant of the Gorilla as a test bed for as much of the technology and systems of the intended Kopis design as they could manage on such a small frame. Even with this, jumping straight into the top-end of battle armor could have left them falling flat on their collective corporate faces, but ultimately the risk paid off and the resulting suit helped establish the company in the field, ultimately leading to the Angerona contract with the Republic of the Sphere years later. StarCorps did have one slight problem with their plans: they lacked the internal expertise to match their goals. Like all good corporations they bought what they needed, contacting Alys Rousset-Marik for assistance, and gaining both a leading Battle Armor designer on the run from Irian BattleMechs, plus stolen Blakist technology, all for the price of some suits once the new design went into production.

     Dr Hyram Sundahar quickly set to work for his new employers and by fortuitous happenstance he was able to take advantage of work that Irian had already been undertaking on Assault Battle Armor, which meant that a prototype was soon available. Notably, another new Assault design has a similar background: another Irian refugee, Dr Dafyyd Rou, designed the Marian Hegemony's Ravager a few years later.

     First fielded in 3077, and so in time to see plenty of combat in the latter days of the Jihad, the Kopis is a weapon-heavy Assault, that eschews mobility and armor for a level of firepower that can make some 'Mechs jealous. The bare minimum ground speed of one Movement Point per Turn won't get anybody excited, nor will the twin Heavy Battle Claws, or even the pair of Anti-Personnel Weapon Mounts. Some will no doubt appreciate the ten points of Advanced armor that means that the Kopis can take a PPC hit and keep fighting, even if its low agility means that it's going to need that armor and more if it wants to survive the attention its armament will attract.

     What really sets the Kopis apart, what makes Battle Armor fans drool, is the two Medium Lasers perched atop the suit's shoulders, apparently mounted akin to the trainable plasma gun thingy on the Predator's body armor. Two Medium Lasers is an incredible amount of firepower for a Battle Armor design, requiring fully half of the suit's mass. Although only a token secondary armament, the aforementioned AP Weapon Mounts actually means that the Kopis devotes more than half its 2000 kilograms to weaponry, a feat only bettered by the similar concept Corona.

     Other suits can throw more metal - erm, or energy - downrange in a Turn, but apart from the Ironhold (Fire), none can match the Kopis for sustained firepower. On average, a squad is going to hit a target with a trio of shots per laser, and together the thirty points of damage is more than enough to potentially throw a 'Mech off its feet. Even without forcing a failed Piloting check, being pummeled by so much damage is something that no foe wants to suffer. While more concentrated than an equivalent total of SRM damage, there are enough individual hits that a vehicle has to worry about potentially crippling crits, while many Battle Armor designs will melt away under the fusillade of five-point hits. The latter is a key point to bear in mind against many Inner Sphere designs, which typically have less than ten points of armor, so just two hits are enough for a kill, which rapidly depletes a squad and thus makes the remaining suits even more vulnerable to further attacks.

     StarCorps weren't content with this level of performance and decided to develop the Anti-Infantry variant, first fielded a year after the Standard version. Intended to confront Blakist infantry during the drive into the Protectorate, the newer variant is something of a disappointment compared to the original Kopis.

     Stripping out the pair of Medium Lasers, the designers opted for a mismatched armament in their place, with a Medium Pulse Laser and Flamer. The latter weapon inflicts a fearsome amount of damage against infantry, but that's not quite as good as it seems given that the suit must get so close to its target to use the Flamer. Many conventional infantry platoons outrange the Flamer and can outrun the Kopis, making the design best suited to ambush scenarios when opposing infantry.

     When the Anti-Infantry encounters armored foes, it's going to be at a big disadvantage compared to the Standard, unless it's again lucky enough to find itself at point blank range thanks to confined terrain. The pulse accuracy bonus can be useful against stealthy or fast moving targets, but that's small comfort for my tastes. Personally, I would have preferred to have swapped just one of the Medium Lasers for a trio of Flamers or some other combination of anti-personnel weapons that together mass 500 kilos or less. That aside, the Anti-Infantry is notable for being one of the relatively few suits that provides its guns with additional magazine space. This doesn't have any effect in the BattleTech tactical game, where only missile weapons track ammunition use, but in A Time of War scenarios those extra shots obviously could be important.

