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starrangers:defenses

Defenses

The Heavy Battlesuit, a development from the earlier battle walkers, is the standard heavy infantry armor of the empire, but they are heavy, large and somewhat clumsy. Many of the secondary forces use the lighter Commando Battlesuits and/or Powered Combat Armor.

The emphasis on mobility in warfare has led to the abandonment of the ultra heavy armor for infantry in the new generation. The new Cybersuits are based on the general Asari idea a well protected warrior with extended deployment capability and integral life support in a much lighter weight and smaller size. The reverse engineering of the Asari metal-muscle technology and advanced feel surfaces has allowed the creation of a suit that is barely noticeable to a wearer if set to neutral strength.

The series production of the new suits started a few years ago. They come in several weight classes.

Military Starship crews are mostly in Nanoweave Vacc Suits though they they are being quickly replaced by ultra light/light cybersuits.

Many of the noble guards have troops in Commando Battlesuits and/or Powered Combat Armor too.

Many of the secondary troops are in combat hardsuits/space armors and much of the other services like rangers, postal service, customs and similar are in Nanoweave Tacsuits or Nanoweave Suits sometimes with a stealth exoskeleton. Many local forces,local police forces and lower priority imperial reserves use the previous generation Reflex equivalents.

Civilian spaceship crews tend to wear Smart Vacc Suits or Civilian Vacc Suits for most work, with engineers and loaders often wearing refurbished ex military Reflex Vacc Suits. They tend to wear skinsuits when not on duty. Also many inhabitants in the smaller space habitats tend to wear skinsuits. The richer spacers wear Space Biosuits at all times.

Psionic protections are available but extremely rare.

Force screens are available(but rare) for imperial forces and for the rich.

Nuclear dampers are standard equipment for imperial forces and Nuclear Damper Fields are located at many strategic objectives.

Stasis fields and reality stabilizers are not available.

Life support fields are available, but expensive.

Battledresses

All of these powered armors require battledress skill to operate. You need ranks equal to how much higher the lifting/striking ST of the suit is than your ST for TL 11 suits. TL 10 suits require +5 ranks, TL 9 +10 ranks. Each starting 5 missing ranks gives -1 DX. Most suits have adjustable lifting/striking ST withing a range.

Suits other than cybersuits require 1 hour at a workshop and an armoury(power armor) roll to change the ST.

Heavy Battlesuits

Dreadnought Battlesuit(TL11)

The new clumsy heavy battlesuit prototype. The shift to cybersuits for new armor meant that only about 4.5 million of these were ever made. They are operated by few of the Army heavy infantry instead of heavy battlesuits.

These heavily-armored battlesuits incorporate portable nuclear fusion reactors, giving them unsurpassed endurance compared to earlier powered armor. A single suit can support its operator for months or even years, although he’d probably go crazy if he were stuck in there all the time.

A dreadnought battlesuit is about the size of a heavy battlesuit (SM +1; about eight feet tall), but has more mass. Its armor is composed of titanium carbide-diamondoid nanolaminate over inner shock- and radiation-absorbing layers of liquid armor, stabilized metallic hydrogen, and bioplas.

A dreadnought suit’s laminated armor gets doubled DR vs. shaped charge warheads (including HEMP). Like the heavy battlesuit, it also has integral superconductor-based electromagnetic armor: this increases the suit’s protection to triple DR against any shaped-charge warheads or plasma bolts. The electromagnetic armor operates off a separate D cell and is good for 20 uses.

The suit has a full regenerative life support system, which provides continued temperature, air, and water (but not food). It is designed for operations in a wide variety of hostile environments. With its helmet on, it is sealed, and has climate control (-459° F to 1,000°F), pressure support (100 atm.), radiation protection (PF 20), and vacuum support.

Its helmet includes a filter mask , Near miss indicator, an inertial compass , hearing protection , a hyperspectral visor , a medium laser comm and a medium radio.

The suit’s body incorporates biomedical sensors , trauma maintenance, a provisions dispenser with two weeks of provisions, and a waste relief system. There are olfactory and audio sensors so the user can hear and smell outside the suit. The suit’s surface has a tactical ESM.

Its powerful amplified muscles give it Lifting and Striking ST 40-45, Basic Move +3, and Super Jump 3. The suit has radar stealth,Multispectral Chameleon Surface. But the chameleon capability is nullified while the nuclear reactor is operating. To avoid this problem, a backup power cell system can operate the suit for 12 hours. The reactor needs an hour to cool off after being shut down.

Typical trained infantry forces are at -5 DX.

Heavy Battlesuit(TL10)

The TL 10 Heavy Battlesuit it the standard heavy infantry armor. Being quickly replaced in active units by the cybersuits, but will be the core of reserve infantry for a long time.

These highly-mobile suits can fight in almost any environment. They have enough life support to keep the user alive for days in a contaminated war zone. They stand seven feet tall and are bulky (SM +1).

The armor is a thick shell of laminated nanocomposites and ceramic armor over an inner layer of shock-absorbing liquid armor. This gives torso protection equal to at least three inches of steel plate. It also has integral superconductor-based electromagnetic armor, which doubles the suit’s DR against shaped-charge warheads and plasma bolts. The electromagnetic armor operates off a separate D cell and is good for 10 uses.

