Roleplayer #28, April 1992
I Laugh At Your Puny Blasters!
by David L. Pulver
For those players and GMs who want more variety than monocrys and reflex
armor for their starfaring characters, here is a wider selection of body
armor for TL8 to TL15. This article should solve the much-asked riddle of
"Why does the light, medium and heavy body armor in Basic
Set have no equivalent in the advanced combat system?"
It also provides some TL15 armor for those GMs who like Precursor artifacts
and want something more advanced (and less unbalancing) than force screens
for their PCs to struggle over.
Ceramet (TL8) or BPC (TL9-10) Inserts
Similar to modern steel and ceramic inserts used in Kevlar armor, these
torso plates are designed to fit in pockets or be strapped onto heavy monocrys
or the TL10 exploration suit. They increase heavy monocrys or exploration
suit armor protection to DR 40 vs. attacks to locations 9-11 and 17-18;
they have no effect on attacks against other lo-cations. Separate inserts
must be used for the front and back of armor; each weighs 8 lbs. and costs
$250 at TL8, 4 lbs. and costs $125 at TL9, and 2 lbs. and costs $50 at TL10+.
The inserts are LC 2.
Light Body Armor (TL8+)
Worn by people who want somewhat better protection than ablative armor or
monocrys but can't afford the weight or cost of Combat Infantry Dress, this
is a thick compound-fiber jacket with armorplas inserts and monocrys sleeves
and gloves provides PD 4, DR 20 protection to the torso but only PD 2, DR
15 (PD 1, DR 2 vs. impaling) to the arms (6, 8) and hands (7). The head
is protected by an open-faced armorplas helmet ($150, 2 pounds on its own)
giving PD 4, DR 15 protection to locations 3-4 and (from rear only) to 5.
The legs are protected by PD 2, DR 15 monocrys pants (only PD 1, DR 2 vs.
impaling attacks). Boots (location 15, 16) provide PD 2, DR 10(5 lbs., $70).
Add DR 5 (except vs. impaling attacks to the limbs) per TL after TL8.
The full suit is 22 lbs. and $270. Jacket with gloves (12 lbs., $200), boots
(3 lbs., $70), pants (5 lbs., $100), and helmet ($150, 2 pounds) are available
separately. Light Body Armor is Legality Class 3.
Medium Body Armor (TL8+)
This is a full-body suit of articulated plastic combat armor. Manufactured
out of advanced zero-gee composites and synthetics, MBA is a far more expensive
but lighter-weight alternative to TL8 Combat Infantry Dress. It is proof
vs. chemical and biological attacks and fallout, and unlike CID, its expensive
one-piece design enables it to be pressurized for vacuum operation with
the addition of a set of air-tanks. It is worn by individuals who don't
need the full protection -- and weight -- of combat infantry dress but do
require pressurized armor that is tougher than a civilian vacc suit. Commando
troops, planetary militia, orbital defense forces, and vehicle crews tend
to use medium body armor. It is also often the basis of powered suits used
by supers.
Protection is provided by a rigid armorplas cuirass giving PD 6, DR 25 on
the torso (locations 9-12 and 17-18), while armorplas plates with flexible
articulated joints give the arms (6, 7, 8), legs (12, 13-14), and feet (15-16)
PD 4, DR 15. Except for removable gauntlets and helmet, the suit is all
one piece (the rear of the cuirass clamshells, and you climb in or out).
The helmet screws onto the cuirass, and is identical to the Combat Infantry
Dress helmet, giving PD 4, DR 18 (visor is DR 10), and includes 128-channel
radio, HUD, thermal sight, and CBR protection. Add DR 10 to all locations
per TL after TL8. Since Medium Body Armor is non-metallic, it does not provide
PD 8 vs. disruptor fire.
Medium Body Armor can be given the same armor accessories (e.g., Chameleon
surface) as Infantry Combat Armor. The full suit is $1,520 and 22 pounds,
and Legality Class 1.
Heavy Body Armor (TL9)
Heavy Body Armor is heavier than CD or Medium Body Armor but lighter weight
(and somewhat less protective) than Infantry Combat Armor (UT57), because
it makes more use of expensive plastics and composite materials. Like Medium
Body Armor it is all one piece (except helmet and gauntlets), and the suit
is fully sealed vs. chemical, biological and radiological attacks. It is
suitable for vacuum operation with the addition of a life support pack (2.5
lbs., $750) and air tanks.
The torso protection consists of a rigid BPC and armorplas cuirass giving
PD 6, DR 50 on the torso (locations 9-12 and 17-18), while BPC platelets
and composite fibers cover the arms (6-8), legs (12, 13-14), and feet (15-16)
with PD 4, DR 40. The combat helmet protects the head with PD 6, DR 50 except
the visor (location 5) which is PD 4, DR 40. The hands (7) and feet (17,
18) are PD 3, DR 25. Add DR 15 per TL after TL9. The helmet screws onto
the cuirass, and is identical to the Infantry Combat Helmet (UT57) including
short-range scrambled communicator, multivisor, and holographic HUD.
Heavy Body Armor can be given the same armor accessories as Infantry Combat
armor. The full suit costs $2,520 and weighs 52 pounds. It is Legality Class
0.
Stealth Exosuit (TL9)
This is a very low-bulk powered exoskeleton that can be concealed under
normal clothing or non-rigid, non-skintight suits of armor (Light Body Armor,
Ablative Armor, Reflec or Monocrys). Due to its miniaturized construction
(using the same cybernetics systems used in bionic limbs) it is less robust
and more expensive than normal heavy-duty exoskeletons, but, thanks to TL9
technology, it is much lighter. However, it's quite expensive!
