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rpg:gurps:core:equipment:defenses:body_armor:environmental_gear

Environmental Gear and Suits

At TL5, technology greatly enhances man’s ability to operate in and explore deadly environments – especially underwater. At TL6-8, it also gives him towering infernos, speeding vehicles, poison gas, and biological weapons, spurring him to invent defenses against those dangers as well.

Air Masks (TL5)

An air mask consists of a facemask or a mouthpiece equipped with a filter or a regulator. All varieties must be fitted correctly in order to form an airtight seal. Early rubber masks are shaved to fit with a knife and then sanded smooth. Modern ones come in specific sizes.

At TL5-7, an air mask muffles the user’s voice; a listener must make a Hearing roll to understand him. This does affect radio communication. At TL8, masks often have built-in voice amplifiers and radio adapters that negate the need for this roll.

All air masks take three seconds to put on, one second to remove.

Gas Masks (TL5)

A gas mask uses “negative pressure”: the wearer sucks in clean air through the filter medium. Weight includes a replaceable filter ($25, 0.5 lb.).

Gas Mask (TL5). A heavy leather hood fitted with glass lenses and a primitive smoke or dust filter.

Gas Mask (TL6). Many models have a separate belt- or chest-mounted filter connected to the mask by a hose. Severing the vulnerable hose (-2 to hit) exposes the wearer to the environment.

Gas Mask (TL7). This mask includes fittings for drinking from a canteen or a water pack without unmasking.

Gas Mask (TL8). In addition to canteen fittings, modern masks include a voice amplifier and an adapter for using a radio while masked. Some have tinted lenses, providing Protected Vision against bright ordinary light.

Gas Mask Table

TL Armor Location DR Cost Weight LC Notes
5 Gas Mask eyes, face 2 $100 8 4 [1, 2]
6 Gas Mask eyes, face 2 $100 4 4 [1, 3]
7 Gas Mask eyes, face 2 $200 3.5 4 [1, 3]
8 Gas Mask eyes, face 2 $250 2 4 [1, 3]

Notes:

  • [1] Gives Filter Lungs, Immunity to Eye and Nose Irritants, and No Sense of Smell/Taste.
  • [2] Gives Tunnel Vision (p. B151).
  • [3] Gives No Peripheral Vision (p. B151).

SCBA Masks (TL7)

Self-contained breathing apparatus (SCBA) uses “positive pressure”: it expels air from a tank, keeping contaminants from entering the mask. Tests have shown that firefighters can breathe through SCBA even when floating face-down in water (beyond this, a malfunction is likely). The pioneers of SCBA were WWII firefighters. The SCBA mask has since become standard gear for fire and rescue personnel, who typically use it with a small air tank (p. 74).

SCBA Mask (TL7). A basic mask and regulator.

SCBA Mask (TL8). A mask with a spare “buddy hose” to share with another air mask, a HUD-style air gauge, and an alarm that sounds five minutes before the air tank expires. It also has a voice amplifier and an adapter for using a radio while masked.

SCBA Mask Table

TL Armor Location DR Cost Weight LC Notes
7 SCBA Mask eyes, face 2 $200 5 4 [1]
8 SCBA Mask eyes, face 2 $400 4 4 [1]

Notes:

  • [1] Gives Doesn’t Breathe (while the air tank holds out), Immunity to Eye and Nose Irritants, No Peripheral Vision (p. B151), and No Sense of Smell/Taste.

Scuba Masks (TL7)

Reliable self-contained underwater breathing apparatus (formerly abbreviated SCUBA, but “scuba” today) is another WWII-era innovation. The standard “mask” is actually a tank-mounted regulator and mouthpiece with a separate diving mask (p. 71). This is a typical “open-circuit” system; bubbles are detectable on the surface.

Scuba Mask (TL7). The traditional scuba mask has a demand-only regulator, meaning it only provides air when the diver sucks on the mouthpiece.

Full-Face Mask (TL7). The “FFM” completely covers the face in a positive-pressure environment, allowing the diver to use an underwater communicator (p. 40). It is more comfortable for lengthy dives, is less likely to be knocked off, and provides air even if the diver is unconscious.

Scuba Mask (TL8). The TL8 mask includes a spare mouthpiece for sharing air in an emergency – and possibly a HUD-style air gauge that connects to wireless equipment such as a dive computer or a wrist-mounted depth gauge.