A powered exoskeleton amplifies the user’s muscles and ground speed (see below). The armor’s weight does not count as encumbrance while powered up. It is powered by an integral radiothermal generator which operates it for up to 10 years.

The suit’s helmet includes a filter mask, Near miss indicator , an inertial compass, hearing protection, a hyperspectral visor, a small laser comm, and a medium radio.

The suit’s body incorporates, trauma maintenance , a provisions dispenser with a week’s provisions, tactical ESM, and a waste relief system. The suit also has infrared cloaking and radar stealth.

With its helmet on, it is sealed, and has climate control (-459° F to 500°F), pressure support (10 atm.), radiation protection (PF 5), and vacuum support. It has two large air tanks with a 72-hour air supply.

The suit’s exoskeleton grants Lifting and Striking ST 30-35. It has Basic Move +2 and Super Jump 1

It is no longer produced. There are more than 400 million in use/reserve storage.

Typical trained infantry forces are at -4 DX.

Combat Walkers (TL9)

These early designs have a barrel-shaped torso that blends into the head. There is no neck or waist articulation; the user must rely on sensors to see behind him and cannot twist his torso around. The suit’s hands are also crude (but very strong) grippers. Combat walkers built for humans stand 2.4 meters tall (SM +2).

A combat walker is more mobile than a tank, but its agility remains limited. The suit can sit or kneel, but the user cannot crawl, get up from a prone position, jump, or swim. On the other hand, the walker is covered with depleted uranium composite laminate over high hardness steel alloy, and can shrug off fire from light anti-tank weapons.

The suit’s exoskeleton provides Lifting ST 30-35 and Striking ST 30-35. Due to its longer legs, it also adds +1 to Basic Move. While wearing the suit, the wearer suffers Bad Grip 2 (p. B123). The entire suit’s weight is ignored for encumbrance. However, if the combat walker loses power, the wearer is effectively paralyzed until he leaves the suit. The suit has several standard accessories: a GPS (p. 74), hearing protection (p. 171), biomedical sensors (p. 187), and a waste relief system (p. 187). Its helmet electronics include a hyperspectral visor (p. 61), a medium radio (p. 44), and a small laser comm (p. 44). The helmet has audio sensors so the user can hear outside the suit, but it lacks olfactory sensors; unless the hatch is opened, the user suffers from No Sense of Smell/Taste (p. B146) when dealing with the outside world. The suit’s surface has a tac- tical ESM (p. 62), and incorporates infrared cloaking (p. 99) and radar stealth (p. 100).

A combat walker is slightly more roomy than most other battlesuits. This means that it is a “one size fits all” suit that does not require special fitting to each user. It has a hatch at the back that the user must climb into; due to its height, the suit should be in a kneeling posture to enter, or it takes an extra second to clamber into it. Entry and exit are otherwise similar to most battlesuits.

A combat walker is designed for operations on hostile alien worlds. It can walk underwater, but cannot float or swim. It has vacuum support, and can operate underwater or in superdense atmospheres. It is sealed, and provides climate control (-459° F to 300°F), pressure support (30 atm.), radi- ation protection (PF 10), and vacuum support. It has two large air tanks, giving a it a 48 hour air supply at TL9.

Operating a combat walker without penalty requires 30 ranks(112 points) of battlesuit skill, each starting 5 ranks(20 points) below the level causes -1 to DX. Typical trained infantry forces are at -5 DX.

Light Battlesuits

Commando Battlesuit (TL10)

This is a lightweight, agile, form-fitting powered armor suit.

It is used by all active duty non infantry units and the armor of the secondary reserve infantry. Many noble guards also operate it.

Its exoskeleton gives 25-30 Lifting and Striking ST and Super Jump 2. Biomedical sensors and a waste relief system are standard features. The suit’s surface has infrared cloaking , radar stealth , and a tactical .

The helmet comes with a filter mask, Near miss indicator ,an inertial compass , hearing protection, a small radio , a small laser comm, and a hyperspectral visor . The helmet has olfactory and audio sensors so the user can hear and smell outside the suit.

With the helmet locked down the suit is sealed, providing climate control (absolute zero to 500°F), pressure support (20 atm.), radiation protection (PF 10), and vacuum support. It has a large air tank with 36 hours of air. In a contaminated but breathable atmosphere, it can operate using the filter mask.

There are almost a billion in use/storage combined in the army and the noble guards using it. It is being replaced in active duty army units by the cybersuit.

Typical trained infantry forces are at -3 DX.

Powered Combat Armor (TL9)

This is a standard medium-weight combat battlesuit. It is seven feet tall, made of articulated plates of metalmatrix composites with an inner layer of reflex armor. Powered combat armor is intended to resist rifles or light machine guns, but can’t stand up to anti-tank weapons. It is small enough to fit through ordinary doors, making it a superb tool for house-to-house fighting, urban warfare, and boarding actions.

Powered combat armor gives 20-25 to Lifting and Striking ST and Super Jump 1. Biomedical sensors and a waste relief system are standard features. The suit’s surface has a tactical ESM.