     Slow moving and with relatively low armor for its weight class, lacking in any form of stealth in compensation, the Kopis is a design that has to kill its opponents as quickly as possible, exploiting its strengths. Obviously all combatants want to do that, but more heavily armored designs can technically afford to take a few hits before getting down to business; however that's not a luxury that the Kopis can afford. This suit is simply one that loves to hide itself inside a heavy building, one that can soak up most of the incoming direct fire, allowing it more time to be able to punish its foes with its Medium Lasers. It can be used outside of cities, but definitely needs good cover and transportation to give it the best possible chance to have an effect in the battle.

     Fielded by both the Marik Commonwealth and Duchy of Oriente, the latter have also traded the Kopis to the Republic of the Sphere in return for shipments of Achileus and Phalanx suits. As noted in the Technical Readout, this allows the RAF to field a fearsome combination of Kopis and Grenadiers in their urban defense units. Such a partnership might be a little light on protection, but the amount of firepower that the two suits can provide is staggering in Battle Armor terms and for many heavier units as well.

     Like many other players, I rate the Kopis among the elite of the Battle Armor world, alongside such as designs as the Elemental and Hauberk. Other than my reservations about the Anti-Infantry variant, it's hard to find anything bad to say about the Kopis. Sure, more mobility or armor would be nice, but there'd be no way to have such a heavy armament if either was added, and the Kopis' awesome firepower is its signature that sets it apart from other designs. Its powerful, brooding appearance perfectly matches its performance and it's such a clean, simple and effective design that you can't help but love it.

Next up:
Title: Re: Battle Armor of the Week - Kopis
Post by: sillybrit on 23 March 2013, 13:10:26
Yet again it's been another long delay between BAotW articles and my apologies. My thanks also to jymset for taking time out in his incredibly busy schedule to review these latest two articles.
Title: Re: Battle Armor of the Week - Kopis
Post by: UnLimiTeD on 23 March 2013, 16:06:48
Ah, I've been waiting for those articles.  O:-)
And damn, the Kopis is a looker.
Fearsome visuals, 1010 kg of firepower, and just enough armor to occasionally bring it to bear.
Never played with em, but they got all I'd want from a battlearmor.
Did I mention it's striking looks?  8)
Title: Re: Battle Armor of the Week - Kopis
Post by: ABADDON on 23 March 2013, 20:01:41
Well, I guess that suit could only be better if it were to make use of DWPs. Otherwise it's as good as it gets.
Title: Re: Battle Armor of the Week - Kopis
Post by: Nikas_Zekeval on 23 March 2013, 21:07:30
I'm imagining this thing is a city fight.  Short sightlines plus concrete armor to improve survivability.
Title: Re: Battle Armor of the Week - Kopis
Post by: Nav_Alpha on 23 March 2013, 22:46:30
TRO: 3085 mentions the RAF teaming these up with Grenadiers - imagine a couple squad of these mugging you in a city fight. I could see light mechs being very worried about these mixed squads
Title: Re: Battle Armor of the Week - Kopis
Post by: Alan Grant on 23 March 2013, 22:55:56
Seems like the FWL (and former FWL get the sexy looking suits). I have always loved the look of the Longinus.
Title: Re: Battle Armor of the Week - Kopis
Post by: sillybrit on 23 March 2013, 23:35:25
Well, I guess that suit could only be better if it were to make use of DWPs. Otherwise it's as good as it gets.

Yup, the Kopis design concept of heavy non-missile weaponry and slow speed perfectly suits DWPs. You'd save 250kg mounting both lasers as DWPs, so even after spending the 160kg required to increase the base speed to compensate for the DWP-induced mobility loss you're going to come out 90kg ahead. You'd perhaps want to tinker with the manipulators or APWMs to free up a little more mass to open up some more options. I'd suggest a switch to Mimetic, but Reactive would be another good choice.
Title: Re: Battle Armor of the Week - Kopis
Post by: Orin J. on 24 March 2013, 12:31:38
if the phrase "Dress to impress" was ever used on battle armor, it was probably used on the Kopis.  every part of the design, every plate is sculpted to convey the impression on opposing forces that this is a powerful, muscular force, with the curved lines working throughout the design only stopping at the heavy battleclaws, an abrupt shift to hard-edged claws that only serves to enhance their threatening appearance by naturally drawing focus to the brutal, armor cracking claws.

