Table of Contents
Body Armor and Protective Gear
The armor tables follow the same format as those in the GURPS Basic Set; see p. B282 for an explanation of abbreviations and location coverage. Some items have special features or restrictions; these are detailed in the item’s description.
Defensive Materials
Ultra-tech armor may be made of tough synthetic fibers, ceramics, plastics, or alloys similar to lower-TL armor. All of these technologies improve at higher TLs due to ongoing advances in material technology, but one material is worthy of special mention.
Smart Bioplastic
This is a tough, flexible, pseudo-alive smart material. Every square inch of it contains electrically-active muscles, fibers and nerve endings. A coded electrical impulse can command these muscles to move, allowing an item constructed of bioplas to change its shape!
Bioplastic is very resistant to damage. If it has access to normal air and solar radiation, it can repair itself, healing any damage it has suffered at 1 HP every six hours. (Items with 20 HP or more heal faster – see High HP and Healing, p. B424.) Bioplastic items in regular use include bioplas armor, biosuits, and survival modules. Bioplastic can even be used to make houses.
Threat Protection
High DR doesn’t provide much defense against chemical weapons, great heat, microbes, and so on. These dangers demand specialized protection that corresponds to particular advantages. Below are several common classes of “threat protection” used in descriptions of protective gear:
Climate Control: The equipment provides protection against climatic extremes equivalent to the Temperature Tolerance advantage. Climate control systems remove waste heat as well as providing insulation and air conditioning. They extend the wearer’s comfort zone to the range noted. If the suit is not sealed, treat as if it were merely air conditioned and insulated. If the wearer’s own comfort zone is greater, the equipment may fail before its user does!
Air Supply: The equipment provides air for the wearer. The air supply times listed are an approximation (different people use air at different rates), and assume an external pressure of one atmosphere or less. For game purposes, assume that most adults use about the same amount of air per hour, and that children under 12 use half as much. It takes 10 seconds to hook up a tank and two seconds to jettison it. Air refills are $5 per hour, but most vehicles with life support systems incorporate air compressors that can top them up for free.
Glare-Resistant: The equipment screens out bright light. It is equivalent to Protected Vision (p. B78), and works against the deleterious effects of “dazzle,” “flash,” and “strobe” weapons.
Hearing Protection: The equipment screens out noise, and is equivalent to Protected Hearing (p. B78).
Radiation PF: The equipment has a radiation Protection Factor. Divide radiation by the PF before applying its effects, as if the user had Radiation Tolerance (p. B79).
Pressurized: The equipment is resistant to pressures greater than one atmosphere. Pressurized comes in three levels, each equivalent in effect to a level of Pressure Support. This protects against crushing ocean depths and superdense atmospheres like those of Venus and Jupiter.
Sealed: Impervious to penetration by liquids and gases. This corresponds to the Sealed advantage (p. B82). It prevents all harm from noncorrosive bioweapons, chemicals, and nano, as well as ordinary rust and waterlogging.
Vacuum Support: Protects the wearer or occupants from the deleterious effects associated with vacuum and decompression (other than lack of air). This corresponds with the Vacuum Support advantage (p. B96).
BODY ARMOR
These unpowered suits and armored garments require no special skill to use.
All body armor can come in any desired color, including camouflage patterns. It takes three seconds per piece to don or remove most body armor.
Body Armor Styles
Ultra-tech body armor is available in a variety of standard styles.
Bodysuit: This outfit covers the torso, groin, arms, and legs. The neck, head, or extremities are uncovered, making it easy to add customized boots, gloves, and helmets.
Gloves: A pair of armored gloves. They’re made of thinner material than other armor types to avoid compromising the wearer’s manual dexterity.
Jacket: This is a heavier outfit that covers the torso and arms. It zips up and has plenty of pockets.
Suit: This head-to-toe outfit includes a hood and face mask with eye slit. It’s a useful exploration suit, supers costume, or ninja suit. It is also used as the basis for tailored armor (pp. 174-175).
Trousers: A pair of long pants, protecting the groin and legs (but not the feet). It is not obviously armor, and can pass for a normal pair of work pants or jeans.
Vest: A sleeveless t-shirt covering the torso. All concealable armor styles can pass as normal clothing, although bodysuits and complete suits are likely to be conspicuous.
Additional styles can be created using the tailored armor rules.
Ballistic Armor
This armor uses flexible materials to resist high velocity projectile attacks as well as cutting blows. It’s the ultra-tech successor to modern bulletproof vests. On a practical level, TL9+ ballistic armor’s major advance is that it can provide full protection for areas other than the torso without sacrificing mobility.
Since bullets are among the most effective ways to deal damage at TL9-10, ballistic armor is widespread at these tech levels.
Ballistic armor is flexible with a split DR: it provides full protection against piercing and cutting attacks, and uses its reduced DR against all other types of damage.
As material technology advances, ballistic armor continually improves. Examples of progressively-better ballistic armor types are reflex, nanoweave, and monocrys armor.
Reflex (TL9): This ballistic armor is a fabric woven from para-aramid fibers (such as Kevlar), polyethylene, or synthetics inspired by the molecular structure of spider silk. It is soaked in a “shear thickening fluid” of hard ceramic nanoparticles suspended in liquid. During normal handling, the armor is very flexible, but when a bullet or fragment strikes it, it becomes a rigid material.
Nanoweave (TL10): This armor is similar to reflex armor, but is reinforced for extra strength by woven carbon nanotubes. Nanoweave armor can be fitted with various accessories, using “smart” properties that can be engineered into it.
Concealable Ballistic Armor Table
TL | Armor | Location | DR | Cost | Weight | LC | Notes |
---|---|---|---|---|---|---|---|
9 | Reflex Bodysuit | body, limbs | 12/4* | $900 | 6 | 3 | |
9 | Reflex Gloves | hands | 6/2* | $30 | neg. | 4 | |
9 | Reflex Jacket | arms, torso | 12/4* | $450 | 3 | 3 | |
9 | Reflex Suit | all | 12/4* | $1,200 | 8 | 3 | |
9 | Reflex Trousers | groin, legs | 12/4* | $280 | 2.8 | 3 | |
9 | Reflex Vest | torso | 12/4* | $300 | 2 | 3 | |
10 | Nanoweave Bodysuit | body, limbs | 18/6* | $900 | 6 | 3 | |
10 | Nanoweave Gloves | hands | 9/3* | $30 | neg. | 4 | |
10 | Nanoweave Jacket | arms, torso | 18/6* | $450 | 3 | 3 | |
10 | Nanoweave Suit | all | 18/6* | $1,200 | 8 | 3 | |
10 | Nanoweave Trousers | groin, legs | 18/6* | $280 | 2.8 | 3 | |
10 | Nanoweave Vest | torso | 18/6* | $300 | 2 | 3 |
* Flexible.
Police Body Armor
Body armor in the developing and Third Wave regions is generally cheaper, less rugged, and less complex than that in the Fifth Wave world. It is also somewhat easier to get on the black and gray markets.
Carbonweave Armor
The standard mid-21st-century military armor, carbonweave is easy to find. Using an advanced (for the time) carbon-fiber material, it is more effective than Kevlar but not as lightweight as more-modern armors.