Full-Face Mask (TL8). A lightweight FFM with all the bells and whistles of a TL8 scuba mask (above).

Scuba Mask Table

TL Armor Location DR Cost Weight LC Notes
7 Scuba Mask eyes, face 2 $500 4 4 [1]
7 FFM eyes, face 2 $1,000 6 4 [1]
8 Scuba Mask eyes, face 2 $400 4 4 [1]
8 FFM eyes, face 2 $1,000 2 4 [1]

Notes:

  • [1] Gives Doesn’t Breathe (while the air tank holds out), Immunity to Eye and Nose Irritants, No Peripheral Vision (p. B151), and No Sense of Smell/Taste.

Hard-Hat Diving Gear (TL5)

In the 1830s, Augustus Siebe perfected “closed” diving dress: a helmet sealed to a waterproof suit and fitted with controlled intake and outlet valves for air. This is still basic equipment for the modern “hard-hat” diver, who’s tied to the surface by air lines. Hard-hat gear makes diving about as safe as being underwater can be; the dangers aren’t so much inherent in the hardware as in the environment.

Most diving jobs are construction, salvage, and rescue jobs that would be difficult and dangerous even on land. When performing a risky activity underwater in diving dress, roll against Diving Suit (p. B192). Most failures mean a job-specific hazard such as a punctured hose or suit, a fouled line, or a broken helmet.

Hard-hat diving isn’t a solo activity. It requires a trained crew of handlers on the surface. Before the 1940s, most air pumps were operated manually by two or more pumpers. In addition, at least one line-tender is needed to keep the air hose and ropes from fouling. Paranoid adventurers should be encouraged to dwell on the thought of treachery topside!

Closed-Dress Rig (TL5). A brass helmet with portholes, a rubberized canvas suit, and lead-soled shoes. Air is delivered from the surface by a hand-powered compressor ($1,000, 300 lbs.), via 200’ of hose on a reel ($500, 25 lbs.). At TL6, the rig includes an intercom, and no manual compressor is needed, as most ships have an air compressor aboard. $4,000, 500 lbs. LC4.

Hard-Hat Rig (TL8). A modern salvage suit with weights and helmet, plus a reel with 200’ of hose ($1,000, 25 lbs.). $10,000, 120 lbs. LC4.

Diving Suit Table

TL Armor Location DR Cost Weight LC Notes
5 Closed-Dress Suit full suit 6/2 $2,500 175 4 [1]
8 Hard-Hat Suit full suit 6/2 $9,000 95 4 [1]

Notes:

  • [1] Suit only. Use DR 6 for the head, DR 2 for everything else. Gives Doesn’t Breathe (while the pump is working), Immunity to Eye and Nose Irritants, No Sense of Smell/Taste, and Tunnel Vision (p. B151).

Air Tanks (TL6)

Air tanks connect to an air mask (pp. 72-73). Those described below include valves, fittings, carrying harness, etc. Tanks may be filled with a variety of compressed breathing gases – including ordinary air, pure oxygen, and oxygen-helium-nitrogen “trimix” – but for simplicity’s sake, these rules ignore the differences and assume that skilled users have the right mix.

Tank duration supposes a mostly inactive adult; assume that a tank lasts twice as long for a child under 12 years of age. Stress and heavy exertion greatly reduce textbook duration; a rookie firefighter uses up his air far more quickly than does an old hand. Subtract a minute from duration for each FP expended and for each failed Fright Check. When using these tanks for scuba diving, divide duration by the local pressure. Divide by 2 at 33’ depth, by 3 at 66’, by 4 at 100’, and so on. See Pressure (p. B435) for details.

Small Tank: Duration is 12 minutes (TL6), 22 minutes (TL7), or 45 minutes (TL8). $200, 15 lbs. LC4.

Medium Tank: Duration is 22 minutes (TL6), 45 minutes (TL7), or 90 minutes (TL8). $400, 25 lbs. LC4.

Large Tank: Duration is 45 minutes (TL6), 90 minutes (TL7), or 3 hours (TL8). $600, 35 lbs. LC4.