The helmet comes with a filter mask, a GPS, hearing protection , a small radio , a small laser comm , and a hyperspectral sensor array . The helmet has olfactory and audio sensors so the user can hear and smell outside the suit.

With the helmet on, the suit is sealed. It provides climate control (-459° F to 250°F), pressure support (10 atm.), radiation protection (PF 10), and vacuum support. It has a large air tank with 24 hours of air. In a contaminated but breathable atmosphere, it can operate using the standard filter mask.

Powered combat armor incorporates infrared cloaking.

There are still almost a billion in use/storage combined in the army and the noble guards using it.

Typical trained infantry forces are at -3 DX.

Powered Space Armor TL 10

These powered armors are used by secondary reserve infantry.

This complete suit of articulated and pressurized plate armor enables its wearer to operate in almost any environment. Other space crews may also suit up before entering a battle or visiting a hostile environment, and engineering crews may wear it for dangerous damage control tasks – the suit provides good protection against radiation and explosions.

The suit includes biomedical sensors and a climate control system. It is sealed , providing climate control (-459° F to 250°F), pressure support (10 atm.), radiation protection (PF 10) and vacuum support. Each suit has a split DR: use its higher DR for attacks to the torso, and its lower DR for attacks to other areas.

It includes a heavily-armored combat helmet. It has hearing protection , a small radio , and an infrared visor.

They have a light exoskeleton: This is a lower-powered but less bulky exoskeleton. It grants the wearer Lifting and Striking ST 20-25 .

There are about 3.5 billion in reserve storage.

Typical trained infantry forces are at -2 DX.

Powered Combat Hardsuit (TL10)

These powered armors are used by secondary reserve infantry.

This is a sealed suit of combat armor designed for operations in a terrestrial environment. It is heaviest over the torso, but articulated plates and molded pieces also protect the rest of the body. An anti-radiation layer provides radiation PF 2.

It incorporates an inner garment including biomedical sensors, a waste relief system, and a microclimate control system.

The back of the torso clamshells open so the user can step into the armor (it takes three seconds to step in or out).

The suit is sealed, with climate control (-140° F to 140°F) and radiation protection (PF 5).

A hardsuit isn’t pressurized and can’t operate in vacuum, but with air tanks and a mask or appropriate helmet, it can operate in areas with unbreathable or contaminated air.

It includes a heavily-armored combat helmet. It has hearing protection , a small radio , and an infrared visor.

It has a Lower-Body Exoskeleton: They include an exo-supported backpack capable of carrying up to a 70-pound Payload; when the power is on, get 20-25 lifting ST for things in the pack/on torso and lgs only. Battlesuit skill only limits DX and skills for tasks that require lower-body agility, such as melee attacks or jumping.

There are about 7.3 billion in reserve storage.

Typical trained infantry forces are at -1 DX.

Cybersuit (TL11)

An advanced form of “smart” body armor, the cybersuit resembles a skin-tight vacc suit with a small backpack. Its armor is a multi-layered, three-dimensional molecular weave of diamond-based fibers with microscopic computer-controlled electric motors(metal-muscle). The fabric of the suit acts like artificial muscle, reading the wearer’s every movement with pressure sensors, then duplicating each movement instantly and without resistance. More pressure sensors covering the suit’s surface feel the shape of whatever the user touches and transmit it through the suit.

A light end cyber suit’s muscles are normally programmed to match the user’s normal strength and running or jumping ability, but the user can set it to amplify ST and mobility instead. If the user lacks Battlesuit skill, he may choose to deactivate the suit’s strength-augmentation feature. If so, no DX penalties are applied for lack of skill. Even without strength augmentation, suit weight does not count toward encumbrance. The heavier suits have a Minimum setting that is higher than 0 to allow for the suit weight to be compensated.

Adjusting the ST requires a successful Battesuit roll and 1 second/1 ST change. 20 ST gives super jump 1 and each full +5 over it +1 more.

Also note that when wearing a cybersuit you are at -1 to maneuver rolls due to the inertia until you become familiar with such. Each weight class of cybersuits is a separate familiarity.

Cybersuits incorporate a built-in responsive clothing feature, and can perform minor fitting adjustments so that “one size fits all.” It takes only three seconds to don and one second to remove. The suit incorporates a dynamic chameleon surface that automatically changes color, pattern and infrared signature to blend in with its surroundings giving +2 to camouflage. If the wearer desires, he can use voice control to override the suit chameleon circuits(normally the imperial service uses their service colors).

Its built-in systems include a filter mask, hearing protection, a hyperspectral visor , a small radio , infrared cloaking , radar stealth , and a tactical ESM. It is sealed and provides vacuum support. The suit itself is also a standard computer with the printed option. Like the space biosuit, the cybersuit absorbs sunlight and recycles waste and exhaled carbon dioxide, giving it an extended air and water supply. The suit’s backpack also includes a D cell, good for a day of operation without sunlight, and a week’s supply of concentrated rations.

The suit provides climate control (-459° F to 250°F), pressure support (30 atm.), and radiation protection (PF 5).