Carbonweave is used by developing-world police, and in smaller urban areas in the hyperdeveloped states. The vest covers torso and vitals; the suit covers neck to toe. DR is halved versus impaling attacks.
Medium: DR 16/8*. $500, 5 lbs. for a vest; $900, 15 lbs. for a full suit. LC 4.
Heavy: DR 36/18*. $1,000, 9 lbs. for a vest; $2,000, 25 lbs. for a full suit. LC 4.
Utility Combat Armor
Widely used and relatively inexpensive, utility combat armor combines a carbonweave suit with a ceramic-fiber cuirass. The cuirass is comfortable while carrying a full load, although it is relatively heavy. Takes three minutes to put on or remove. DR 45 over torso/vitals, as medium carbonweave otherwise. $3.000, 40 lbs. for full suit (both cuirass and carbonweave). LC 3.
Tactical Vest
This thick, sleeveless, jacket-like vest covers the torso and groin, with front and back pockets for inserting rigid ceramic or alloy plates.
A tactical vest is made of similar materials to concealable body armor, but is heavier, and is obviously body armor. It provides full protection against cutting and piercing damage, and reduced protection against all other attacks. Its trauma plates provide full protection against all damage types. It takes three seconds to insert or remove the plates.
Tactical Vest Table
TL | Armor | Location | DR | Cost | Weight | LC | Notes |
---|---|---|---|---|---|---|---|
9 | Reflex Tactical Vest | torso, groin | 18/7* | $900 | 9 | 2 | |
trauma plates | torso | +34 | +$600 | +9 | 2 | ||
10 | Nanoweave Tactical Vest | torso, groin | 24/10* | $900 | 9 | 2 | |
trauma plates | torso | +46 | +$600 | +9 | 2 |
* Flexible.
Assault Boots (TL9-12)
These armored boots add metal or ceramic inserts to the sole of a ballistic fiber. At TL9-11 they provide their full DR against attacks to the underside of the foot (e.g., stepping on a stake, a contact-detonation mine, etc.) but half DR against attacks from other angles. TL12 boots provide full protection from all angles. Hiking: Ultra-tech combat boots incorporate smart-matter responsive fabrics and biomaterials that treat or prevent blistering from long marches. They count as the best quality equipment and add +TL/2 to Hiking skill.
Assault Boots Table TL Armor Location DR Cost Weight LC Notes 9 Assault Boots feet 12/6 $150 3 4 10 Assault Boots feet 18/9 $150 3 4
Laser-Resistant Body Armor (TL9-11)
Ultra-tech lasers are capable weapons at TL9 and become common at TL10, resulting in the development of flexible body armor optimized to counter them.
Ablative Armor (TL9)
This is similar to reflex armor, but made of plastic fabric designed to vaporize when struck by a laser beam. Since the armor is damaged by the attack, ablative armor is more useful against a single assassin than it is in a lengthy combat mission!
Ablative armor has a split DR. Its full DR is used against the burning or crushing explosive damage inflicted by any type of laser (including X-ray and graser models). This DR is also semi-ablative: For every 10 points of basic laser damage rolled, remove one point of DR from the location struck, regardless of whether the attack penetrated or not. Its lower DR is used against all other attacks, and is not ablative.
Reflec (TL9)
Reflec is a light, highly-reflective armor of polished metallic fibers that reflects laser fire. It is useless against other attacks, but can be worn over other armor. Reflec has a split DR: It gets its full DR against microwaves and lasers (but not X-ray or gamma-ray lasers), but provides no protection against other weapons.
Reflec is an excellent radar reflector: any stealth benefits against radar are negated, and add +1 (+2 if wearing a full suit) to rolls to detect its wearer.
Reflec is not superscience, but is a cinematic technology. Realistically, mirrored material is not very effective against laser weapons, although it will function against microwave beams. Any rigid helmet can be made reflective for $50. It gains +20 DR vs. lasers and microwaves. Ablative Nanoplas (TL10) This is advanced ablative armor made of tailored carbon nanotubes. It has higher DR, but it is otherwise equivalent to TL9 ablative armor.
Laser-Resistant Armor Table
TL | Armor | Location | DR | Cost | Weight | LC |
---|
9 Ablative Jacket arms, torso 24/4* $450 3 3 9 Ablative Suit all 24/4* $1,200 8 3 9 Ablative Trousers groin, legs 24/4* $280 2.8 3 9 Reflec Helmet head 20/0* $25 0.5 4 9 Reflec Jacket torso, arms 20/0* $150 1 4 9 Reflec Suit all 20/0* $300 2 4 10 Ablative Nanoplas Jacket arms, torso 36/6* $450 3 3 10 Ablative Nanoplas Suit all 36/6* $1,200 8 3 10 Ablative Nanoplas Trousers groin, legs 36/6* $280 2.8 3 * Flexible.
Bioplas Armor (TL10)
Bioplas is a strong, pseudo-alive smart matter material that is light and comfortable to wear – see Smart Bioplastic (p. 171). Flexible armored suits and clothing are made out of this material. Like other bioplastic equipment, it can heal rips and tears if it has access to moisture and heat, such as sweat and body heat. Bioplas is also a popular material for swimwear and other sports clothing. Bioplas is flexible armor with a split DR. Unlike ballistic body armor, bioplas provides its full DR against burning and piercing damage, but gets only one-third DR vs. other damage types. Thus, it’s very effective against a bullet or most energy beams, but not that much use against a powerful blow or a vat of acid. See Space Biosuit (p. 179) for a sealed environmental suit version.
Bioplas Armor Table
TL Armor Location DR Cost Weight LC 10 Bioplas Bodysuit body, limbs 15/5* $1,800 3 3 10 Bioplas Gloves hands 15/5* $60 neg. 4 10 Bioplas Suit all 15/5* $2,400 4 3 * Flexible.
Transparent Bioplas (TL10)
This is an option for any bioplas outfit and the space biosuit (p. 179). It does not protect against laser fire, but otherwise is the same as any other bioplas vest or suit. The suit adjusts around the user’s body, and is almost invisible when worn. (A Vision roll from a yard or less will spot it, and anyone touching the wearer will notice it.) Transparent bioplas also comes in translucent colors; by covering up strategic areas, a wearer of a tinted bodysuit can look as if he or she is wearing a swimsuit while protecting the entire body. Transparent bioplas costs twice as much as ordinary bioplas, but is otherwise identical.
TAILORING ARMOR Individuals as concerned with fashion sense as personal safety may wear flexible armor in styles other than those described on the armor tables. This option enables executives, politicians, secret agents, celebrities and bodyguards to rely on discreet protection while appearing to be unarmored; it also works well for armored supers costumes. Specialty shops may design tailored armor to order using computerized manufacturing systems such as fabricators or nanofacs.
Example: A few months after a terrorist attack on the Emperor’s Ball, Captain Alice Iwakura is asked to attend another formal affair. This time she plans to be better prepared. Arriving in a ballistic nanoweave jacket and trousers won’t cut it. What to wear?
Armor Type
Select ballistic (p. 172), reflec (p. 173), ablative (p. 173), bioplas (p. 171), or energy (p. 174) body armor. Record the statistics of the suit version of that armor type. Its DR, cost, weight, and LC will be used as the basis of the rest of the outfit.