Climate-Controlled Clothing (TL6)

Heated clothing appears at TL6; true personal climate control, at TL7. Simple systems rely on phase changes, heat exchangers, or evaporative cooling to keep the wearer’s body temperature at a safe level. These must be “recharged” after a few hours – often by dunking them in either warm or cold water. Complex systems use a capillary network in an undergarment to circulate water or coolant. These require electricity but work for as long as the batteries hold out. The systems below extend one or both ends of the normal human comfort zone of 35°F to 90°F (see Temperature Tolerance, p. B93). This alters the temperatures at which Cold (p. B430) and/or Heat (p. B434) apply. Systems that extend the hot end of the zone also negate extra FP costs in hot weather (see Fatigue Costs, p. B426).

Some suits under Environment Suits (see below) include climate control. The suit statistics include the cost and weight of the climate-control system, and the system runs off the suit’s power supply.

Heated Clothing (TL6). An electrically heated bodysuit adds 60° to the cold end of the comfort zone. Without power, it counts as winter clothing. It runs off external power indefinitely – or batteries, at TL8. $550, 6 lbs., M/8 hrs. LC4.

Climate-Control System (TL7). Adds 60° to both ends of the comfort zone. It contains 3 quarts of water, a quart of which can be used as drinking water without reducing effectiveness. $2,500, 15 lbs., 4¥S/8 hrs. LC4.

Cooling System (TL8). A phase-change or evaporative cooling vest that adds 30° to the hot end of the comfort zone for 4 hours. “Recharged” by soaking it in ice-cold water for 15 minutes. $200, 5 lbs. LC4.

Environment Suits (TL7)

These suits protect against dangerous atmospheres and other threats. Safe use of much of this equipment requires a specialized Environment Suit skill (p. B192).

Anti-G Suit (TL7). This outfit helps a pilot tolerate the “G-forces” of high acceleration and rapid maneuvers. It typically covers the legs and lower abdomen, and uses air or water to limit blood flow away from the brain. This provides +3 to HT rolls to resist high accelerations (p. B434). It’s often worn with a fireproof suit (below).

Biohazard Suit (TL7). A bulky, hermetically sealed suit worn for protection from chemical spills and plagues. It cannot pass for clothing. It’s worn with an air mask or an SCBA (pp. 72-73), which fits completely under the suit. It’s incredibly hot – triple FP losses while suited-up. At TL8, advanced versions (x2 cost) have a special lining that effectively blocks low-level radiation, providing PF 2.5 against gamma or beta radiation; see Radiation Protection (p. B436). It uses the NBC Suit skill.

Clean Suit (TL7). A disposable paper suit (with booties, gloves, and hood) used in a “clean room,” or during forensic evidence collection or surgical operations. Investigators commonly wear a paper facemask – or optionally, an air mask (pp. 72-73) – to avoid inhaling dried blood or fecal matter. It uses the NBC Suit skill.

Dry Suit (TL7). A baggy, waterproof fullbody suit that keeps the wearer dry while diving. It resists thermal shock effects in cold water (see Cold, p. B430), but the diver must wear proper clothing beneath it to protect against the cold. A dry suit is loose-fitting enough to accommodate a stylish tuxedo underneath…

Fireproof Suit (TL7). A fire-resistant jumpsuit worn by race-car drivers, pilots, forest firefighters, and SWAT men for short-term flame protection.

NBC Suit (TL7). A disposable quilted suit with a charcoal lining that protects against radioactive fallout and poisonous gases. It quickly loses its seal in a wet environment, and must be stored in an airtight container. After 72 hours at most, it’s no longer reliable protection. It uses the NBC Suit skill.

Space Suit (TL7). The “intravehicular” space suit of the Apollo missions – that is, the suit used inside the spacecraft. It consists of several layers of neoprene and nylon, along with a pressure bladder, biomedical attachments, a tightfitting cap equipped with headphones and mike, and a clear polycarbonate helmet. It uses the Vacc Suit skill.

Space Suit, EVA (TL7). This is the Apollo “extravehicular activity” (EVA) space suit. It’s essentially the intravehicular suit (above) with several additional features, including a liquid-cooled climate-control system (p. 74), an outer protective shell, a life-support backpack (duration is 7 hours), and a short-range radio. It uses the Vacc Suit skill.

Turnout Gear (TL7). A modern firefighter’s outfit: coat, trousers, gloves, and hood (for other gear, see Footwear, pp. 68-69, Headgear, pp. 69-70, and Air Masks, pp. 72-73). The suit absorbs water if it gets wet (up to twice normal weight!), which provides an extra DR 5 versus burning damage. If any burning damage penetrates this DR, though, double it – the water turns to steam inside the suit, and the firefighter can’t feel the heat until it’s too late!