The Imperial military suits add a shield generator and a second D-cell to power it to the features of the base model. The non shielded versions are 9kg lighter than the indicated below.

Ultra Light Cybersuit(TL11)

This is the new navy vacsuit, quickly replacing older types in service.

The ST range is 7 to 15 lifting/striking ST.

It has DR 40. The shield is 26 points and it can run for 4 hours on a charge. The shield regenerates 1/2 seconds.

It has a radiation PF of 2

Light Cybersuit(TL11)

This is the new base support troop model, not meant for heavy combat but giving good defense in secondary roles. Army active support troops are switching to this model. Navy cargo handlers and similar also sometimes get these to be able to switch to higher ST when needed.

The ST range is 10 to 20 lifting/striking ST.

It has DR 80. The shield is 52 points and it can run for 2 hours on a charge. The shield regenerates 1/2 seconds.

It has a radiation PF of 4

Medium Cybersuit(TL11)

This is the new main combat model cybersuit. Most army infantry is switching to these. Most infantry does not suffer DX penalties when using the lower ST settings.

The ST range is 15 to 25 lifting/striking ST.

It has DR 120. The shield is 104 points and it can run for 1 hour on a charge. There is also space for a second D-cell. If added it doubles the shield run time and does not count against encumbrance. The shield regenerates 1/2 seconds.

It has a radiation PF of 6

Heavy Cybersuit(TL11)

This is the heavy assault suit. Assault infantry troops are switching to these. Extremely well trained infantry does not suffer DX penalties when using the lower ST settings, but a -1 DX is common.

The ST range is 20 to 30 lifting/striking ST.

It has DR 160. The shield is 156 points and it can run for 30 minutes on a charge. There is also space for a second and third D-cells.If added each such adds 30 minutes to the shield run time and does not count against encumbrance. The shield regenerates 1/2 seconds.

It has a radiation PF of 8

Super Heavy Cybersuit(TL11)

The original plans for cybersuits did not include this variant so it is fairly rare, but some army thinkers pushed for a heaver versions and this and the Extremely heavy version have been produced in small numbers. It suffers from the same DX issues as old style heavy battle suits even when used by well trained troops.

The ST range is 25 to 35 lifting/striking ST.

It has DR 200. The shield is 220 points, has 3 D-cells and it can run for 1 hour. There is also space for up to 3 extra D-cells. If added each such adds 20 minutes the shield run time and does not count against encumbrance. The shield regenerates 1 point/second.

It has a radiation PF of 10

Extremely Heavy Cybersuit(TL11)

The original plans for cybersuits did not include this variant so it is fairly rare, but some army thinkers pushed for a heaver versions and this and the Super heavy version have been produced in small numbers. It suffers from the same DX issues as old style heavy battle suits even when used by well trained troops.

The ST range is 30 to 40 lifting/striking ST.

It has DR 240. The shield is 330 points, has 3 D-cells and it can run for 30 minutes. There is also space for up to 6 extra D-cells. If added each such adds 10 minutes the shield run time and does not count against encumbrance. The shield regenerates 1 point/second.

It has a radiation PF of 12

Basic imperial equiment

Standard imperial suit equipment in most suits if the basic suit misses them: Small IR comm:1000-meter range,Small radio: 15km range, Wristwatch Rad Counter, Intertial navigation, IR cloaking, Radar Stealth. $3460, 3kg.

Battlesuits Table

TLArmorLocDRCostWeightPowerLCNotes
11 Dreadnought Battlesuitsuit400/300$1.37mil282kg10 yr1A rare prototype heavy infantry armor.
+ Helmet head400/300
+ Force Screen full+360
10 Heavy Battlesuit suit 225/150 $210,00022510 yr2The standard imperial heavy infantry armor
+ Helmet head225/150
9 Combat walker all 200/120 $330,0009502E/48 hr.1First generation heavy battlesuit
10 Commando Battlesuit suit160/110 $91,000 74E/24 hr2Non infantry active duty imperial troops and some noble guards.
+ Helmet head head160/110
9 Powered Combat Armor suit70/50 $90,000 74E/18 hr. 3Many noble guards and some army reserves still operate the first generation powered armor
+ Helmet head70/50
10 Combat Hardsuit suit110/70 $25,000 302D/24 hr3
+Helmet head90/70
10 Space Armor suit110/70 $47,000 46D/12 hr3
+Helmet head90/70
11 Ultra Light Cybersuit all40+26 $139,375 181D/wk(24hr) 3 The new navy vacsuit
11 Light Cybersuit all80+52 $182,500 271D/wk(20hr) 2 The army new support troop model
11 Medium Cybersuit all120+104 $242,500 361D/wk(16hr) 2 The new army main combat model
11 Heavy Cybersuit all160+156 $400,000 451D/wk(12hr) 2 The new heavy assault version
11 Super Heavy Cybersuit all200+220 $387,500 761D/wk(8hr) 1 Rare
11 Extremely Heavy Cybersuit all240+330 $825,000 851D/wk(4hr) 1 Rare

Most tl 10 or lower defense systems are available.

Non powered armor

Most imperial forces and almost all non-imperial forces are in non powered armor.

