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starrangers:technology

Technology

Most technology is TL 8-10, with a lot of TL 11 technology available, but still expensive and hard to get(*5 or more price, -5 or more to any rolls to get them, this is likely reduced at about -20% base cost/year and +1 to find/4 years as it is projected than in 20 years they will be the standard.).

Basics

Cost: This is the price in imperial credits(IC). The price does not include power cells, fuel, or ammunition. All item prices for TL 11 gear are already multiplied by five.

Weight: This is the gadget’s mass, as well as its weight, under a normal Earth gravity.

Equipment Bonuses: There are basic, good, fine, or even best-quality equipment in terms of Equipment Modifiers (p. B345).

Better quality equipment is usually heavier and more expensive. A gadget’s quality grade is always followed by “(quality)” in item descriptions, e.g., “provides a +2 (quality) bonus to Electronics Repair (Armoury) skill.” Quality is basic if there is no bonus, good if the bonus is +1, fine if at least +2 but less than +TL/2, and best if +TL/2.

Gadgets may also add an intrinsic bonus to skill because the underlying technology is easy to use or doesn’t fail very often – an example is the bonus that higher-TL surgical instruments provide. This is comparable to a ranged weapon’s Accuracy. Any bonus that isn’t marked “(quality)” is an intrinsic bonus. It has nothing to do with quality, and applies whenever you use that variety of gadget. An intrinsic bonus “stacks” with the quality modifier, if any.

HP, HT, DR: HP:A gadget’s hit points are calculated from its weight. Use the chart on p. B558. Almost all gadgets will use the Unliving/Machine column.

HT:A gadget is assumed to have HT 10 unless otherwise noted. Rugged gadgets are HT 12.

DR:Use the guidelines on p. B483. Most gadgets are made of plastic with DR 2. Weapons are normally DR 4, or DR 6 for solid metal melee weapons. Armor, suits, vehicles, etc. have their specified DR. Rugged gadgets have twice their normal DR.

Legality Class

Some equipment has a “Legality Class” (LC). LC rates how legal or socially acceptable the item is to own and carry.

An item has a LC only if it is likely to be controlled. Ordinary clothing and tools normally do not require a LC. Of course, every society will have exceptions; for instance, revealing clothing might be LC4 in a puritanical society.

Base

LC4: Open.The item is openly available, though some of the items are restricted in special locations and some for people on parole and similar things.

LC3:Licensed.The item requires registration with the authorities. Registration involves a fee of 1% of item price and in some cases a examination, and might be denied to criminals, minors, etc.Examples: Automobile; handgun; hunting rifle.

LC2:Restricted.Only military, police, or intelligence agencies may possess the item in most societies – although some licensed civilians might be permitted to keep it on their own property. Examples: Assault rifle; armored vehicles.

LC1:Military. The item is available only to armed forces or secret spy agencies in most societies. Examples: Anti-tank weapons; fighting vehicles.

LC0:Banned. The item is restricted to the armed forces of certain governments, who will go to extremes to keep it out of the hands of individuals and “have-not” governments. Examples: nuclear and biological weapons.

LC-1:Totally banned: like LC 0, but even more so. Examples: Planet busters.

Modifiers

Location:

  • Protected locations like prisons, power plants and similar tend to be 2 levels more restrictive.
  • Some core worlds are 1 level more restrictive for many items.
  • Space stations and space ships are normally 1 level more restrictive for weapons and one level less restrictive for defenses.
  • Most non space habitat colonies are 1 level less restrictive.

Legal immunity:

  • Each level(5 points) of legal immunity allows you to be one level less restricted than the local law level would allow.

Maintaining gadgets

Repairing Gadgets

If a gadget breaks down, it requires either a minor or a major repair. Performing repairs requires the appropriate repair skill. Use:

  • Armoury (p. B178) for weapons and defenses.
  • Computer Operation (p. B184) for software problems.
  • Electronics Repair (p. B190) for electronic devices.
  • Electrician (p.B189) for power transmission systems, power cells, and their interfaces.
  • Machinist (p.B206) for manufacturing plants and tools.
  • Mechanic (p. B207) for robots, power plants, and vehicles.
  • Sewing (p.B219) for fabric (other than body armor).