Biomedical Sensors (TL7)

This rig tracks the wearer’s blood pressure, cardiopulmonary activity, oxygen saturation, and other vital functions. It can be remotely monitored over a communications system, and gives medics a +1 (quality) bonus to Diagnosis. Added to armor or suit: $2,000, 2 lbs., 2¥XS/24 hrs. LC4.

Some suits under Environment Suits (pp. 74-76) include this system. Its cost, weight, and power requirement are included in the suit statistics.

Environment Suits Table

TL Armor Location DR Cost Weight LC Notes

7 Anti-G Suit full suit 0 $5,000 6 4
7 Biohazard Suit full suit 1* $500 8 4 [1, 2]
7 Clean Suit full suit 0 $100 1 4 [3]
7 Dry Suit full suit 1* $1,000 6 4
7 Fireproof Suit full suit 4/1* $200 4 4 [4, 5]
7 NBC Suit full suit 1* $150 3.5 4 [1, 2, 5]
7 Space Suit full suit 2 $2,000,000 80 4 [2, 6]
+ Space Helmet head 2 +$5,000 +5 4 [7]
7 Space Suit, EVA full suit 2 $2,000,000 180 4 [2, 8]
+ Space Helmet head 3 +$25,000 +10 4 [9]
7 Turnout Gear full suit 5/2* $1,500 12 4 [4]
7 Wetsuit full suit 1* $200 3 4
8 Bomb Disposal Suit full suit 20/5* $10,000 65 3 [10]
+ Visor eyes, face 10 +$200 +3 3

Notes:

  • [1] Uses NBC Suit skill. Provides the Sealed advantage if worn with an air mask (pp. 72-73).
  • [2] Suit’s DR applies only against burning or corrosion damage.
  • [3] Gives +4 HT when dealing with disease-ridden victims; see Contagion (p. B443).
  • [4] Use the higher DR against burning damage only.
  • [5] Concealable as or under clothing.
  • [6] Uses Vacc Suit skill. Biomedical sensors (see above) allow remote monitoring of vital signs, giving +1 to Diagnosis skill when examining the wearer. Worn with its helmet and connected to an air supply, the suit gives Doesn’t Breathe, Protected Smell, Sealed, and Vacuum Support.
  • [7] Provides Filter Lungs, Protected Hearing, Protected Smell, and Protected Vision – and Radio, while the mike and headset are plugged in. Also gives the No Peripheral Vision disadvantage (p. B151).
  • [8] As note [6], with the addition of a climate-control system (p. 74) and a life-support pack that gives Doesn’t Breathe for 7 hours when the helmet is worn.
  • [9] As note [7], but the Radio is self-contained.
  • [10] Split DR: Use the first, higher DR against attacks from the front; use the second, lower DR for attacks from all other directions. This is torso DR; head is DR 7, limbs are DR 5.

Wetsuit (TL7). A neoprene or similar suit, it counts as winter clothing in cold water and provides a small amount of protection.

Bomb Disposal Suit (TL8). A modern ballistic suit, worn by bomb-disposal technicians. It fully encapsulates the wearer in bulletproof material – except for the hands, which are totally unprotected. This allows the bomb tech to work without being hampered by gloves. Some are fitted with a climate-control system (p. 74).

Rebreathers (TL7)

Whereas conventional scuba gear releases exhaled gases as a stream of bubbles, a rebreather captures these gases in a “counterlung” or breathing bag, where a chemical absorbent removes the CO2, and then mixes and circulates them with gases from air tanks. Such a “closed-circuit” system produces no telltale bubbles. Shallow-water rebreathers use pure oxygen, and are dangerous below 30’ (see The Bends, p. B435). Advanced deep-diving rebreathers use a mixed-gas system to avoid problems with the bends, allowing deeper dives.

Rebreathers are comparatively complicated. The GM may opt to treat their use as a specialty of the Scuba skill. Scuba (Closed-Circuit) defaults to normal Scuba at -4; the default in the other direction is only -2.

Early Rebreather (TL7). A WWII-era oxygen scrubber – complicated, finicky, and poorly understood. Duration is 1.5 hours.