Standard suit equipment

Standard imperial suit equipment for nonpowered suits: Small IR comm:1000-meter range,Small radio: 15km range, Wristwatch Rad Counter, Intertial navigation: $460

Reflex, Nanoweave, and Monocrys Tacsuits (TL9-11): These tactical suits are chemically-coated, contamination-proof coveralls made of flexible ballistic fabric: reflex armor at TL9, nanoweave at TL10, or monocrys at TL11.

The suit has a split DR: it provides full DR against cutting and piercing damage, and half DR against other damage types. NBC Suit skill is used to get in or out of the suit quickly or gauge its state of repair, but a tactical suit does not limit DX. In fact, the suit is very comfortable to wear, thanks to its internal microclimate control system.

Tacsuits incorporate biomedical sensors (p. 187). The suit is sealed and provides climate control (-40° F to 120°F).

The Nanoweave version is used by many imperial secondary forces, with some of them slowly switching to Monocrys versions. No active imperial forces use the reflex version anymore, but there are many in reserve storage and many poorer noble forces use former imperial ones.

Non powered Suits Table

All cover everything except head

TLTypeDRCostWeightPowerLCNotes
9 Reflex Tacsuit 20/10* $3,000 6.75 C/12 hr.3
10 Nanoweave Tacsuit 45/22* $3,000 6.75 C/18 hr. 2
11 Monocrys Tacsuit 80/40* $15,000 6.75 C/24 hr. 2
9 Reflex Suit 12/4* $1,200 3.6 4
10 Nanoweave Suit 27/9* $1,200 3.6 3
11 Monocrys Suit 48/16* $6,000 3.6 3
9 Reflex Vacc Suit 20/10* $12,000 13.5 2C/24 hr. 3
10 Nanoweave Vacc Suit 45/22* $12,000 13.5 2C/36 hr. 2
11 Monocrys Vacc Suit 80/40* $60,000 13.5 2C/48 hr. 2
10 Bioplas Suit 22/7* $2,400 1.8 3
11 Bioplas Suit 30/10* $12,000 1.8 3
10 Transparent Bioplas Suit 22/7* $4,800 1.8 2
10 Transparent Bioplas Suit 30/10* $24,000 1.8 2

Helmets

Light Infantry Helmet: These helmets resemble those used by 20th-century soldiers. They have no built-in electronics, and are equipped with a visor. The visor is glare-resistant, and is often fitted with a HUD (p. 24), although this is not standard.

Sealed Helmets: These helmets protect the entire head. They take three seconds to attach or remove. Each helmet has a split DR: use its higher DR for attacks to the skull, and its lower DR for attacks to the face and the eyes.

Combat Infantry Helmet: This rigid full-face visored helmet is usually worn with either the combat hardsuit (p. 179) or a tacsuit (p. 178). It has built-in GPS (p. 74), hearing protection (p. 171), a small radio (p. 44), and an infrared visor (p. 61). Filter masks (see p. 177) are built into the cheek pieces. With the visor locked into place, the helmet provides an airtight seal to hardsuits and tacsuits.

Space Combat Helmet: A heavily-armored combat helmet often worn in conjunction with space armor (pp. 179-180). It has hearing protection (p. 171), a small radio (p. 44), and an infrared visor (p. 61).

TL Type DR Cost Weight Power LCNotes
9 Light Infantry Helmet 18/15 $350 2.7 4
10 Light Infantry Helmet 36/30 $350 2.7 3
11 Light Infantry Helmet 60/40 $1750 2.7 3
9 Combat Infantry Helmet 40/30 $2,000 2.25 B/12 hr. 2 airtight seal
9 Space Combat Helmet 40/30 $3,000 3.15 - 2provide vacuum support
9 Visored Space Helmet 20/15 $2,000 1.8 B/24 hr. 4
10 Combat Infantry Helmet 90/67 $2,000 2.25 B/18 hr. 2airtight seal
10 Space Combat Helmet 90/67 $3,000 3.152provide vacuum support
10 Visored Space Helmet 45/33 $2,000 1.8 B/36 hr. 3
11 Combat Infantry Helmet 160/120 $10,000 2.25 B/24 hr. 2airtight seal
11 Space Combat Helmet 160/120 $15,000 3.15 2provide vacuum support
11 Visored Space Helmet 80/60 $10,000 1.8 B/48 hr. 3

Body armor

Some civilians and police in low threat locations wear only partial armor.

They are also occasionally worn as additional armor for extra threat situations by people with a light suit.

Civilian suits and helmets

Many civilians need protection from the environment but not from attacks.

Civilian Survival Suits

These are flexible, multi-environmental, and fully-insulated survival suits, including gloves and a hood with clear plastic visor. The suits are light and comfortable. With the hood sealed and the addition of an air mask or respirator, they protect against atmospheric pollutants or chemical or biological contamination; use NBC Suit skill, but there is no DX penalty.

These suits are popular with natives of hostile regions, survey teams, and rangers; while not armor, their compound-fiber fabric is resistant to damage. The suits are generally legal, but people may frown upon individuals wandering about with the mask sealed. The suits don’t protect the face when the mask is mask rolled up.