Example: We choose a TL10 tailored nanoweave bodysuit (p. 172) as the basis of our outfit. To start with, it has DR 18/6, covers all locations, and is $1,200, 8 lbs. and LC3.
Coverage
Choose the locations that are covered by the outfit. Each location has its own multiplier; add the multipliers for all locations covered. This will give the “coverage multiplier” of the entire outfit. The numbers add up to 1 (all locations covered).
Coverage Table
Multiplier | Location |
---|---|
0.05 | skull |
0.05 | face and eyes |
0.025 | neck |
0.125 | both arms |
0.05 | both hands |
0.25 | torso |
0.10 | groin |
0.25 | both legs |
0.10 | both feet |
Outfits may be designed that only protect a location (other than eyes or face) from the front (such as a low-cut dress) or the back (such as a cape). Halve the multiplier.
Outfits can be designed to protect only part of a location. For example, a miniskirt protects just part of the legs; a bikini bottom provides skimpy coverage to the groin. Halve the coverage multiplier for half-coverage; multiply by 0.25 for skimpy coverage (about 25% of the area). If a partly-covered location is struck, make an activation roll (see p. B116) using 3d to see if the protected area was struck. This is an 11 or less for armor with half-coverage, or 8 or less for skimpy coverage. Any armor on the upper torso always protects the vitals, and any armor on the face always protects the eyes.
Example: Alice considers nanoweave evening dresses. Her final selection is cut low in front and backless. It covers half the front torso (0.25 x 0.5 x 0.5 = 0.0625), the groin, (0.10) and half her legs (0.25 x 0.50 = 0.125) for a total multiplier of 0.0625 + 0.10 + 0.125 = 0.2875. We multiply the armor’s weight and cost by the total multiplier to get $345 and 2.3 lbs. Her chosen outfit will protect the front of her torso (if she rolls 11-) from the front only, her groin, and her legs (if she rolls 11-).
Style
Now that the coverage has been selected, decide whether the clothing is heavy, normal, light, or diaphanous. This will multiply DR, cost, and weight, and may affect LC.
Heavy: Trench coats, winter clothing, etc. If it’s supposed to be anything else, it’s easily recognized as a protective outfit. Multiply weight, cost, and DR by 1.5. Reduce LC by 1.
Normal: The outfit can pass as typical civilian attire, such as shirts, jackets, skirts, and trousers. Use the base values.
Light: This is typical of T-shirts, evening wear, summer wear, and many undergarments. It can be easily worn under clothing. Multiply weight, cost, and DR by 2/3. Increase LC by 1.
Diaphanous: This is typical of wispy lingerie or swimsuits. It doesn’t look like armor at all, and can be worn under other outfits. Multiply weight, cost, and DR by 1/2. Increase LC by 1.
Example: We decide Alice’s evening dress is Light, which multiplies weight, cost and DR by 2/3. It now has DR 18/6 ¥ 2/3 = DR 12/4, costs $345 ¥ 2/3 = $230, and weighs 2.3 lbs. ¥ 2/3 = 1.53 lbs. It is LC3 + 1 = LC4.
Cut
Finally, decide whether the outfit is of average cut (no extra cost), stylish (four times cost) or a fashion original (20 times cost). These multipliers are cumulative with all others, including accessories that were added to the outfit, except power supply costs.
Example: It’s an exclusive party, so Alice orders a fashion original: 20 x $230 = $4,600. She is now dressed to kill, with an evening gown that has DR 12/4 over half her front torso, the groin, and half her legs, costs $4,600, weighs 1.53 lbs. and is LC4.
Accessories
Any appropriate accessories or clothing options (e.g., buzz fabric) may be added at the usual cost.
RIGID BODY ARMOR
These are non-flexible pieces of non-sealed armor used to protect particular body parts. Composite laminate armor segments can be made for any body part. Use the rules for tailoring armor (Ultra-Tech, p. 174) with one of these full-body suits. It does not protect the joints (Martial Arts, p. 137) and is always recognized as protective gear.
Headgear
This armor protects the head or eyes. It is made of rigid armor plastic or composites.
Armored Shades
Sunglasses with armored lenses are available. They are glare-resistant and can be built into any of the video glasses described in Chapter 3.
Light Infantry Helmet
These helmets resemble those used by 20th-century soldiers. They have no built-in electronics, and are often worn with armored shades (above) or an optional visor attachment. The visor is glare-resistant, and is often fitted with a HUD (p. 24), although this is not standard.
Rigid Body Armor Table
TL Type Location DR Cost Weight LC 9 Armored Shades eyes 10 $100 +0.1 4 9 Light Infantry Helmet skull 18 $250 3 3 + Visor eyes, face 15 +$100 +3 3 10 Armored Shades eyes 15 $100 +0.1 4 10 Light Infantry Helmet skull 24 $250 3 3 + Visor eyes, face 20 +$100 +3 3
Clamshell Armor
This hinged cuirass consists of sloped, molded composite laminate reinforced by an inner layer of flexible armor. It is favored by soldiers who don’t want to carry around the weight of a full suit of armor, but do want plenty of protection where it counts.
Clamshell Armor Table
TL Type Location DR Cost Weight LC 9 Heavy Clamshell torso 45 $900 18 2 9 Light Clamshell torso 30 $600 12 2 10 Heavy Clamshell torso 60 $900 18 2 10 Light Clamshell torso 45 $600 12 2
Hardshell Armor
Standard and heavy-weight hardshell armor usually comes as several unconnected pieces (helmet, torso/neck/groin, two upper arms, two lower arms, two upper legs, two lower legs) that must be secured separately (10 seconds per section, halved with a Soldier roll). Light and diaphanous-weight pieces can be attached to a mesh body stocking (30 seconds, halved with a Soldier roll). Adjust for SM.
Crash Armor (TL9-12)
This is civilian hardshell armor optimized for crashing, falls, and high impact sports. It provides full protection against crushing damage, and uses its reduced DR against all other types of damage. Adjust for SM.
Airbag Suit (TL9-12)
Single-use inflatable airbags to protect in high-speed collisions. It only provides DR vs. falls in a gravity field and largearea collisions (a blow by an object at least the same size as the suit), and it won’t trigger for a velocity less than 10 yards per second. It uses a mesh of active rangefinders (laser, radar, or sonar) to detect collisions, and these rangefinders can be detected by the appropriate sensors.
The suit takes five seconds to fully deflate after activation, giving a DX penalty equal to the time remaining. Heavier suits multiply DR, cost, weight, and number of power cells by the chosen multiple, and deflation time by the square of the multiple – a suit with double protection takes four times as long to deflate. Adjust for SM.
Rigid Body Armor Table
TL Armor Location DR Cost Weight LC 9 Hardshell Suit all 30 $2400 48 2 9 Crash Suit all 30/10 $800 36 4
Multiply DR by 1.5 at TL10.
Airbag Suit Table
TL Armor Location DR Cost Weight Power LC 9 Airbag Suit all 10 $200 4 A/2 months 5 Multiply DR by 1.3 at TL10.
ENVIRONMENTAL GEAR AND SUITS
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 backpackmounted, 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 chemicalwarfare 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).
Gill Pack (TL10)
A gill suit membrane (Ultra-Tech, p. 178) packed into a cylinder similar to a large air tank. It connects to an air mask or sealed helmet. $2,000, 10 lbs., D/24 hrs. LC4. Duration improves like an artificial gill (Ultra-Tech, p. 177).