Rebreather (TL7). A shallow-water rebreather. Duration is 4 hours.

Advanced Rebreather (TL8). A modern mixed-gas rebreather. Duration is 4 hours.

Rebreather Table

TL Armor Location DR Cost Weight LC Notes
7 Early Rebreather eyes, face 2 $2,000 30 4 [1]
7 Rebreather eyes, face 2 $3,500 30 4 [1]
8 Advanced Rebreather eyes, face 2 $7,000 45 4 [1]

Notes:

  • [1] Gives Doesn’t Breathe (while the air tank holds out), Immunity to Eye and Nose Irritants, No Peripheral Vision (p. B151), and No Sense of Smell/Taste.

Ultra-Tech

These masks and suits are designed to protect the user from the environment as well as from injury. Environmental suit styles vary widely; civilians often paint suits in garish colors for easy recognition, but outfits worn for combat, stealth, or hunting are usually camouflaged.

Air Masks and Breathing Gear (TL9-10)

These are used when a fully-equipped suit is unavailable or inappropriate. Each mask covers the entire face, providing the Protected Vision and Protected Smell advantages. All masks take three seconds to put on, one second to remove. In all instances, a warning light blinks when power (or air, or filtration) capacity is 90% gone. All systems contain microcommunicators (p. 43) for presenting remaining capacity on a HUD.

Air Mask (TL9)

This mask is used in environments with an unbreathable but otherwise harmless atmosphere. It requires air tanks (below) or a filter (below). It takes two seconds to put on and one to take off.

Air Tanks (TL9-12)

Lightweight tanks that store pressurized air mixtures for breathing. Higher-TL systems use lighter tanks and higher pressurizations, increasing the duration of use. All durations assume the use of rebreather systems that recycle and reuse air. Large Tank: Holds 24 hours (TL9), 36 hours (TL10), two days (TL11),or three days (TL12) of air. $200, 10 lbs. Medium Tank: Holds 12 hours (TL9), 18 hours (TL10), 24 hours (TL11), or 36 hours (TL12) of air. $80, 4 lbs. LC4. Mini Tank: Holds 10 minutes (TL9), 15 minutes (TL10), 20 minutes (TL11) or 30 minutes (TL12) of air. $50, 0.5 lbs. LC4. Small Tank: Holds four hours (TL9), six hours (TL10), eight hours (TL11), or 12 hours (TL12) of air. $60, 2 lbs. LC4.

Artificial Gill (TL9-12)

An artificial gill extracts oxygen from water and mixes it with buffer gases, allowing the user to breathe normally while submerged in any body of water that contains dissolved air. This includes most terrestrial seas, but not polar waters and some freshwater bodies. The gill is backpack-mounted, and includes a mask, an intake system, and a device for separating dissolved air from the water. It takes three seconds to put on and one to take off. At higher TLs, a gill uses nanocatalytic systems to reduce weight and improve efficiency. It runs on a D cell; endurance is eight hours (TL9), 24 hours (TL10), three days (TL11), or 10 days (TL12).

Filter Mask (TL9)

This mask can filter out ordinary contaminants such as dust, pollen, smoke, and even tear gas. It is only effective against nerve gas or other contact agents if combined with a Sealed outfit. The filter medium must be replaced periodically; cost varies from a $10 cartridge (to filter heavy dust or pollen) to replacing the whole mask (in a chemical-warfare environment). It takes two seconds to put on and one to take off.

Respirator (TL9)

This makes thin or low-oxygen atmospheres breathable by concentrating the oxygen. It includes goggles to protect the eyes from the effects of thin air. It takes three seconds to put on and one to take off. It runs on a B cell for one day (TL9), three days (TL10), 10 days, (TL11) or a month (TL12).

Reducing Respirator (TL10)

This mask makes dense or very dense oxygen atmospheres breathable by chemically reducing the partial pressure of oxygen. It includes glare-resistant goggles to protect the eyes from the burning effects of too much oxygen. It requires power and a monthly chemical recharge ($50, 1 lb.). It takes three seconds to put on and one to take off. It runs on a C cell for three days (TL10), 10 days (TL11), or a month (TL12).

Filter Skin (TL11)

A spray-on smart symbiotic nanoskin that covers the entire body, which is effectively sealed. However, it allows the skin to “breathe” by selectively passing air molecules in and sweat out. It’s often worn with a filter mask. One spray lasts for 24 hours (TL11) or a week (TL12).