Some complex systems may require more than one skill, depending on what broke down. Except for software repairs, appropriate tools are needed – see Tool Kits(p. 82).

Major repairs also require a substantial investment in parts; if these are lacking, Machinist skill (p. B206) may be used to fabricate them. For detailed rules for repairs, see pp. B484-485

Integrating and modifying equipment

These modifications can be added to just about any gadget that has both a specified cost and weight (i.e., not software, drugs, etc.).

Disguised

A gadget or weapon may be disguised as something else of similar shape, such as a laser rifle built into an umbrella. Double the cost for a mass-produced disguised item; multiply cost by 5 for a custom-built one. This reduces the LC of the item by 1.

Styling

Styling alters the device’s appearance in as “fashionable” a manner as possible. All sorts of options are possible, including airbrushing, sculpted curves and designs, embedded gemstones, or even built-in lighting. It will cost 2 to 32 times as much depending on the complexity of the styling and possible reaction bonus for possessing it. (*2 for +1, *4 for +2, *8 for +3 and so on)

Rugged

Rugged gadgets are built to withstand abuse, harsh weather, and physical damage. Rugged systems incorporate modifications such as shock-mounted brackets, heavy-duty heat sinks, and redundant power supplies.

A rugged gadget gets a +2 HT bonus and has twice its normal DR. Add 20% to weight and double the cost.

A very rugged gadget gets a +4 HT bonus and has four times its normal DR. Add 40% to weight and quadruple the cost.

Cheap and Expensive Gadgets

Cheap gadgets use inexpensive materials, older electronics, etc. They are generally 1.5 times normal weight (excluding the weight of any power cells) but half normal cost. They get -1 HT.

Expensive gadgets use lightweight materials or have been deliberately designed to save weight. They are generally 2/3 normal weight (excluding the weight of any power cells) but cost twice as much.

Quality

Good-Quality*: Gives +1 to operation skill, or adds +1 to existing modifier. If quality affects weight, x5 weight. Any item but labs or tool kits: x5 cost

Fine-Quality*: Gives +2 to operation skill, or adds +2 to existing modifier. If quality affects weight, x20 weight. Any item but labs or tool kits (their bonus depends on size): x20 cost

Plug in gadgets

Electronic gadgets can plug into other gadgets, either directly or using data cables. This allows them to link their functions, or to turn multiple functions on or off with a single Ready maneuver. Most often, this permits a computer to talk to (and control) multiple devices as peripherals, but other combinations can exist.

Linking devices usually takes between 10 seconds and a minute, assuming the gadgets are compatible. If they aren’t, or if a particular combination is very complex, the operation requires a toolkit and Electronics Operation roll.

Useful devices for linking gadgets include optical cable (p. 43), cable jacks (p. 42), and microcommunicators (p. 43). A neural interface (pp. 48-49) is a device for mentally linking a person to one or more gadgets.

Most electronics can be preprogrammed for a few simple remote functions. Almost all electronics have a simple “clock” function, so they can be set to turn features on or off or activate various functions at a specific time, or upon receiving particular input.

For example, a recorder could be plugged into a communicator to play a message at a certain time, or upon receiving a specific signal, or to act as an answering machine. A detonator plugged into an inertial compass could go off when the subject reached a specific destination. Wireless connectivity is also possible: plug in a communicator set to a specific frequency, and you can talk to the device using a computer and communicator.

Devices that must be aimed are difficult to operate remotely. A gun with a communicator plugged into it could fire, but unless it also had a plugged-in sensor, the firer wouldn’t know whether there was a target. And unless a gun with a sensor was attached to something like a powered tripod (p. 151), it could only be fired at someone who crossed its sights.

Combining gadgets

Want to invent a device featuring an inertial locator, multi-mode ladar, and a communicator in one handy unit? Here’s how.

If the gadgets can be used all at once, the weight is that of the heaviest gadget plus 80% of the weight of the others, the weight savings being due to shared housing and components.

If only one of the combined gadgets can work at once, the weight is based on the highest weight among all gadgets plus 50% of the other gadget weights, due to shared electronics and mechanical parts. (Make this calculation using the empty weight of the gadget, after subtracting the weight of any power cells and ammunition.)