Buoyancy Compensator (TL9)
A reusable, controllable life jacket (Ultra-Tech, p. 188) primarily used for diving gear, whether civilian, military, or industrial. It must be connected to an air source. The compensator can be finely controlled by a computer to keep neutral buoyancy or cause an emergency ascent when air tanks run low. By default, it does not inflate when submerged. Designed into environment suits or armor, each unit ($20 and 1 lb.) will support 100 pounds x (TL-7) in water. LC4.
Scuba Gear (TL9)
TL9 scuba gear takes advantage of all the advanced materials available in Ultra-Tech. It includes a drysuit (p. 177, $200, 5 lbs.), air mask (p. 176, $100, 1 lb.), snorkel ($30, 0.25 lbs.), fins (p. 39, $50, 2 lbs.), buoyancy compensator (above) built into a load-bearing vest (High-Tech, p. 54, $60, 4 lbs.), medium air tank (p. 176, $80, 4 lbs.), an emergency mini air tank ($50, 0.5 lbs.), weight belt ($5, about 20 lbs.), and dive computer (tiny computer with datapad, tiny sonar comm, and depth gauge, all ruggedized: $200, 0.2 lbs., B/60 hrs). $795, 38 lbs. LC4.
Biomorphic Swim Fins (TL10)
Shape-changing bioplastic swim fins provide Enhanced Move 0.5 (Water), and retract into thick shoes to allow unimpeded walking. These are much larger than the fins listed on p. 39 of Ultra-Tech. $150, 2 lbs. LC5.
Biomorphic Diving Suit (TL10)
A bioplastic smart-matter gill suit with extensible hand and foot fins. The suit changes shape to maximize speed and efficiency. It allows the best unpowered swimming speed possible for humans: +3 to Basic Move for calculating Water Move, plus Enhanced Move 1 (Water). The duration of the air extraction improves like an artificial gill (Ultra-Tech, p. 177). The suit is built with the equivalent of a flexible D cell, which cannot be removed. $5,500, 10 lbs., D/24 hrs. LC4.
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
Zero-G Shoes (TL9)
A pair of light fabric foot coverings designed to be worn over the top of socks, with muscle-activated gecko surfaces for clinging onto things. In zero gravity, hard soles aren't needed for shoes but the feet still need protection from sharp or rough surfaces. The gecko surface covers the entire shoe – in zero gravity, the feet are often hooked into objects to keep steady. When used to “walk”, Move is normal with a successful Spacer or Vacc Suit roll, halved without. The gecko surfaces are much lower power than in climbing gear and can't be used to cling onto objects in normal gravity, but provide +1 to any rolls to maintain footing. $340, 0.5lbs., 2A/4,000 hrs. LC4.
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.
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 chemical-retardant 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 and Nanoweave Tacsuits (TL9-11)
These tactical suits are chemically-coated, contamination-proof coveralls made of flexible ballistic fabric: reflex armor at TL9, nanoweave at TL10. 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).
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 * Flexible. See above for the split DR explanation.
Counterpressure Vacc Suits (TL9-10)
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)
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 (TL9-10)
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.
Reflex and Nanoweave Monocrys Vacc Suit (TL9-10): 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.
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.
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 * 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 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 – 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 – 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 – 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.
Powered Suits
Powered suits enhance the wearer’s strength and mobility. They come in two styles: open exoskeletons and enclosed battlesuits. Most powered suits provide a bonus to Lifting ST (p. B65) and Striking ST (p. B88). EXOSKELETONS A powered exoskeleton (or “exo”) is an open framework of artificial “muscles.” When the user moves, the sensors in the suit react to and match his movements. The wearer uses the physical attributes of the exoskeleton rather than his own. Exoskeletons provide little protection, but unless noted, they may be worn over clothing or any flexible armor. Full-Body Exoskeletons These are attached to the body and limbs. They provide a bonus to Lifting ST and Striking ST. Battlesuit skill limits DX and DX-based skills; see p. B192. With the power on, a full-body exoskeleton’s weight is not counted toward encumbrance. Heavy Exoskeleton (TL9) A rugged, heavy-duty exoskeleton designed for cargo loading and construction work. It’s often used as a substitute for a fork-lift truck or construction robot. It is very strong, but the oversized arms are not suited for fine work. It stands eight feet tall (SM +1). The wearer gains Lifting ST+12 and Striking ST+8. In addition to any penalties for low skill, the wearer is Ham-Fisted (-3 DX). The exoskeleton has a built-in laser torch (p. 80), a mini tool kit (p. 82) for Mechanic skill, and a fire extinguisher tube (p. 87). Light Exoskeleton (TL9) This is a lower-powered but less bulky exoskeleton. It grants the wearer Lifting ST+10 and Striking ST+6. Ranger Exoskeleton (TL10) Basically a battlesuit without the armor, this light but powerful exoskeleton is used for military or paramilitary operations. Its leg braces and motors boost the wearer’s agility as well as his strength. It grants Lifting ST+12, Striking ST+12, and Super Jump 2. Stealth Exoskeleton (TL10) This lightweight exoskeleton can be concealed under heavy clothing, such as a jacket or trousers. It can only be worn over skimpy clothing. It’s useful for covert operations, and visitors or first-generation colonists may wear stealth exoskeletons as normal clothing on high-gravity worlds. It’s also useful for natives of low-gravity worlds visiting a planet like Earth. The stealth exoskeleton gives Lifting ST+4 and Striking ST+4. Lower-Body Exoskeleton (TL9) Lower-body exoskeletons are worn by porters, soldiers, and anyone else who needs to carry heavy loads without straining. They include an exo-supported backpack capable of carrying up to a 70-pound Payload; when the power is on, this load is not counted toward encumbrance. Battlesuit skill only limits DX and skills for tasks that require lower-body agility, such as melee attacks or jumping. Power Sleeve (TL9) A bulky “power glove” and arm brace that enhances gripping power. The glove can also be set on “auto-grip,” which makes it “freeze” in any desired position; the user can then slip his hand out of the glove and leave it clamped onto something. It gives Arm ST+6 for crushing, gripping, and holding to the arm it is worn on (the user can wear one glove on each arm, if desired). It requires Battlesuit skill, but this only limits DX and skills for tasks involving the power-sleeved arm. Exofield Belt (TL12^) This belt projects an invisible force field around the user that not only protects him, but also follows his movements and enhances his physical strength and mobility. The exofield belt gives Lifting ST+20 and Striking ST+20, as well as Super Jump 3. It is operated using Battlesuit skill. Its weight is counted toward encumbrance. The field provides no DR or enhancement when the power is turned off.
Powered Exoskeleton Table TL Armor Location DR Cost Weight Power LC 9 Heavy Exoskeleton all 20/0 $50,000 200 E/24 hr. 3 9 Light Exoskeleton body, limbs 10/0 $25,000 50 D/12 hr. 3 9 Lower Body Exoskeleton groin, legs 8/0 $12,000 30 2D/24 hr. 4 9 Power Sleeve one arm and hand 8/0 $2,000 2 C/12 hr. 4 10 Ranger Exoskeleton body, limbs 20/0 $50,000 50 D/12 hr. 3 10 Stealth Exoskeleton body, limbs 12/0 $10,000 10 2C/8 hr. 4 12^ Exofield Belt body, limbs 50 $100,000 1 C/1 hr. 3 If an exoskeleton has a split DR, use the higher DR against any swinging melee attacks, falls, or collisions. Use the lower DR against all other damage types.