Environmental Gear Table

TL Type Location DR Cost Weight LC
9 Air Mask eyes, face 10 $100 1 4
9 Artificial Gill eyes, face 10 $2,000 25 4
9 Filter Mask eyes, face 10 $100 3 4
9 Respirator eyes, face 10 $300 3 4
10 Reducing Respirator eyes, face 10 $500 5 4
11 Filter Skin all 0 $20 1 4

Civilian Survival Suits (TL9-10)

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°F 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.

Civilian Survival Suits Table

TL Type Location DR Cost Weight Power LC
9 Desert Environment Suit all 2* $1,000 10 C/1 wk. 4
9 Drysuit all 2* $200 5 4
9 Heatsuit all 2* $500 10 C/24 hr. 4
9 Protective Suit all 2* $50 3 4
10 Expedition Suit all 5* $1,500 6 2C/1 wk. 4
10 Gill Suit all 5* $2,000 10 D/24 hr. 4

* Flexible.

Flexible Sealed Combat Suits (TL9-12)

These are sealed suits made of flexible armored fabric. All come with pockets, attachment points, and harnesses for weapons or gadgets.

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). With an air mask (p. 176) or combat infantry helmet (p. 180), the suit is sealed and provides climate control (-40°F to 120°F).

Energy Tacsuit (TL12)

This is identical to the ballistic tacsuit, except that it is made of energy cloth with a self-sealing nanogel layer. It is flexible armor providing full DR against all damage types.

Tacsuit Table

TL Type Location DR Cost Weight Power LC
9 Reflex Tacsuit all 20/10* $3,000 15 C/12 hr. 2
10 Nanoweave Tacsuit all 30/15* $3,000 15 C/18 hr. 2
11 Monocrys Tacsuit all 40/20* $3,000 15 C/24 hr. 2
12 Energy Tacsuit all 50* $6,000 15 C/36 hr. 2

* Flexible. See above for the split DR explanation.

Counterpressure Vacc Suits (TL9-12)

These suits come in reflex, nanoweave, and monocrys versions. They get full DR against cutting or piercing damage, and use their reduced DR vs. other attacks.

These vacc suits do not inflate. 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 (TL10-11)

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.

Vacc Suit (TL9-12)

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 back-mounted 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.

Reflex, Nanoweave, and Monocrys Vacc Suit (TL9-11): A heavy-duty tactical vacc suit reinforced with impact-resistant ballistic armor. It has a split DR: Use the higher DR against piercing and cutting damage, and the lower DR against all other damage types.

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

Energy Vacc Suit (TL12): A tactical vacc suit made of energy cloth armor. Its DR protects against all types of attacks.

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 small computer (p. 22) with the “printed” option for flexibility.

Counterpressure Vacc Suit Table

TL Type Location DR Cost Weight Power LC
9 Civilian Vacc Suit all 6* $10,000 25 2C/24 hr. 4
9 Reflex Vacc Suit all 20/10* $12,000 30 2C/24 hr. 2
9 Skinsuit all 2* $1,500 4 3
10 Smart Vacc Suit all 6* $5,000 15 2C/36 hr. 4
10 Space Biosuit all 15/3* $10,000 5 2C/6 wk. 3
10 Nanoweave Vacc Suit all 30/15* $12,000 30 2C/36 hr. 2
11 Monocrys Vacc Suit all 40/20* $12,000 30 2C/48 hr. 2
12 Energy Vacc Suit all 50* $20,000 30 2C/72 hr. 2

* Flexible.

Sealed Combat Armor (TL9)

These enclosed suits of rigid combat armor are designed to resist ultra-tech rifle fire as well as explosive and biochemical munitions. Thanks to advances in micro-climate control systems and power supplies, they are comfortable to wear, but more expensive than flexible armor. They may be issued to regular infantry soldiers operating in highthreat environments, or limited to special units such as SWAT or hostage-rescue teams. Descriptions of various types are given below.

Combat Hardsuit (TL9-12)

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 (p. 187), a waste relief system (p. 187), and a microclimate control system (p. 171). 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 helmet is not included. When worn with either a combat infantry helmet (p. 180) or space helmet (p. 180) 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.