The same applies to cost, based on the costliest of the gadgets. LC is always based on the lowest LC among all component gadgets.

Combined gadgets may end up using several different power cells. To make them all run off the same size of power cell, adjust endurance based on relative cell size.

Since a D cell is 10 times the power of a C cell, a gadget that switched to using C cells will operate for one-tenth as long. Don’t forget that changing the types of power cells will modify the gadget’s actual weight – subtract the weight of the old power cell(s), and add the weight of the new one(s).

Example Combination gadgets

Ultra-tech/High tech conversions

For items that are not converted below, but are specified as existing use following:

Multiply weight in LB by 0.45 kg and use one more meaningful digit than the original weight.

Durations/uses for powered items: For TL 11 items multiply them by 2/3 (to get the base TL 10 cell use). TL 10 use original. Each TL below TL 10 multiply them by 1.5

For High tech items using power reduce the gadget weight by the High tech cell weight and add the Ultratech cell weight.

Available technology

Effects of skill TLs

Effects of TL 10 skill:

TL of itemIQ based skillother based skill
11-5-1
1000
9-1-1
8-3-2
lower-2/each-1/each

Effects of TL 11 skill:

TL of itemIQ based skillother based skill
1100
10-1-1
9-3-2
8-5-3
lower-2/each-1/each

Power

Computers

The computers are everywhere, many people even have a computer implant, but information almost always comes with a price.

See UT 21-26 for computer descriptions.

Computer options: Quantum and FTL options are not available. For Fast and slow see below under complexity.

There are no Artificial intelligences, though some better expert systems can give a good illusion of one. Only dedicated AI exists.

All computers are HT 10, but HT 13 against electronic disturbances and surges.

Complexity

Computer speed is given as complexity. Each complexity step is 1000 times the speed of the previous complexity. Occasionally complexity is given as a number and - or number and +. A minus means about 1/10 the speed of the base complexity and a + means about 10 times the speed of the base complexity.

The computers in the computer table are baseline for the given TL. You can get a slower or faster by paying more or less. each step is 1/3rd of complexity. Each step also means 1/3 the memory capacity.

  • /64 price: -3 steps
  • /16 price: -2 steps
  • /4 price: -1 step
  • *4 price: +1 step
  • *16 price: +2 steps
  • *64 price: +3 steps
  • *256 price: +4 steps
  • *1024 price: +5 steps
  • *4096 price: +6 steps

Computer table

ComputerComplexityStorageBaseWeightPowerLTypical
TypeTL9Early TL10Late TL10Early TL11CapacityPriceKGUseCUses
Nano-1230.00001$0.010.0000225AAA/100hr4A computer built into gadgets
Grain12340.0001$0.10.000225AA/100hr4A computer built into gadgets
Pebble23450.0001$10.002252AA/20hr4A computer built into gadgets
Tiny34560.001$100.02252A/20hr4A wearable computer or implant, or built into gadgets or robots.
Small45670.01$1000.2252B/20hr4A notebook or wearable computer, or the brain of a small robot
Personal56780.1$1,0002.252C/204A typical workhorse system
Microframe67891$10,00018external3common in labs,large vehicles, as a network server, or on an office floor
Mainframe7891010$100,000180external3used for control and systems-monitoring functions for a starship, major business, manufacturing complex, or laboratory
Macroframe891011100$1 mil1800external3 administering the traffic, sewage, power, maintenance, and bureaucracy functions for an entire city
Megacomputer91011121000$10 mil18 000external2

Computer programs:

ProgramSkilleasy skillsother skillsNotes
Levelbonuscpxpricecpxprice
Basic +02$33$10Usually built into the gadget in question
Good+14$305$100Slightly improved program, suitable for running on a tiny computer
Fine+26$3007$1000Typical work level program, normally run on a Small or personal computer
Very Fine+38$30009$10,000A typical specialist program for his base skill. normally run on a Microframe
Extremely fine+410$30,00011$100,000The best normally available program for any task, typically run on a macroframe or megacomputer
Best+512$300,00013$1 milThe best program for something that exists, it normally requires an improved mega computer to run
Experimental+614$15 mil15$50 milNot normally available, This is an even higher type TL 11 program, only very few exist overall.