BATTLESUITS A battlesuit is an armored exoskeleton. Its strengthamplifying feature lets a battlesuit trooper carry squad-support weapons like heavy machine guns or semi-portable blasters. Many battlesuits have built-in tactical systems such as sensors or weapon mounts, and are designed for hostile environments. Battlesuits are much more expensive than ordinary combat armor, and require more training to use, but they greatly increase effectiveness. A single battlesuit trooper with heavy weapons can be as effective as an entire squad, and nearly as mobile as an armored vehicle. Gadgeteers also love to build futuristic battlesuits: an ultra-tech suit in the modern world lets even a normal person become a super-powered hero or villain. Battlesuits do not run any faster, since the user’s speed is limited by the length of his legs, but suits with strong leg muscles can move quickly by using a series of jumps, which may provide both the Super Jump advantage and an increase in Basic Move. Wearing a suit is not fatiguing; except for the helmet, the armor’s weight does not count as encumbrance while powered up. If the suit loses power, the wearer can still move (unless he’s in a combat walker), but he must use his own ST to carry the weight! Unless otherwise noted, a battlesuit opens at the waist so that the user can easily step in or out. This takes three seconds, plus another three to screw on the separate helmet, if there is one. However, it takes 30 seconds to do this and perform all the subsystem checks, power everything up, and connect all features (such as the waste relief and biomedical telemetry). This time is halved on a successful Battlesuit skill roll. It’s also possible to omit the check-out procedure and just start moving, but if so, the GM should feel free to have internal systems fail (“due to your rush, the suit filter wasn’t properly locked down – looks like that nerve gas will affect you after all”). At TL9-10, most battlesuits should be fitted to the wearer. Refitting takes two hours and requires an Armoury (Body Armor)+2 roll. Failure means another attempt is required. Critical failure damages the suit, which will need minor repairs before it is usable, or suffer a fault that will not be apparent until it is used in action. It is possible to use an unfitted suit, provided the user is the same size, shape, and sex as the last wearer (height/weight should be no more than 2% off). However, the wearer will suffer a -1 penalty to DX and all DX-based skills. At TL11+, nanogel systems based on smart bioplastic layers are routinely built into all battlesuits. A nanogel system fits like a glove and adjusts itself to conform to any wearer within 10% of the weight and height of whatever average it was built for. Flying Battlesuits Many battlesuits are used with flight systems, since the suit’s strength amplification makes it easy to carry extra gear. For maximum flexibility, these systems are not included in the suit designs, but are usually worn as external packs or belts. See Flight Pack (pp. 230-231) for various options. Flight systems interface with battlesuits, allowing the suit’s own navigation displays to be used for flight control. Underwater Battlesuits Units operating underwater will use an aquatic propulsion pack (p. 228) or a contragrav belt (p. 231) for submerged mobility. A few suits have integral aquatic propulsion. 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 eight feet 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+20 and Striking ST+20. 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 tactical 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. Different variations of combat walker are described below. Combat walkers become obsolete at TL10+, and are replaced with heavy battlesuits (p. 184). Infantry Combat Walker (TL9) This is the standard model, designed for operations in terrestrial conditions. It is sealed (p. 171), with a filter mask (p. 177), climate control (-20° F to 140°F) (p. 171), and radiation protection (PF 10) (p. 171). It can be equipped with air tanks (pp. 176-177), but these add to its weight. Marine Combat Walker (TL9) This model can swim underwater using ballast tanks and a waterjet propulsion system. It has Water Move 4, and a built-in small sonar (p. 65). It is sealed, and provides climate control (-20° F to 150°F), pressure support (10 atm.), and radiation protection (PF 10). It has a large air tank, giving a it a 24-hour air supply at TL9. Space Combat Walker (TL9) This battlesuit 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.), radiation protection (PF 10), and vacuum support. It has two large air tanks, giving a it a 48 hour air supply at TL9. 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. It may be assigned to elite forces or every soldier, depending on resources and doctrine. Powered combat armor gives +10 to Lifting and Striking ST and Super Jump 1. Biomedical sensors (p. 187) and a waste relief system (p. 187) are standard features. The suit’s surface has a tactical ESM (p. 62). The helmet comes with a filter mask (p. 177), a GPS (p. 74), hearing protection (p. 171), a small radio (p. 44), a small laser comm (p. 44), and a hyperspectral sensor array (p. 61). 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 at TL9. In a contaminated but breathable atmosphere, it can operate using the standard filter mask. Powered combat armor incorporates infrared cloaking (p. 99). Chameleon surfaces (pp. 98-99) are common but not standard. Note: This suit is similar to the Battlesuit on p. B285. Zero-G Worksuit (TL9) This suit is more like a miniature spaceship than a vacc suit. It is a rigid pressurized cylinder with a transparent helmet dome; the whole thing is slightly larger than a man. It has no legs, but is propelled by an integral thruster pack mounted in the base. The suit’s thrusters accelerate or decelerate it at up to three yards/second2, with enough fuel for 300 seconds of acceleration. A Piloting (High- Performance Spacecraft) roll is required to quickly change direction. In addition to its normal suit sleeves, it has three ST 15 waldoes – remote-controlled arms – for heavy duty work; they can be used as normal arms but at a -3 DX penalty. Any two waldoes may be used at once. One waldo also mounts an integral laser torch (p. 80). A waldo’s grip can be power-locked onto a structure (e.g., a ship’s hull) to hold the suit steady while the other limbs are used for work. It is sealed, providing climate control (-459° F to 300°F), radiation protection (PF 10), and vacuum support. It has two weeks of air. A small (eight-inch diameter) airlock in its side is used to transfer small items (such as tools, food, or air) without breaking suit integrity. It has a built-in medium radio (p. 44). The suit is powered by an E cell, and has sockets for a second cell. Like a combat walker (p. 182), a zero-G worksuit does not need to be specially fitted to each user. Commando Battlesuit (TL10) This is a lightweight, agile, form-fitting powered armor suit. It may be popular with commandos, SWAT teams, or costumed heroes. Its exoskeleton gives +15 to Lifting and Striking ST and Super Jump 2. Biomedical sensors (p. 187) and a waste relief system (p. 187) are standard features. The suit’s surface has infrared cloaking (p. 99), radar stealth (p. 100), and a tactical ESM (p. 62). The helmet comes with a filter mask (p. 177), an inertial compass (p. 74), hearing protection (p. 171), a small radio (p. 44), a small laser comm (p. 44), and a hyperspectral visor (p. 61). 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 (p. 176) with 36 hours of air at TL10. In a contaminated but breathable atmosphere, it can operate using the filter mask.