the armor's helmet is nestled in the midst of heavy plating,  its long limbs bulky with armor. everything about the shape suggests it has heavy protection without looking clumsy, a massive beast of a machine out looking for something to vent it's considerable capacity for violence. the only part that really breaks this profile is the bank mounting of a pair of medium lasers, the kind of firepower you'd expect from a light scout 'mech and not a single suit of battle armor.

in short, an amazing design. makes me want to throw player groups at it and see if they wet themselves.
Title: Re: Battle Armor of the Week - Kopis
Post by: Welshman on 27 March 2013, 16:45:09
Been waiting for this article for a long while. Thank you, SB.

This was my first solo attempt at designing a battle armor suit. I don't recall Jymset's exact reaction. It was something close to unprintable. The greatest complement though came when it went to art. Catalyst Art Director, Brent Evans, loved the design so much he personally did the art for it. It was when he first previewed that art that someone said "I wouldn't want to meet this in a dark alley." Someone else flippantly replied, "Hell, it is a dark alley."

It was an inspiration for an as yet unpublished short story set during the Terran liberation and from that the opening fiction for FM3085. In that fiction, the Kopis is joined up with Grenadiers, Angeronas and Elementals for a specop team.

And, yeah, the Anti-Infantry version sucks. I had to give it some flaws. :)
Title: Re: Battle Armor of the Week - Kopis
Post by: jymset on 27 March 2013, 16:48:36
It's funny coz it's true.

Welshman had just given me a huge break by allowing me to design the Ironhold.

...

Then he shows me this.

...

I felt so upstaged!!

Least I could do is retain its awesome nickname on the RS. Which has transferred to the MUL. So now you know.

And Welshman is serious on the AI version/flaws. He deliberately did not want an 11th pt of armour added, when that could've been done.
Title: Re: Battle Armor of the Week - Kopis
Post by: Welshman on 27 March 2013, 16:53:12
Oh, another behind the scenes tidbit.

We ran out of schedule time, so Brent couldn't finish the art as much as he wanted. The roughly sketched hunk of armor, under the Kopis' claw, is supposed to be the helmet of a Djinn battle suit.
Title: Re: Battle Armor of the Week - Kopis
Post by: ABADDON on 27 March 2013, 17:06:27
I'm sorry, but what exactly would the 11th armor point have done?
Ok, it would have been able to withstand a direct hit from a large VSPL from close, but beyond that, I don't see the advantage. And it's not like Large VSPLs are that common.
It's able to take a (ER) PPC from IS units and and ER Large as well as Large Pulse from the Clans and in my book that's the only thing that matters, if an assault suit is short of 14 or 15 points.
Title: Re: Battle Armor of the Week - Kopis
Post by: jymset on 27 March 2013, 17:13:30
Wait what? ABADDON, you sound like me (http://bg.battletech.com/forums/index.php/topic,2874.0.html), back before Paul laughed at me.

In terms of thresholds you and I are 100% in agreement.

But we are also talking about an increase of 10% of its armour weight. And a battlefield filled with all sorts of irregular weapons. After all, back in 3055, we got two IS 'Mechs designed to fight the original Elemental scourge of the Clan Invasion: the Komodo, filled with MLs... and the Snake, sporting SRMs and an LB 10-X AC.

Pebbles of death have always been a viable weapon against BA, and that 11th point is huge then.


Added: Also, there's the psychological dimension. 10 points of armour is Elemental. 11 points of armour is Hauberk. But that may just be me.
Title: Re: Battle Armor of the Week - Kopis
Post by: Jellico on 27 March 2013, 17:33:18
Too many refits in this game are totally new units. There has to be some reference point back to the original.
Title: Re: Battle Armor of the Week - Kopis
Post by: UnLimiTeD on 27 March 2013, 19:37:25
I'd have hoped for an Anti-BA version with two Kind Davids, smacking the rest into speed and Vibro-Claws.  ;D
Title: Re: Battle Armor of the Week - Kopis
Post by: Welshman on 27 March 2013, 19:41:30
I'd have hoped for an Anti-BA version with two Kind Davids, smacking the rest into speed and Vibro-Claws.  ;D