Notes on software:

  • Price is modified by how common the need is, often ranging from /10 to *10.
  • Legality is normally the same as a normal tool for the same thing.

Robots

There are a lot of robots everywhere, a typical family has several. But the lack of AI hampers their use.

Swarmbots

All swarmbots are fairly common in specialized roles but very limited in actual deployment options due to lack of AI forcing close supervision. Typically an operator can control few to few dozen swards depending on task complexity. They always use the operator skill for things.

  • Simple things like moving dirt from place a to b or painting a wall in uniform color: an operator gets -1 to skill/20 swarms.
  • Fairly easy things like harvesting fairly uniform crops like corn or wheat or painting simple geometric patterns: an operator gets -1 to skill/10 swarms.
  • Moderate things like sentry or surveillance or harvesting potatoes or apples: an operator gets -1 to skill/5 swarms.
  • Fairly complex things like repairing or exploring: an operator gets -1 to skill/2 swarms.
  • Complex things like first aid or forensics: an operator gets -1 to skill/1 swarm.

Nanobots are not normally available.

Consumer goods

UT 38-41. All TL 10 or less are available.

Communication and interface

UT 42-50

IR Communicators,Laser Communicators,Radio Communicators,Sonar Communicator,Sonic Communicator,Neutrino Communicators are normally available.

Gravity-Ripple Communicators are late TL 10 development. TL the 10 version is about 10 bits/second. They are rare, except imperial ships of scout or larger are almost all retrofitted with them to use as faster than light warning system.

TL 11 Gravity-Ripple Communicators are available but are still very low bandwith(about 100 bits/second) and expensive(*5 cost for being TL 11), most new construction imperial ships have them.

Encryption systems are available

Translation programs are available

Universal Translator Programs are available, but *5 cost

Neural Input Headsets are common for those without Direct Neural Interface, but Direct Neural Interfaces in the form of implants are very common. Other forms of Direct Neural Interface are on experimental stage.

Data transfer, mail, freight, passengers

E-mail and data transfer between star systems is cheap. Standard second class mail rates are $1/petabyte(10^15 bytes) to any other place in the empire or the served non imperial worlds with $0.001 minimum cost at 1 terabyte or less. Typical average speed for such is slightly over 1 pc/day in most places (significantly less in the outback, and upto 3+ pc/day average in between core systems). First class mail is $0.1 minimum cost at 1 terabyte and *100 the bulk data cost for larges messages. It travels on average about 1/3 faster.

Local data transfer within a planet costs about 1/1000 that.

Physical parcels are more expensive to send: cost for low priority interstellar freight is $250/ton or $0.5/kg for smaller packages/parsec. Such freight will average 0.5 pc/day. There is normally a similar extra cost for handling at both ends. Local freight is typically the same within a single city, double elsewhere on the planet. Direct delivery costs about the same extra.

High priority cargo costs about *4 and travels on average slightly over 1 pc/day. For very high priority one usually charters a very fast ship to go directly.

Typical passenger tickets are:

  • $7000+$7000/parsec for super luxury(private luxury cabin and better services).
  • $2500+$2500/parsec for first class(shared luxury cabin or private normal cabin)
  • $1000+$1000/parsec for second class(shared cabin)
  • $400 start+$400/parsec for third class travel(bunkroom space).

Travel through gates costs normally the same as 10 parsec travel.

Most passenger liners travel at 2-3 pc/day, allowing long distance effective travel speeds including switching slightly slightly below 2 pc/day on average.

Interplanetary travel is about the same for distances where you need a cabin. Double for extreme interplanetary range.

For travel in seats instead of cabins intercontinental or orbital travel:

  • $2000 for super luxury(Seat in a lounge type thing with ample food and entertainment).
  • $800 for first class(large comfortable seat + good meal/snack service)
  • $250 for second class(normal seat+meal/snack based on travel length)
  • $100 for third class travel(cramped seat).

Travel between nearby cities might be 1/10th of that.
Local travel might be 1/100th.