Survival suits are often equipped with programmable camouflage (p. 99) for safari or tactical purposes. At TL11+, biosuits (p. 179) or life support belts (p. 194) replace survival suits.

Desert Environmental Suit (TL9): This full-body survival suit insulates the wearer from the extremes of desert heat and cold. It provides climate control (-20°F to 120°F). It also recycles 90% of the wearer’s body fluids, collecting pure water in a reservoir from which the wearer may drink; the user can survive on one-tenth as much water as normal. The water recycling system also acts as part of the suit’s cooling system. If the suit is out of power, it can’t recycle.

Drysuit (TL9):A one-piece, light underwater survival suit that is sealed and insulated. It is useful for diving in cold or toxic water. It covers the user’s entire body except the face. With an aqualung or gill mask, the suit is sealed and provides climate control (-50°F to 90°F).

Heatsuit (TL9): A heated suit for survival in freezing conditions, including a mask to protect the face. It provides climate control (-250°F to 100°F). With a respirator (above), it’s useful at very high altitudes or on some alien worlds. If the heatsuit runs out of power, it still provides some benefit due to its insulation: climate control is -50° to 90°F.

Protective Suit (TL9): A simple sealed suit, with a fireproof and chemicalretardant coating but no other features. Cargo handlers, hazmat teams, hangar-bay crews, and some industrial workers often wear them, usually in white or a bright color such as orange or yellow. A rip in the suit causes the smart fabric to change color at the rip. It is sealed with the addition of an air mask (p. 176).

Expedition Suit (TL10): This suit uses nanocatalytic filtration systems and transistor thermocouples woven into the fabric for heating, cooling, and recycling liquid waste. It recycles 95% of the user’s body fluids and provides climate control (-120°F to 120°F). It prevents heat exhaustion with micropores which enable it to “breathe.” These pores can also seal shut in hostile environments. Worn with an air mask (p. 176), it is sealed. If the suit runs out of power, it provides climate control (-50°F to 90°F) and cannot recycle.

Gill Suit (TL10): This full-body suit is identical to the drysuit (p. 177) in all respects, except that its surface absorbs oxygen from water. This allows the user to breathe underwater as long as the power supply lasts. It includes a belt-mounted power pack.

Counterpressure Vacc Suits

They incorporate a mechanical counter-pressure (MCP) system which uses elastic layers in direct contact with the skin to prevent the expansion of gases and water vapor in blood vessels and tissues. This is more flexible and comfortable than the pressurized suits used at TL7-8. Several types are available. All require Vacc Suit skill to use.

Skinsuit: A form-fitting elastic garment resembling a body stocking, with a rigid collar ring for attaching a helmet. A skinsuit is much thinner than a conventional vacc suit (see below), omitting radiation shielding and heavy-duty climate control. It is often worn as normal day-to-day clothing by space crews who done a full suit only for extravehicular excursions. It is also worn on worlds with poisonous atmospheres but moderate climates. The suit does not include air tanks (p. 176), which must be provided separately. With the addition of a vacc suit helmet (p. 180), it is sealed, providing climate control (-50° F to 150°F) and vacuum support.

A vacc suit covers the whole body, including a rigid, removable helmet and life support pack. It’s usually festooned with exterior pockets, sticky patches, straps, and hooks for access to equipment, plus at least two lifeline hooks for safety when outside a vessel. The suit has a backmounted life-support pack (LSP), which provides heat regulation, cooling, and energy for the suit’s systems. It also includes an air tank with a 12-hour air supply. The suit has built-in biomedical sensors (p. 187). It is sealed with the addition of a vacc suit helmet (p. 180), providing climate control (-459° F to 250°F) (p. 171), pressure support (p. 171) up to 10 atmospheres, radiation protection (PF 2) (p. 171), and vacuum support (p. 171). A vacc suit takes 30 seconds to put on or take off, though this time can be halved with a successful Vacc Suit skill roll. Different vacc suit models are available:

Civilian Vacc Suit(TL9): An ordinary vacc suit worn by most spacers at TL9 and TL10.

Smart Vacc Suit(TL10): An improved civilian vacc suit design using advanced nano-catalytic systems to reduce the life support system’s bulk.

Space Biosuit (TL10): This flexible “living” counterpressure vacc suit resembles a form-fitting jumpsuit. Made of smart bioplastic, it absorbs sunlight and recycles waste, giving it an extended air supply (some wastage occurs, but the suit provides full life support for six weeks as long as its power supply can be charged). A small belt pack contains the air needed for recycling and a power pack to supplement the solar power system.

The space biosuit is self-sealing for punctures up to an inch in diameter, and more extensive damage is slowly repaired. It is powered by the user’s body heat and lives off his waste products. The suit also includes flexible bioplas gloves and a transparent hood-helmet, which are stored in the belt pack when not in use. These meld seamlessly with the suit when worn. No clothing or armor can be worn under a space biosuit.

The suit is sealed with the hood on, providing climate control (-459° F to 250°F), pressure support up to 10 atmospheres, and vacuum support. Like bioplas, the biosuit has a split DR: use its higher DR vs. most attacks, but its lower DR against corrosion, crushing, and toxic damage. The suit is also a standard computer (p. 22) with the “printed” option for flexibility.