That wouldn't be a Kopis anymore. While changing the speed of a BA is easy in the game rules, the mechanics of changing a suit from a plodding assault to a heavy sprinter would be like slapping bigger engines on a Cesna then strapping another fuselage to the tail. It still won't be a Boeing 707.
Title: Re: Battle Armor of the Week - Kopis
Post by: UnLimiTeD on 27 March 2013, 20:11:28
Well, to me the essence of a Kopis is two legs, two claws, two heavy weapons.
Adding armor is not an option, it always has 10. Replacing the APWM with Light Gauss would make it an experimental Hauberk of sorts.
Well, I suppose then there's not much to be done, then.
Maybe a newer AI version with two small VSPLs.
Title: Re: Battle Armor of the Week - Kopis
Post by: Nav_Alpha on 27 March 2013, 23:33:28
Oh, another behind the scenes tidbit.

We ran out of schedule time, so Brent couldn't finish the art as much as he wanted. The roughly sketched hunk of armor, under the Kopis' claw, is supposed to be the helmet of a Djinn battle suit.

Ahaha! Seriously, since seeing the original image I have been wondering what was going on there. I was thinking maybe it was a rock or part of another suit!
Right, thanks - you've solved a question for me
Title: Re: Battle Armor of the Week - Kopis
Post by: UnLimiTeD on 28 March 2013, 05:09:57
I second that one.
I actually gave up on it that much I totally just read that and kinda didn't think about it at all.^^
Title: Re: Battle Armor of the Week - Kopis
Post by: chanman on 30 March 2013, 01:08:04
For anti-infantry work, I'd have thought the logical swap would have been for SPLS
Title: Re: Battle Armor of the Week - Kopis
Post by: sillybrit on 30 March 2013, 02:35:41
Thematically, swapping the 2 MLs for SPLs would have worked nicely, even freeing up the mass to swap the APWMs for MGs, which would still closely match the artwork. Stat-wise, it would have been a relatively bad move, because it would leave you with a slow, short-range suit that would be an easy target for many conventional infantry platoons. LMGs instead of MGs would help the range issue a little, and free up the mass for the claws to be swapped for standard-sized vibro-claws, for added anti-infantry capability if the PBIs get too close.

If you could use Clantech SPLs, that would help a little with the range problem, but apart from that you'd either want to keep the canon Anti-Infantry mixed armament, or switch to non-lasers, such as paired HRRs.
Title: Re: Battle Armor of the Week - Kopis
Post by: UnLimiTeD on 30 March 2013, 09:16:54
Nah, VSPLs are good. 6 Range, hit and AI mod, and after the liberation of terra they ought to be lying around somewhere.
In a City Ambush Scenario, it wouldn't actually be less dangerous to vehicles, either, close in at least.
Standard SPLs might be questionable.
Wish BA could mount ER flamers.  ;D
Title: Re: Battle Armor of the Week - Kopis
Post by: sillybrit on 30 March 2013, 13:30:30
Unfortunately VSPLs aren't as good as killing infantry as SPLs. The latter do 2d6 kills at all ranges, while the variables do 4/3/2 kills at short/medium/long respectively. Range is the VSPLs only real advantage over IS SPLs against infantry, and even then, the lighter mass of the IS SPLs allows for the use of LMGs to cover the longer ranges, doing 3-4 kills out to the same range as the VSPLs.

Unfortunately, the closest we get to ER flamers are the new heavy flamers, and they're not much longer ranged than standard models.
Title: Re: Battle Armor of the Week - Kopis
Post by: misterpants on 31 March 2013, 11:14:25
How would dual heavy recoilless rifles fare for ranged AI work?
Title: Re: Battle Armor of the Week - Kopis
Post by: ArcaneRaven on 01 April 2013, 04:38:23
The FWL has a long history of good to excellent infantry and battle armor. The FWLM fields the largest infantry formations and prior to the Jihad, the League maintained the only military academy dedicated to PBI and BA. The captain-general himself kept an eye on the facility.