Media and education

UT 51-59

Voice Processors are common, experimental Thought Processors are available(*5 cost)

Digital Data Storage Media,Digital Cameras and Camcorders, Media Players,Scent Synthesizers,Sonic Projector,virtual reality are available and common.

Holoprojectors are available, but require a special target area above them, so the projection cannot be moved without moving the projector as the projector works by injecting the area above it with special prismatic matter and reflecting the light from it.

Augmented reality is among people with implant computers.

Sensies are a very popular media, but require a Direct Neural Interface jack.

There is no real “Mass media”, though the “public information departments” of the nobles and large corporations put out many free shows on the net. There are also many other places where you can get advertised provided entertainment and/or news, but most people subscribe to many services to get their entertainment and news.

AI Tutors, Training Robots and Dream Teachers are common.

Information

  • Single book: This is “improvised equipment”; if the GM allows a Research roll, it should be at -5 or worse. $35 book/$20 data, 1-1.2 kg per skill if books, 0.05 TB if data. Can be used to learn a skill to 1 point.
  • Small Collection. Perhaps a dozen works on a single topic. This is “improvised equipment”; if the GM allows a Research roll, it should be at -2 or worse. $350 books/$200 data, 10-12 kg per skill if books, 0.5 TB if data. Can be used to learn a skill to 2 point.
  • Basic Library. A large shelf or small bookcase, approximately 3 shelf meters if books covering a particular field. Allows a basic Research roll on it topic. $3,500 books/$1,500 data, 100-120kg per skill if books, 5 TB if data. Can be used to learn a skill to 4 points.
  • Good Library. A couple of bookshelves, approximately 30 shelf meters if books. Gives +1 to Research. $17,500 books/$5,000 data 500-600 kg per skill if books, 25 TB if data. Can be used to learn a skill to 8 points.
  • Fine Library. A dozen large bookshelves, more than a hundred shelf meters if books. Gives +2 to Research. $70,000 books/$15,000 data 2 to 3 tons per skill if books, 100 TB if data. Can be used to learn a skill to 16 points.
  • Very Fine Library. Several dozen large bookshelves, maybe four or five hundred shelf meters if books. Gives +3 to Research. $250,000 books/$50,000 data, maybe 10 tons per skill if books, 500 TB if data. Can be used to learn a skill to 32 points.
  • Ultimate Library. Several dozen large bookshelves, more than a self kilometer if books. Gives +4 to Research. $1,000,000 books/$150,000 data maybe 50 tons per skill if books, 2 500 TB if data. Can be used to learn a skill to 64 points.

Sensors and scientific equipment

UT 60-67

Passive sensors and indirect sensors are available normally

Grav scanners are expensive

Active scanners and laboratories are available

Sensor Gloves and Wristwatch Rad Counters are available

Timescanners are not available

Housing and food

UT 69-73

All TL 10 or less are available.

Food factories are available but expensive

Antigrav furniture and floating hammocks are available but expensive

Typical houses are as indicated in “The Flexible House” except the lack of AI makes control require more input from the inhabitant

Many cities are domed and many people live in space habitats.

Contragravity generators exist, but few people live in flying places

The survival foods are available

Expedition gear

UT 74-80

TL 10 or less is normally available.

Bioplas Pressure Tents are available in some places but are expensive

Gravity plates and Gravity Screen Chambers are both TL 10 and commonly used.

Tools and contruction

UT TL 80-89

TL 10 or less is normally available.

Tractor/pressor beams are TL 10 and commonly available.

Manufacturing

Fabricators and robofacs are common.

Nanofacs are the new and coming fabrication technology, but it is still way too expensive for most uses(*5 cost)

Psi amplifiers

Are not normally available

Covert ops and security

TL 10 or less is normally available.

Multispectral and Dynamic Chameleon Surfaces only gives +4 against vision and infra-vision.

Dynamic chameleon surfaces are available but expensive(*2 cost)

Invisibility surface is not available.

Ultrascan protals are not available

Power Dampers are available, but rare, mostly used as an extra precaution in high security prisons.

Weapons

Defenses

Medical equipment

Vehicles

Combination gadgets

Below are some example combination gadgets (these are “old tech” TL 9, mostly military surplus stuff commonly available). The normal actual purchase price is about 25% theoretical for something in Used, fair condition(-1HT).