Bubble Helmet: A fishbowl helmet made of rigid transparent plastic or diamondoid. The user should wear his own vision and communication gear.

Flexible Space Helmet(TL10-12): Essentially a pressurized bag, this is made of light, flexible plastic, inflated by a puff of air from the suit. It can be rolled up and stored in a pocket; the user must wear his own communications and vision gear.

TL Type LocDR Cost Weight Power LCNotes
9 Flexible Space Helmethead 3* $500 0.2254
9 Bubble Helmet head 6 $2,000 2.25 B/24 hr. 4
10 Flexible Space Helmethead 7* $500 0.2254
10 Bubble Helmet head 13 $2,000 2.25 B/36 hr. 4
11 Bubble Helmet head 40 $15,000 2.25 B/36 hr. 4
11 Flexible Space HelmetHead 16* $2500 0.225 4
9 Civilian Vacc Suit all 6* $10,000 11.25 2C/24 hr. 4
9 Skinsuit all 2* $1,500 1.8 4
10 Smart Vacc Suit all 6* $5,000 6.75 2C/36 hr. 4
10 Space Biosuit all 22/5* $10,000 2.25 2C/6 wk. 3
11 Space Biosuit all 30/6* $50,000 2.25 2C/12 wk. 3
10 Transparent Space Biosuit all 22/5* $20,000 2.25 2C/6 wk. 2
11 Transparent Space Biosuit all 30/6* $100,000 2.25 2C/12 wk. 2
9 Desert Environment Suit all 2* $1,000 4.5 C/1 wk. 4
9 Drysuit all 2* $200 2.25 4
9 Heatsuit all 2* $500 4.5 C/24 hr. 4
9 Protective Suit all 2* $50 1.35 4
10 Expedition Suit all 7* $1,500 2.7 2C/1 wk. 4
10 Gill Suit all 7* $2,000 4.5 D/24 hr. 4

Force screens

A force screen is a general-purpose defensive field that can stop both solid objects and energy beams. Force screens are related to gravitic technology.

They allow individuals, vehicles, or habitats to look unprotected while resisting enemy fire.

A force screen provides DR that protects the user (or vehicle’s) entire body, including the eyes. Its effects are applied before armor DR. Effects that rely on touch only affect someone protected by a force screen if carried by an attack that penetrates the screen’s DR.

A force screen is fully ablative: every point of basic damage rolled removes one point of DR, regardless of whether the attack penetrates DR. THE DR is hardened twice.

A force screen does not normally impede the user’s ability to attack, communicate, reach, or see out of the screen. Though a force screen under attack locally changes to semi-opaque at the point of impact for about 1 second.

Force screens also provide a radiation PF equal to square root of their DR.

It takes a Ready maneuver to turn a force screen on or off. A force screen only provides DR when it is on. However, it may regenerate DR while it is off.

They are all velocity limited: The screen only blocks fast-moving attacks, such as bullets, explosions, fragments, or energy beams. It won’t resist anything moving slower than about 80 km/h. In particular, it won’t protect against melee attacks, thrown weapons, or falls and collisions under Move 25. It will stop arrows, sling stones, crossbow bolts, bullets, and almost all explosions.

An explosion detonated in contact with the body will penetrate the screen – if a hand grenade goes off a few feet away, the user will be protected, but a limpet mine would still be effective.

Force Ward: These stationary devices project a two-dimensional force shield barrier. A typical ward generator casts a field two yards high and a yard wide, sufficient to block a doorway or narrow corridor. Larger or smaller wards are also possible. Multiple ward generators can be linked together to create a wider barrier. The generator and control unit is mounted on one side of the ward, and cannot be reached without passing through the field. Permanent wards built into doorways or airlocks are often linked to security scanners.

Note that the shields are not standalone, they must be built into a suit(armor or clothing) as the guide net for the screen is at the surface of the suit.