I hope, this excellent infantry tradition will go on in the future.
Title: Re: Battle Armor of the Week - Kopis
Post by: Moonsword on 01 April 2013, 16:09:51
How would dual heavy recoilless rifles fare for ranged AI work?

If you defined 'ranged' as 3/5/7 instead of the MG's 1/2/3, it's decent at 2d6 per gun.  MRRs are 2/4/6 and deal the same damage at 2/3 the size, so it's a trade off.

If you're actually trying to stay out of reach of well-armed post-Jihad infantry platoons, the only BA weaponry with the reach to do it (LRMs and BA artillery) isn't spectacular at actually dealing damage to infantry.  (LRMs still won't get you out of reach of certain potential platoon types but those are canonically extremely rare.)
Title: Re: Battle Armor of the Week - Kopis
Post by: Sami Jumppanen on 03 April 2013, 01:52:57
Just to point out that Kopis AI is still a good build for marine combat. If those rules are in use that is.
Title: Re: Battle Armor of the Week - Kopis
Post by: UnLimiTeD on 03 April 2013, 06:09:42
Those rules I always found odd.
A Light suit with space adaption, torch, mg, vibroclaw gets marine values that far exceed the actual combat value of it's one point of armor.  ::)

The Kopis, on the other hand. will have serious problems getting there, but I trust it's gonna present some problems once it enters a ship.
If only the question of how to get through doors without tearing the ship apart.^^
It is reasonably fearsome to a ship crew at point blank range.  >:D
Title: Re: Battle Armor of the Week - Kopis
Post by: ABADDON on 03 April 2013, 06:43:50
Solution: Bring a single squad that will get you into the ship and the rest would be all made up of scary 2 ton suits. :P
Title: Re: Battle Armor of the Week - Kopis
Post by: Jellico on 03 April 2013, 17:43:50
Those rules I always found odd.
A Light suit with space adaption, torch, mg, vibroclaw gets marine values that far exceed the actual combat value of it's one point of armor.  ::)

The Kopis, on the other hand. will have serious problems getting there, but I trust it's gonna present some problems once it enters a ship.
If only the question of how to get through doors without tearing the ship apart.^^
It is reasonably fearsome to a ship crew at point blank range.  >:D

How will it have problems "getting there"? Most marines in space are delivered by shuttle. EVA is suicidal. Also marine rules apply to entering any large structure.
Title: Re: Battle Armor of the Week - Kopis
Post by: Arkansas Warrior on 10 April 2013, 14:58:20
For anti-infantry work, I'd have thought the logical swap would have been for SPLS
Thats what I was thinking.  Maybe with some arm-mount flamers just to be over the top.  (If the weights add up, I'm not familiar enough with BA construction to do it accurately away from my books.
Title: Re: Battle Armor of the Week - Kopis
Post by: UnLimiTeD on 10 April 2013, 20:56:56
You can use a Heavy and std. Flamer.
Though I'd prefer Plasma Rifles if we go down that route.
Title: Re: Battle Armor of the Week - Kopis
Post by: Sabelkatten on 11 April 2013, 07:37:00
Area effect is pretty good anti-infantry, right? Replace the MLs with DWP-mounted BA arty... ^-^
Title: Re: Battle Armor of the Week - Kopis
Post by: UnLimiTeD on 11 April 2013, 08:07:39
Well, with DWPs it won't move. we kinda went there already.
I suppose on the existing frame, you could take heavy Mortars and Firedrakes.
Title: Re: Battle Armor of the Week - Kopis
Post by: Moonsword on 11 April 2013, 12:33:33
Area effect is pretty good anti-infantry, right? Replace the MLs with DWP-mounted BA arty... ^-^

BA artillery is only really useful in that role because it's being fired en masse by the entire squad.  It also exposes the firing squad to counter-battery fire.  If I'm going to expend one of my limited number ofshots and risk someone deciding to express their annoyance with a Thumper tube, I'm going to do it for a bigger reward than maybe severely damaging but definitely not killing one infantry platoon (assuming it starts at full strength).

That said, I can see some potential as a concealed artillery platform in that modification.  I just wouldn't want to use it for killing infantry unless there's literally nothing better to conserve my ammo (and potentially suits) for.