Corresponding TL 10 versions are 100% price but use TL 10 versions of the gadgets.

Hostile Environment Mask

See Ultra-Tech,p. 176

This device can act as a filter orair mask, with an integrated mini-tank (10-minute supply), and fittings for an external oxygen supply (such as the air tanks on Ultra-Tech, pp. 176-177, or the one built into the commando tacsuit, p. 16). An integral pressure sensor and dedicated chemsniffer (Ultra-Tech, pp. 61-62) continually test atmospheric conditions as long as the mask is worn, automatically engaging the filter or air supply when toxic gasses or dangerously low pressure are detected – this provides the benefits of Filter Lungs (p. B55) and Protected Taste/Smell (p.B78) against any sudden gas-based attack. (Mode can also be manually controlled.) It features smart electronics (above), and can communicate sensor and status info to a linked HUD or PTC (pp. 14-16) – atmospheric readings, remaining air supply, filter replacement status, etc.; high-priority info (e.g. “nerve gas detected!”) is instantly transmitted to all linked teammates’ PTCs, and their masks respond accordingly. A hostile environment mask is built into the tactical combat helmet (p. 17); as an independent unit, it provides DR 10 to the face, and seals with tactical goggles (p. 14) to cover the eyes as well. 2A/20 hr.

Basic device: $400, 4.5 lbs.; cutting-edge: +$400, -1.5 lbs.; rugged: +$400, +1 lb.;

Image-Enhanced Armor Shades

See Ultra-Tech,p. 60

In addition to protecting the eyes (DR 10), these stylish dark glasses are embedded with smart electronics (p. 13) and sophisticated micro-optics – they’re HUD-capable (Ultra-Tech, p. 24), provide Night Vision 8, and are polarized (Protected Vision). They’re common for covert ops who don’t want to be seen wearing tactical goggles (below), but need a HUD for their PTC output. A/10 hr. Basic device: $400, 0.25 lbs.; cutting-edge: +$400, -0.1 lbs.; rugged: +$400, +0.05 lbs.;

Multi-Comm

See Ultra-Tech,p. 43

This is a handheld, helmet-mounted, or embedded communicator, which maintains an encrypted connection with other secure-linked (p. 15) multi-comms in range, intelligently selecting the best available communication mode for a given situation. It’s capable of infrared, laser, and radio comms, and can be set to intelligent-selection (default), single-mode (if the enemy is listening for one kind of signal but not another), comm silence (listen only, no outgoing signals or emissions – nor connection to TacNet), or quantum laser channel (ultra-secure point-topoint). If connected to neural input (such as in a tactical combat helmet, p. 17, or concealed neural headset, p.17), the comm can transmit sub-vocalized messages. Standard use requires no skill roll, but getting fancy (bouncing signals, setting up a quantum channel, etc.) calls for Electronics Operation (Comm). All multi-comms feature smart electronics (p. 13), chrono -meter (automatically syncs with secure-linked peers or server), and GPS receiver (Ultra-Tech,p.74). A handheld unit also has an inertial compass (Ultra-Tech, p. 74-75), a datapad (UltraTech, p. 23) for manual input/output, and can perform basic “smartphone” functions – run minor (Complexity 1 or 2) applications, browse the net, etc. Many paramilitary and intelligence models have a “universal wireless passkey” that allows them to connect to any public or commercial cellular/wireless network in range. This doesn’tautomatically hack into private or encrypted networks, but allows the comm to use available wireless infrastructure to extend its range, make regular “phone calls,” connect to the global Internet, etc. Small: 4B/20 hr.; tiny: 4A/20 hr. (or powered from attached device). Add $1,000 for wireless passkey.