Heavy Battlesuit (TL10) 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 are smaller than TL9 combat walkers, but still 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). Except for the helmet, 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 (p. 177), an inertial compass (p. 74), hearing protection (p. 171), a hyperspectral visor (p. 61), a small laser comm (p. 44), and a medium radio (p. 44). The suit’s body incorporates biomedical sensors (p. 187), trauma maintenance (p. 189), a provisions dispenser (p. 187) with a week’s provisions, tactical ESM (p. 62), and a waste relief system (p. 187). The suit also has infrared cloaking (p. 99) and radar stealth (p. 100). 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 at TL10. The suit’s exoskeleton grants Lifting and Striking ST+20. It has Basic Move +2 and Super Jump 1. Command Battlesuit and Scout Battlesuit These variations have almost identical statistics. Command Battlesuit (TL10): A suit designed for officers, not quite as strong as a heavy battlesuit, but with equivalent armor and greater mobility. It includes a medium laser comm (p. 44) and a large radio (p. 44). Its exoskeleton grants Lifting and Striking ST+18, Basic Move +3, and Super Jump 2. Scout Battlesuit (TL10): A variation on the command battlesuit for reconnaissance and special ops units. It has a chemsniffer (p. 61), and a deceptive radar jammer (p. 99). The helmet has a small genius computer (p. 22). Its exoskeleton is less strong but faster: it grants Lifting and Striking ST+16, Basic Move +4, and Super Jump 3.
HEX Suit (TL10)
The Hostile Environment eXosuit is a suit of powered space armor reinforced for operations in extremely dangerous environments, such as the hellish surfaces of Mercury or Venus. The HEX is most often used by explorers and workers, but might be issued to military forces.
The suit is eight feet tall (SM +1). Its bulbous, heavilyarmored body is reinforced and shielded to resist extremes of pressure, temperature and radiation, and it has a heavyduty life support system. It is sealed, providing climate control (-459° F to 800°F), pressure support (50 atm.), radiation protection (PF 100), and vacuum support. It has 120 hours of air and water.
Its exoskeleton provides Lifting ST+8 and Striking ST+4, and cancels the weight of the suit for encumbrance. Unlike most other battlesuits, it does not otherwise increase the wearer’s mobility. The suit requires 60 seconds to put on or take off.
Standard accessories include a waste relief system (p. 187), a provisions dispenser (p. 187) with a week’s water and rations, and an automatic backscratcher. The helmet has hyperspectral goggles (p. 61), a small multi-mode radar (p. 65), and a medium radio (p. 44).
Battlesuit skill is used to operate the suit, and does limit DX and skill use (see p. B192). Unlike most ultra-tech suits, the HEX suit is nearly as clumsy as a TL7 vacc suit.
Battlesuit Table TL Armor Location DR Cost Weight Power LC 9 Combat Walker all 200/120 $300,000 800 E/24 hr. 1 9 Marine Combat Walker all 200/120 $320,000 900 E/24 hr. 1 9 Powered Combat Armor all 70/50 $80,000 150 E/18 hr. 1 + Helmet head 70/50 +$10,000 15 C/18 hr. 1 9 Space Combat Walker all 200/120 $330,000 950 2E/48 hr. 1 9 Zero-G Worksuit all 40 $60,000 150 E/48 hr. 3 10 Commando Battlesuit all 105/75 $80,000 150 E/24 hr. 1 + Helmet head 105/75 +$10,000 15 C/24 hr. 1 10 Heavy Battlesuit all 150/100 $200,000 480 10 yr. 1 + Helmet head 150/100 +$10,000 20 10 yr. 1 10 HEX Suit all 140 $200,000 2,000 2E/1 wk. 3
Battlesuits with split DR use the higher DR against attacks to the torso (and skull, for helmets or suits that cover all locations); the lower DR protects other locations. * Flexible.
Typical Armor by TL There are many different types of armor; these are simply guidelines as to who might be using them. “Paramilitary” refers to corporate security forces, second- line troops, terrorists, and riot police. “Mechanized infantry” are soldiers who ride into battle in armored personnel carriers. TL9 Civilian and Police: Reflex jacket, trousers, vest or tailored armor. For spacers, a civilian vacc suit or zero- G worksuit. Light Infantry or Paramilitary: Reflex tactical suit or vest; light infantry helmet. Mechanized Infantry or SWAT: Combat hardsuit (or space armor), or powered combat armor. Heavy Powered Infantry: Combat walker. TL10 Civilian and Police: Nanoweave jacket, trousers, vest or tailored armor. For spacers, a skinsuit or nanoweave vacc suit. Light Infantry or Paramilitary: Nanoweave tactical suit or vest; light infantry helmet. Mechanized Infantry or SWAT: Combat hardsuit, space armor, or commando battlesuit. Heavy Powered Infantry: Heavy battlesuit.
Defense Systems
There is more to defense than just heavy armor. These are a variety of specialized systems, some designed to be integrated into suits, others for use on their own.
Miscellaneous Accessories
Magnetized Plates (TL9): These can be put on the soles of any boots. They let the wearer walk along metallic bulkheads and ship hulls in microgravity or zero-G. Move is normal with Vacc Suit skill and halved without. $100, 0.5 lbs. LC4.
Provisions Dispenser (TL9): A sealed helmet or suit that covers the head can be equipped with a concentrated food and water supply in a handy helmet-mounted dispenser. The provisions can be consumed “hands-free” without taking off the helmet. Built into many suits; if bought separately, $50, 1 lb.
Waste-Relief System (TL9): The suit collects and packages the wearer’s waste products in a hygienic manner. Worth every penny if the suit is worn for more than a few hours! Built into many suits; if bought separately, $1,000, 2 lbs.
Gas Channels (TL9): Gas channels disperse a cloud of gas or aerosols around the user for defensive purposes (see Ultra-Tech, p. 159). The dispersal unit can hold 160 doses of gases in eight tubes of 20 doses each. It can be triggered with any number of doses at once. The usual load for infantry is any variant of smoke or radiant prism; riot police use anti-tangler aerosol and riot gas. A suit can have both gas and fluid channels. $200, 2 lbs. LC4.
Fluid Channels (TL9): Secrete fluids such as slipspray or biochemical agents. The dispersal unit can hold eight single dose tubes, which can be triggered in any combination. A suit can have both gas and fluid channels. $200, 2 lbs. LC4.
OTHER DEFENSES
These are miscellaneous protective systems, designed to deal with specific hazards rather than general damage. If the system is included in a suit as a standard feature, there is no extra cost or weight, and the system runs off the suit’s power supply.
Ablative Foam (TL9)
Ablative foam can be applied to skin or to body armor. It is a half-inch-thick layer of sticky foam, available in a variety of camouflage colors. It gives DR 8 vs. burning damage only, but is treated as Hardened (p. B47) against laser attacks. It ablates more rapidly than ablative body armor, losing 1 DR for every point of damage inflicted to a location.
A spray can covers one person or a square yard; a spray tank covers a car-sized vehicle or up to 10 square yards. Only one layer of foam can be used on a person, while up to three layers can be applied to vehicle armor. Application takes three seconds per square yard or person. The foam is also radar absorbent; -3 for radar to detect anything covered with it, not cumulative with other modifiers for radar stealth systems. $100, 2 lbs. for a can; $500, 10 lbs. for a tank. LC4.
Armor Without Faceplates (TL9)
Any helmet or armor that covers the entire head can be built with no faceplate. All the sensor information is presented on a display inside the helmet. It includes a 360-degree scan, so that the user has Peripheral Vision. The sensor suite costs $1,000 and includes a basic HUD, audio microphones, and a simple (and unjammable) low-light optical-circuit TV camera.