EDIT: Actually, now that I think about it, AE damage may be doubled against infantry, which makes this significantly more likely to kill a platoon outright.  Still not really worth it in my opinion but more useful, I admit.  I'll have to look at TW later.
Title: Re: Battle Armor of the Week - Kopis
Post by: Jellico on 26 December 2013, 14:45:09
RS3145 NTNU gives us three new variants of the Kopis.

The first is the (AI Mk II) which showed up in 3090. Another anti infantry variant it runs twin Heavy Recoilless Rifles, a pair of Heavy Grenade Launchers, and improved sensors. 3 Damage at 7 hexes is solid enough. Lots of D6s against infantry. The only problem is there aren't extra ammo clips for the grenade launchers meaning you have to choose your ammo with care.

The (AI Mk IIr) appeared after 3116 when the Xiphos came out. This downgrades the HRRs for Medium Recoilless Rifles but gains Reactive Armor. Not a big fan of Reactive Armor on BA myself. Depends how much you  face missiles and artillery I guess.

The final variant is the (Mortar). This strips all the weapons and sensors for Reactive Armor and a pair of Heavy Mortars. There is not enough free tonnage for extra ammo, meaning choosing your rounds with care. The Reactive Armor is for counter battery fire, though I don't know of many units that can attempt it. That said the (Mortar) should be a solid city fighter.
Title: Re: Battle Armor of the Week - Kopis
Post by: Welshman on 26 December 2013, 16:08:31
The AI Mk II and MkIIr were my attempts to improve on my total failure with the original AI variant. While the base model has been greatly praised, I really did a stinker for anti-infantry.

And even with Silybrit and Johannes looking over my shoulder, I still don't think I hit the mark to well.
Title: Re: Battle Armor of the Week - Kopis
Post by: sillybrit on 26 December 2013, 17:03:10
I'd disagree.  #P

A pair of HRRs make for decent anti-infantry firepower using Inner Sphere tech - a squad could kill an average of 42 PBIs per turn if both HRRs hit, before even considering the HGLs - and they aren't too shabby if you have to deal with armored targets. You also technically have a range advantage over many infantry platoons, although that one hex advantage and the slow speed make that hard to actually exploit. More importantly, the twin weapons returns to the theme set by the standard Kopis, as opposed to the mismatched set we get with the original Anti-Infantry variant. The HGLs also keep somewhat to the cosmetic theme, mimicking the APWMs. Some might have prefered some type of MG instead (I liked the idea of HMGs), but GLs don't get used much so their inclusion matches the 3145 theme of trying to encourage little used weaponry.

The refit version doesn't lose much by going for MRRs instead of HRRs. The extra reach can be hard to use anyway, as noted above, although the better range brackets will sometimes be the difference between a hit or not. The Reactive armor could be much more telling than the range/accuracy issues, although it's highly dependant upon the enemy and what they bring to the fight.

Given that we were trying to avoid flamers, and without Clantech, I think both variants do well.
Title: Re: Battle Armor of the Week - Kopis
Post by: Ruger on 26 December 2013, 19:22:47
I'd disagree.  #P

Given that we were trying to avoid flamers, and without Clantech, I think both variants do well.

I'd agree with sillybrit...although I have my own ideas about what I would have done with the design, of course, to make good anti-infantry...

Ruger
Title: Re: Battle Armor of the Week - Kopis
Post by: Neufeld on 11 January 2014, 05:47:39
Does reactive armor affect inferno missiles?
Title: Re: Battle Armor of the Week - Kopis
Post by: UnLimiTeD on 11 January 2014, 07:20:19
I think that'd be fire resistant missilesarmour.
Title: Re: Battle Armor of the Week - Kopis
Post by: Moonsword on 13 January 2014, 16:51:03
Does reactive armor affect inferno missiles?


No.
Title: Re: Battle Armor of the Week - Kopis
Post by: Molossian Dog IIC on 14 January 2014, 13:46:39
Oh, another behind the scenes tidbit.

We ran out of schedule time, so Brent couldn't finish the art as much as he wanted. The roughly sketched hunk of armor, under the Kopis' claw, is supposed to be the helmet of a Djinn battle suit.

You know what? I was wondering about exactly that the first time I saw the picture. And each and every time I came upon it since.