Basic device (small): $5,000, 0.8 lbs.; cutting-edge: +$1,000, -0.3 lbs.; rugged: +$1,000, +0.2 lbs.;

Basic device (tiny): $1,500, 0.1 lbs.; cutting-edge: +$250, -0.05 lbs.; rugged: +$250, +0.05 lbs.;

Tactical Goggles/Visor

See Ultra-Tech,p. 61

These are armored (10 DR to the eyes), smart (p. 13), computer-enhanced hyperspectral-imaging optics. They provide 1-4¥ magnification, polarization (Protected Vision), and can display HUD output (UltraTech, p. 24), including targeting information for any HUD-linked weapons, dynamic tactical readouts from secure-linked PTC, etc. Visors are integrated into tactical helmets (p. 17); goggles are worn separately (often with a hostile environment mask, p. 13, with which they can form a seal). 2B/20 hr.

Basic device: $2,500, 0.75 lbs.; cutting-edge: +$2,000, -0.25 lbs.; rugged: +$2,000, +0.15 lbs.

Commando Reflex Tacsuit

See Ultra-Tech,p. 178

Standard protection for a TL9 commando is the reflex tacsuit (flexible DR 10, or 20 vs. cutting and piercing damage), fitted with advanced trauma plates similar to those available for tactical vests (+35 DR vs. all damage types, to the torso and vitals), and studded with ammo pockets, gear slings, etc. The surface is woven with smart fibers that provide IR cloaking and radar stealth (Ultra-Tech, pp. 99-100; -4 to detect wearer with IR or radar), thermo-optic chameleon surface (UltraTech,p. 99; Chameleon 2, Extended: Infrared, Half vs. Hyperspectral), near miss indication (Ultra-Tech,p.188; +2 Vision to locate source of projectiles), personal radar/laser detector (Ultra-Tech,p.188), and tactical ESM (Ultra-Tech,p.62; +1 to detect radar and laser, +1 to dodge active target systems). Gripboot treads (Ultra-Tech,p.75; +1 to Climbing, +2 on ice, +1/die to kicking damage) are also standard. When sealed with the tactical combat helmet (p. 17) and pressurized, it provides the wearer with Pressure Support 1, Sealed, Temperature Tolerance 10, Vacuum Support, an internal oxygen supply (24 hours), scent masking (UltraTech, p. 100; -4 to detect/track via scent), and waste-relief (Ultra-Tech,p. 187). 2C/20 hr.

Basic device: $15,000, 30 lbs.; cutting-edge: +$15,000, -10 lbs.; rugged:+$15,000, +5 lbs.

Covert Reflex Suit

See Ultra-Tech,p. 172

A fully concealable ballistic armor bodysuit (flexible DR 4, or 12 vs. cutting and piercing damage), complete with (grip) boots, gloves, and hood, covers all locations other than the eyes (usually concealed by tactical goggles, p. 14, when in the full suit). The face covering can be removed to make room for a hostile environment mask (p. 13). The suit provides IR cloaking, radar stealth (both Ultra-Tech,pp.99-100; -4 to detect wearer with IR or radar), and thermo-optic chameleon surface (Ultra-Tech, p. 99; Cha meleon 2, Extended: IR), but these features only function if the armor isn’t concealed by other clothing; they’re at halfeffectiveness without all suit components worn, including the hood. 2B/20 hr.

Basic device:$9,000, 20 lbs.; cutting-edge:+$9,000, -7 lbs.; rugged: +$9,000, +4 lbs.;

Tactical Combat Helmet

See Ultra-Tech,p. 180

Similar to the space combat helmet, this is generally worn with the commando tacsuit (p.16). Required to seal that suit against environmental hazards, this helmet provides DR 40 to the head and skull; the visor gives DR 30 to the eyes and face. It features a trio of mounted mini-flashlights (Ultra-Tech, p. 74; provide a 30-yard beam), integrated neural input headset (Ultra-Tech,p. 48), small multicomm (p. 14 – without a datapad; use the visor’s HUD and neural input), hostile environment mask (p. 13), and tactical visor (p. 14). It provides Protected Hearing when worn, Protected Vision when the visor is down, and Protected Taste/Smell when the mask is in place. It can be fitted with psi-shielding (Ultra-Tech, p. 188; Mind Shield 3) in settings where there is such a thing. C/20 hr. Psi-shielding costs an extra $1,000 (and they will try to up-sell you).

Basic device: $10,000, 11 lbs.; cutting-edge: +$5,000, -4lb.

starrangers/technology.txt · Last modified: 2018/07/31 23:23 by 127.0.0.1