Space Armor (TL9-12)

This complete suit of articulated and pressurized plate armor enables its wearer to operate in almost any environment. It could be the standard “space marine” combat armor. 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 (p. 187) and a climate control system. It is sealed if worn with a space helmet (below), 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.

Sealed Combat Armor Table

TL Armor Location DR Cost Weight LC
9 Combat Hardsuit all 50/30 $10,000 30 2
9 Space Armor all 50/30 $20,000 45 2
10 Combat Hardsuit all 75/45 $10,000 30 2
10 Space Armor all 75/45 $20,000 45 2
11 Combat Hardsuit all 100/60 $10,000 30 2
11 Space Armor all 100/60 $20,000 45 2
12 Combat Hardsuit all 150/90 $10,000 30 2
12 Space Armor all 150/90 $20,000 45 2

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 (TL9-11)

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 Helmet (TL9-12)

These enclosed helmets are designed to be worn with suits that are sealed or provide vacuum support. There are three styles:

Bubble Helmet (TL9-12): A fishbowl helmet made of rigid transparent plastic or diamondoid. The user should wear his own vision and communication gear.

Space Combat Helmet (TL9-12): 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).

Visored Space Helmet (TL9-12): An enclosed helmet with a transparent faceplate. This incorporates a small radio (p. 44), an infrared visor (p. 61), and hearing protection (p. 171).

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.

Sealed Helmets Table

TL Type Location DR Cost Weight Power LC
9 Bubble Helmet head 6 $2,000 5 B/24 hr. 4
9 Combat Infantry Helmet head 18/12 $2,000 5 B/12 hr. 2
9 Space Combat Helmet head 40/30 $3,000 7 B/24 hr. 2
9 Visored Space Helmet head 20/15 $2,000 4 B/24 hr. 3
10 Bubble Helmet head 9 $2,000 5 B/36 hr. 4
10 Combat Infantry Helmet head 27/18 $2,000 5 B/18 hr. 2
10 Flexible Space Helmet head 5* $500 0.5 4
10 Space Combat Helmet head 60/45 $3,000 7 B/36 hr. 2
10 Visored Space Helmet head 30/22 $2,000 4 B/36 hr. 3
11 Bubble Helmet head 20 $3,000 5 B/36 hr. 4
11 Combat Infantry Helmet head 36/24 $2,000 5 B/24 hr. 2
11 Flexible Space Helmet head 8* $500 0.5 4
11 Space Combat Helmet head 80/60 $3,000 7 B/48 hr. 2
11 Visored Space Helmet head 40/30 $2,000 4 B/48 hr. 3
12 Bubble Helmet head 30 $3,000 5 B/36 hr. 4
12 Combat Infantry Helmet head 54/36 $2,000 5 B/36 hr. 2
12 Flexible Space Helmet head 10* $500 0.5 4
12 Space Combat Helmet head 100/60 $3,000 7 B/48 hr. 2
12 Visored Space Helmet head 60/45 $2,000 4 B/48 hr. 3

Second Skin (TL11)

This genetically-engineered symbiont is often used by scouts and rangers, as well as colonists who wish to live a normal life on marginally-habitable planets. It covers the user’s entire body, forming a transparent membrane over the eyes and a self-regenerating filter for the lungs. It lives off body wastes and heat, and can regenerate itself to heal tears or replace its filtering membranes. While it is worn, the user must drink slightly more fluids than usual. It is warmer to the touch than normal flesh, but otherwise appears normal.

Second skin protects the user against ultraviolet radiation and mild atmospheric irritants (sulfur trioxide, for example, or industrial pollutants), but not against extremely corrosive atmospheres. The mouth and nose membranes filter out pollutants and provide some protection against both respiratory and contact agents such as nerve gas: +3 on HT to resist. This bonus is cumulative with modifiers for the Resistant advantage.

In combat, second skin serves as ablative armor. It has DR 4 (ablative) against burning or corrosion damage. Each point of DR lost also reduces the lifespan of the skin by two months. The skin breaks down after eight months of normal wear; time spent in a polluted atmosphere counts double. Growing a skin around a person costs $3,000 and takes three hours using an adult-sized biofab (p. 204). LC4.

rpg/gurps/core/equipment/defenses/body_armor/environmental_gear.txt · Last modified: 2024/11/20 14:43 by wizardofaus_doku

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