Any critical hit to the “eyes” location by an beam weapon will burn out the TV scanner on a roll of 10 or less on three dice. Many prefer to make do with old-fashioned visors, which are fairly sophisticated anyway.
Biomedical Sensors (TL9)
These embedded sensors monitor cardiopulmonary function, blood pressure, oxygen saturation, posture, and activity level. The sensors also note the location and size of any penetrations into the armor. This permits remote monitoring of physiological status over a communications system; the patient data can also be encrypted and stored in a built-in storage device. This data gives medics a +1 (quality) bonus to Diagnosis when examining the wearer in person, or allows Diagnosis skill to be attempted without the wearer being present at a -2 penalty. $200, 0.2 lbs., A/24 hr. LC4.
Electromagnetic Armor (EMA) (TL9-10)
This armor upgrade is designed to dissipate the penetrator jet created when a shaped-charge warhead hits the exterior. When the round hits, embedded sensors trigger an electromagnetic pulse in the armor that disrupts the stream. Electromagnetic armor effectively doubles the armor DR vs. shaped-charge warheads and plasma bolts. Laminate armor with the EMA upgrade has triple the armor DR against shaped-charge warheads and plasma bolts.
EMA requires power and is limited in the number of times it may be used, a “use” being any penetration of the armor that is blocked only thanks to the doubling (or tripling) of DR. It draws on the suit or vehicle’s power plant or energy banks; the number of uses is specified in the descriptions of vehicles equipped with it. Vehicular EMA (TL9): This is integrated into layered armor in vehicles such as tanks (p. 226).
Battlesuit EMA (TL10): This uses superconductor technology to integrate the armor into battlesuits. A minimum thickness of armor is required to insulate the suit, so EMA is only available for the heavy battlesuit (p. 184), dreadnought battlesuit, and warsuit (p. 185).
EMA is an integral feature rather than an add-on; its presence is noted in particular vehicle and armor designs.
IFF Comm (TL9)
This software upgrade can be used with any directional communicator. It allows the user to send an “Identify Friend or Foe” signal and sets up an automatic response to any valid friendly IFF signal. IFF comms are compatible with the IFF interrogators (p. 151).
An IFF signal is an encrypted interrogation code. If the target has IFF comm software activated, and if it has the proper codes, its communicator will automatically reply with its own coded “friend” response. Once an IFF comm has identified a friendly target, it will pass this data to any navigational, sensor, or targeting displays it is linked to. If the target fails to respond, or any information does not match the IFF comm’s database, it will be indicated as potentially hostile.
IFF comm software is Complexity 2, $500. LC3.
Life Jacket (TL9)
This small life jacket inflates automatically if totally submerged. Once activated, it reduces Swimming skill by 3, but the wearer won’t sink even if he wants to. One jacket will support 200 pounds x (TL-7) in water. $20, 2 lbs.
Nasal Filter Plugs (TL9)
This pair of chemical-biological filter plugs fits in the wearer’s nostrils. They do not provide full protection against gas, but as long as the wearer keeps his mouth closed and breathes only through his nose, the plugs add a +5 bonus to HT to protect against breathed gas (such as sleep gas), strong odors, or avoid infection from airborne microorganisms. They provide no protection against agents absorbed through skin.
Inserting the plugs takes three seconds if in hand. A DX roll can cut this to two seconds, but critical failure means the user drops one of the plugs instead of inserting it. In a surprise gas attack, the user must make an IQ roll to close his mouth and insert the plugs before breathing a whiff of gas. Combat Reflexes adds +6 to IQ for this purpose, and Hazardous Materials skill (p. B199) can substitute for IQ if it is higher.
The filters only work perfectly for about four hours of continuous use. The HT bonus then declines by -1 every two hours; after 10 hours the plugs offer no protection at all. $100, neg. weight. LC4.
Near Miss Indicator (TL9)
This miniature acoustic sensor can attach to any combat helmet. It only works in conjunction with a HUD (p. 24), and does not function in vacuum. The NMI’s sensor detects the flight path of projectiles (but not energy beams) as they pass across the user’s field of vision, then displays them as visible traces. This gives a +2 to Vision rolls to locate the source of enemy fire. $1,000, neg. weight, A/24 hr. LC4.
Personal Radar/Laser Detector (TL9)
This alerts the user if he’s in the path of a radar or ladar beam at up to twice that beam’s range (1.5 times normal range for LPI radars, see p. 63). It cannot detect radars of a higher TL than its own. TL9+ soldiers often carry radar detectors built into combat helmets. $50, 0.5 lbs., A/10 days. LC4.
Psionic Mind Shield (TL9^)
This psychotronic device generates a telepathic mind shield that warns the user of mental attacks and defends against them. Add the shield’s TL-6 to IQ or Will whenever the user resists an advantage with the Telepathic limitation. The shield also resists attempts to locate the user’s mind using psionic abilities. Such abilities must win a Quick Contest against the wearer’s Will + the shield’s (TL-6) to find him.
At the GM’s option, an artificial mind shield may protect against spells listed under Communication and Empathy Spells (p. B245) or Mind Control Spells (p. B250).
Mind Shield Helmet (TL9^): The shield circuits warn the wearer when a telepath fails to penetrate the shields, but provide no warning if the telepath succeeded. The warning can take the form of a beeper, a silent signal, or a message in the user’s HUD. Lightweight caps (DR 1, cover only the skull) are $1,000, 1 lb., 2B/100 hr. LC3.
Mind Shield Circuitry (TL9^): This can be built into any type of helmet: $1,000, 0.5 lbs., 2B/100 hr. LC3.
Telepathic Barrier (TL9^): This psionic stealth coating can be used to shield vehicle crews, building occupants, or even entire cities from telepathic detection and manipulation. It uses external power. $1,000, 0.5 lbs. per square foot. Sealing a 10’ cube requires an area of 600 square feet; a typical civilian vehicle is about 300 square feet.
Mind Shield Headband (TL10^): A more compact version of the standard telepathic mind shield, worn as a headband or tiara. $1,000, 0.1 lb. B/100 hr. LC3.
Radiation Badge (TL9)
This is a tiny device (often worn on the wrist) that detects the local radiation level; it includes a touch-sensitive display and micro-communicator. It can provide the actual radiation level or be set to trigger an alarm if the radiation exceeds a specified amount. The same unit may be built into a helmet visor or connected to a HUD. $100, neg. weight, AA/1 month. LC4.
Riot Shield (TL9)
Police on riot-control duty often use this large, rectangular shield of transparent armorplas. It has DB 3 and DR 30/HP 60. It does not impair the user’s vision, but lasers ignore its DR. $100, 4 lbs., LC4.
Suit Patches (TL9)
Environment suits and sealed battlesuits usually have a front pocket containing 10 sticky emergency patches. Damage that penetrates the suit can be patched manually. This requires three seconds and a Vacc Suit skill roll. If the first attempt fails, each further attempt is at a cumulative -1. Every three seconds of delay or failed attempt means a loss of 10 minutes’ worth of air. Extra packets of suit patches are $10, 0.1 lb.