Meant for Base stats Base Full Regeneration Cell
SM weight Cost DR weight Weight /min /sec use/hr
20 1000 mton 75000B 5,800,000 45 mton 70,000 3300
19 300 mton 25000B 3,500,000 13.5 mton 50,000 2500
18 100 mton 7500B 1,600,000 4.5 mton 30,000 1200
17 30 mton 2500B 890,000 1.35 mton 20,000 800
16 10 mton 750B 580,000 450 kton 15,000 500
15 3 mton 250B 310,000 135 kton 10,000 330
14 1 mton 75B 180,000 45 kton 7,000 250
13 0.3 mton 25B 110,000 13.5 kton 27 kton 5,000 120 300H
12 100,000 ton 7.5B 52,000 4.5 kton 9 kton 3,000 80 100H
11 30,000 ton 2.5B 28,000 1.35 ton 2.7 kton 2,000 50 30H
10 10,000 ton 750M 18,000 450 ton 900 ton 1,500 33 10H
9 3,000 ton 250M 10,000 135 ton 270 ton 1,000 25 3H
8 1,000 ton 75M 5,800 45 ton 90 ton 700 12 1H
7 300 ton 25M 3,500 13.5 ton 27 ton 500 8 3G
6 100 ton 7.5M 1,600 4.5 ton 9 ton 300 5 1G
5 30 ton 2.5M 890 1.35 ton 2.7 ton 200 3 3F
4 10 ton 750K 580 450 kg 900 kg 150 2 1F
3 3 ton 250K 310 135 kg 270 kg 100 1.5 3E
2 1 ton 75K 180 45 kg 90 kg 70 1 1E
1 300 kg 25K 110 13.5 kg 27 kg 50 1 3D
0 100 kg 7.5K 52 4.5 kg 9 kg 30 1/2 1D
-1 30 kg 2.5K 28 1.35 kg 2.7 kg 20 1/3 3C
-2 10 kg 750 18 450 g 900 g 15 1/4 1C
-3 3 kg 250 10 135 g 270 g 10 1/6 3B
-4 1 kg 75 6 45 g 90 g 7 1/9 1B
-5 0.3 kg 25 4 13.5 g 27 g 5 1/12 3A
-6 0.1 kg 7.5 2 4.5 g 9 g 3 1/20 1A
-7 0.03 kg 2.5 1 1.35 g 2.7 g 2 1/30 3AA
-8 0.01 kg 0.75 0 0.45 g 0.9 g 1 1/60 1AA

Notes:

  • Base weight is just the generator.
  • Full weight includes a casing, the guide net,controls and double the listed cells giving an operational duration of 2 hours.
  • Just a guide net is 10% of total mass(20% generator mass) and 10% of cost of the generator in case you want to have things like use the same generator with 2 suits by switching over the generator when you switch suits.
  • SM is the SM it is meant for. It is based on the minimum generator+guide net mass to generate that DR. It is possible to built the guide net sparser or denser.
    • Higher SM nets get their base DR and regeneration rate, up to sm +3. Denser net is not normally available.
    • -1 SM gives 1/3 the DR and regeneration rate of that size shield. They are often used to give “single shot” protection in low threat environments at lower mass than standard shield.
    • -2 SM gives 1/10 the DR and regeneration rate of that size shield. They are often used for things like storm protection.
    • -3 SM gives 1/30 the DR and regeneration rate of that size shield. They are often used as umbrella fields and similar.
    • The net cannot normally be sparser so sm-4 and smaller relative is normally not possible.
  • Different power shields are available: All have the recovery ate of the base shield.
    • Extremely high power: Costs 100 times the base cost, use 8 times the power and give 4 times the DR. Extremly high threat. extremely Rare.
    • Very high power: Costs 20 times the base cost, use 4 times the power and give 3 times the DR. Very high threat. Rare.
    • High power: Costs 4 times the base cost, use 2 times the power and gives 2 times the DR. Used as high threat military shield, commonly used on top of the line warships.
    • Normal: Base shield. Used as normal military type shield.
    • Low power: Cost 1/4 the base cost, use 1/2 the power and gives 1/2 the DR.
    • Very Low power: Cost 1/20 the base cost, use 1/4 the power and gives 1/3 the DR.
    • It is possible to buy a switchable shield that has multiple power modes, use the cost of the highest mode and add +10% cost for each lower mode.
  • A force ward of given SM gets double the DR of an all around shield. A typical Ward is 2*1m and sm 1.

Example Human size shields:

NameDRRegenWT(kg)PriceDurationNotes
Extra Heavy EHP7201907.5m15minExtremely expensive oversize battlesuit shield
Extra Heavy VHP5401901.5m30minExpensive oversize battlesuit shield.
Extra Heavy HP360190300k1hrOversize battlesuit shield.
Extra Heavy 18019075k2hrCheap oversize battlesuit shield.
Heavy EHP4401272.5m15minExtremely expensive heavy battlesuit shield
Heavy VHP330127500k30minExpensive heavy battlesuit shield
Heavy HP220127100k1hrNormal heavy battlesuit shield.
Heavy 11012725k2hrCheap heavy battlesuit shield.
Medium EHP2081/29750k15minExtremely expensive light battlesuit shield
Medium VHP1561/29150k30minExpensive light battlesuit shield
Medium HP1041/2930k1hrNormal light battlesuit shield
Medium 521/297.5k2hrCheap light battlesuit shield
Light EHP371/92.7250k30minExtremely expensive “civilian” shield
Light VHP281/92.750k30minExpensive “civilian” shield
Light HP181/92.710k1hrtypical “civilian” shield, gives single shot protection against most civilian weapons
Light91/92.725002hrcheap “civilian” shield for protection against non firearms mostly
VHP Umbrella field51/400.9kg15k15minVery expensive “umbrella” field to protect against rain,storm winds and debris
HP Umbrella field31/400.9kg3k1hrExpensive “umbrella” field to protect against rain,storm winds and some debris
Umbrella field11/400.9kg7502hrCheap “umbrella” field to protect against rain and storm winds
Mini umbrella field(VHP)11/1800.27kg5k30minLighter very expensive umbrella field generator
starrangers/defenses.txt · Last modified: 2018/07/31 23:23 by 127.0.0.1