Trauma Maintenance (TL9)
This medical system is available for any battlesuit or flexible powered suit with biomedical sensors (p. 187). It includes an auto-injector and 10 doses of drugs. The user can manually trigger it, or it can be preset to inject a specific drug if vital signs warrant it; e.g., a painkiller if injured or a stimulant if fatigued. The injector might also be remotely controlled by a superior officer, or loaded with non-medical drugs; e.g., to trigger berserker rage. It has its own power supply to make it independent of suit power loss. $2,000, neg. weight., A/1 year. LC4.
Desert Environment System (TL10)
This recycling system can be added to any sealed suit, giving it the same water recycling capabilities as a desert environment suit (p. 177). $1,000, 2 lbs. LC4.
Microbot Arteries (TL10)
These may be added to any armor. Microbot arteries contain room for one square yard of microbots inside the suit, allowing them to travel to any location covered by the armor. Suits with microbot arteries usually carry paramedical swarms (p. 201) or repair swarms (p. 87) to heal the user or repair damage to the suit. A battlesuit may have two different sets of microbot arteries. $500, neg. weight. LC4.
Reactive Armor Paste (TL10)
This sensor-embedded directional explosive paste comes in tubes and can be lathered onto armor or flesh. It explodes outward to disrupt impacts and beam-weapon strikes. Reactive armor paste will only detonate if struck by a high-velocity attack such as a bullet, beam, or explosion. It reduces the damage from attacks before armor DR. It is especially effective against crushing damage from a direct hit by an explosive shaped charge, such as a HEMP or HEAT warhead. One detonation protects against all hits from a rapid-fire attack. Each time the paste detonates, the wearer takes 1d crushing damage with the explosive modifier. Reactive armor paste is normally placed on armor, which will protect against this damage. Reactive armor paste is only good for a limited number of uses. If it’s already protected a location once, then roll 1d each time a successive attack strikes the same location. Subtract 1 for every prior attack that resulted in a detonation. If the result is 0 or less, an unprotected area has been hit and the paste has no effect.
Reactive armor paste typically provides DR 20 (DR 200 vs. shaped charges). Multiply DR by 1.5 at TL11, and double it at TL12. Enough paste to cover a full-body suit is 4 lbs. and $200. Use the tailored armor rules for partial coverage. LC 2.
Smartsuit Options (TL10-11)
These options are available for smart vacc suits (p. 179), energy vacc suits(p. 179), space biosuits (p. 179), cybersuits (p. 184), and nanosuits (pp. 184-185). They make full use of the mutable capabilities of smart matter materials. Some of the possible suit features are:
Interphase (TL10)
This “smartsuit-built-for-two” feature allows two or more suits in physical contact to merge into a single, larger suit – like a big bioplastic sleeping bag – that contains all the original occupants. This takes 10 seconds and requires that all parties be cooperative, restrained, or unconscious. Once the suits are interphased, everyone within shares life support and can interact in ways that are difficult or impossible in separate suits; such skills as First Aid and Erotic Art are at only -1. A lone user can use First Aid on himself (still at -1) without opening his suit by activating interphase and causing his suit to balloon. It’s impossible to walk while wearing a sack, but the occupants can hop or roll at Move 1. Separating the suits takes 10 seconds; any suit wearer can initiate his suit’s separation. $1,000 for a biosuit or nanosuit; $5,000 for a smartsuit or cybersuit. LC4.
Rainbow (TL10)
The suit can change its color on request, or even become transparent (though not invisible). This lets the suit mimic different kinds of clothing – for example, the user could make arms, head, and legs transparent to create the illusion of swimwear. The helmet’s colors and transparency can also be adjusted.
The rainbow option is not as effective as a chameleon suit, but does allow the user to don a camouflage pattern (-2 to be spotted) if desired. It can also give the suit a chrome pattern, for the equivalent of a reflec armor surface (p. 173). $400 for biosuit or nanosuit; $2,000 for a smartsuit or cybersuit. LC4.
Morphwear (TL10)
The suit can reconfigure itself to mimic normal clothing, with the hood retracting into the body and the legs, torso, and sleeves separating and billowing as necessary to duplicate anything from a formal suit to a cocktail dress. A large library of outfits can be programmed; in combination with the Rainbow setting, the suit can duplicate most types of full clothing, and create the illusion of skimpy outfits by becoming selectively transparent.
While it is activated, the morphwear function compromises the suit’s ability to protect against hostile environments and halves DR. The suit can change back to its protective form in two seconds. $1,000 for a biosuit or nanosuit, $5,000 for a smartsuit or cybersuit.
Bodyguards
The job of a bodyguard is to protect his principal . . . with his own life, if necessary. Not all bodyguard jobs are equally hazardous. The minions of a hated dictator re in daily danger. The guards of a businessman trying to operate in a failed nation must be constantly alert for kidnapping attempts. The wealthy and famous are mobbed by paparazzi more often than they are actually menaced. Even the leader of a democracy at peace may become a target for random maniacs, but it won’t happen often. Of course, some leaders and some wealthy men, flaunt their guards as a status symbol, whether they’re needed or not.
Some bodyguards deter violence with their threatening presence. Others may blend into the background until they’re needed, or be disguised as personal assistants, domestic staff, chauffeurs, lovers, pets, or even children.
Robots are the most common ultra-tech bodyguards. Combat androids (p. 167), nanomorphs (p. 111), and petbots (p. 41) are especially useful. Trained animals can be useful bodyguards, especially if upgraded with neural uplift (pp. 218-219), or controlled via puppet implants (p. 218) and biopresence software.
A person’s clothing can be an effective bodyguard – see swarmwear (p. 40).
A good bodyguard is often trained and equipped for medical emergencies involving his charges – see Medical Equipment (pp. 196-206). A bodyguard team may incorporate medics: see the combat medic lenses for the Nursebot (p. 202) and Medical Bushbot (p. 203).
NUCLEAR DAMPERS
A nuclear damper manipulates nuclear force over a distance in order to control radioactive decay and suppress nuclear fission explosions.
Dampers neutralize nuclear warheads within their radius of effect. They can prevent the nuclear detonation of fission warheads, as well as fusion warheads that use fission triggers, such as the hydrogen bombs typical of TL7-9. A damper field doesn’t affect “clean fusion” weapons that use lasers or antimatter to trigger fusion.
Fission and fission-fusion bombs generally have chemical explosive triggers, and these will still explode normally. Thus, a nuclear warhead that is set off within a damper field will usually be destroyed, but fail to produce a nuclear explosion.
Nuclear Damper Projector (TL10^)
This device projects a spherical nuclear damper field with a radius of 100 yards. The field can be generated at a range of up to five miles, but must be focused on a particular target area. Use Gunner (Beams) skill to quickly focus it (e.g., to intercept a nuclear missile in flight). It has Acc 24 and RoF 1 when used in this fashion.
The large area of effect means even a “miss” may still catch the target (see Attacking An Area, p. B414). If the damper engages a flying target, the attack roll would have to miss by 10 or more for the field to fail to envelop the target. $10 million, 2,000 lbs., external power. LC1.
Portable Nuclear Damper Projector (TL10^)
This is a small, short-range damper. It has an area of effect of only two yards and a range of only 200 yards. It is used for nuclear bomb disposal, and is typically mounted on a tripod. As a ranged weapon, it has Acc 18, RoF 1. $200,000, 50 lbs., 2D/24 hours. LC2.