All Stealth Exosuits must be fitted to specific users -- refitting
one takes a successful Mechanic/TL9 roll and at least 2 hours. It takes
one minute to put it on or remove it. Noticing someone is wearing a stealth
exosuit is easy if they are in light clothing (Vision+2, since the ribbing
on the suit shows through), but harder (Vision-2) if they wearing heavy
clothing or armor.
A typical Stealth Exosuit is $60,000 for ST 15. ST may be increased up to
20 at a cost of $15,000 per point. ST 20 is the maximum at TL9 (add 5 to
this maximum per TL over 9, but above ST 20, cost is $30,000 per point).
A ST 15 suit weighs 30 pounds, plus 2 pounds per point of ST from ST 16
to ST 20, and 4 pounds per point of ST over ST 20. Halve the cost and mass
at TL10, and again at TL11+. The suit runs for a week on a D cell.
The suit provides no PD or DR; it is Legality Class 5.
Bioplas Armor (TL10)
Bioplas armor resembles a skin-tight body stocking, and is made of living
electrically-active bioplastic (UT71). It is light enough to be worn under
normal clothing, although it sometimes is worn as clothing on military starships,
space stations, and the like. It also "breathes," making it very
comfortable to wear.
Bioplas armor has PD 3, DR 15. As with other equipment made of bioplastic,
bioplas armor that has access to moisture and heat (e.g., from sweat and
body heat) can regrow itself, healing rips and tears. Bioplas counts as
non-rigid: that is, every "6" rolled on damage from a crushing
attack will do a minimum of 1 point of damage if the damage otherwise fails
to penetrate DR.
A full suit covering the entire body except for the head weighs 3 lbs. and
costs $2,000; a vest weighs 1 pound and costs $800.
Bioplastic Combat Suit (TL10)
The military version of the exploration suit, this is a flexible skintight
multiweave suit of bioplas, monocrys and woven durasteel mesh armor. An
intermediate step between light combat armor and an exploration suit, it
is usually used by special forces soldiers, combat pilots, Patrol officers,
mecha jocks, techno-ninjas, and the like.
The BCS covers the whole body and provides PD 3, DR 45 (just enough to stand
up to the 10d+10 from a TL10 heavy blaster pistol). It comes with a hood
and face mask; only the eyeslits (-10 to hit) are vulnerable, and even these
are protected by transparent bioplas membranes with PD 2, DR 15. It is self-repairing,
watertight and self-sealing. The mask contains a sophisticated biological
CBR filter that excludes most chemical, radiological and biological contaminants
and polluted air. There is always a chance that an exotic airborne hazard
will get through the CBR filter, though, unless it was specifically designed
with that hazard in mind. The careful user will inquire before blindly trusting
his filter on a new planet.
The armor counts as non-rigid: that is, every "6" rolled on damage
from a crushing attack will do a minimum of 1 point of damage if the damage
otherwise fails to penetrate DR.
The BCS can be fitted with a variety of accessories: for normal cost and
weight, it can have Laser Sensors, Intruder and Chameleon modifications
added to it. With an environmental pack (use the stats for the reflex vacc
Suit modification) it can operate as a vacc suit. At TL11, BCS is largely
replaced by the Cybersuit, but is still available as a cheaper alternative.
The suit gains DR 15 per TL after TL10. In addition, the TL11+ version of
the suit has the special abilities of the TL11 Biosuit and can be fitted
with a superconducting layer for the usual extra cost.
The BCS is Legality Class 2. It weighs 20 lbs. and costs $8,000.
Ergsuit (TL15)
An ergsuit resembles a belt of metal disks. When activated, it surrounds
the user with a shimmering silvery skin-tight force field. The belt must
be worn next to the skin, and the field may not be activated if the user
is wearing clothing or armor, or using any other kind of force-field.
The ergsuit absorbs both electromagnetic and kinetic energy, including bullets,
beams, punches, falls, etc. (it has no effect on disintegrators and tachyonic
disruptors). The suit can absorb 600 points of damage (do not apply damage
modifiers for impaling or cutting weapons). When the suit is full, damage
goes to the user. The suit reduces its absorbed damage by up to 5 hits per
turn, reradiating absorbed energy as neutrinos. The suit cannot be removed
or turned off until all damage has been reradiated. The disadvantage of
an ergsuit is that when reradiating energy, it is an electromagnetic beacon
(+1 to detect with radscanners or the like per hit it reradiates).
The ergsuit's field filters out harmful gases or toxins. It cracks sunlight
and exhaled carbon dioxide to produce breathable air and keeps the user
at comfortable temperature regardless of the external environment. The user
can excrete through the field, but will need to turn off the field to eat.
It provides a radiation PF of 1,000. Pressures under 100 atmospheres or
temperatures under 7,500 are ignored. For pressures over 100 atmospheres
or temperatures over 7,500 F, divide the external pressure or temperature
by 100 to determine what the wearer experiences through the ergsuit.
The ergsuit's field acts as an antennae for sensors and emitters mounted
in the belt-generator and to conduct direct neural-induction commands from
the user's skin back through to the generator. These sensors enable the
wearer to use his normal senses through the field, and provide the benefits
of a Multiscanner (UT60, functioning as if TL11), Sensor Visor (UT78), holographic
HUD (UT49), and scrambled Short-Range Communicator (UT30). The ergsuit generator
also incorporates a holographic and distortion belt function (UT85-86),
which can be used even when the ergsuit's field is not activated. This is
a convenient way to preserve the wearer's modesty.
A military ergsuit has the ability to reradiate 120 points of damage
per turn in a coherent beam of gamma-ray photons or gravitons. A photonic
beam has SS 0, Acc 15, RoF 4. It does 1d (5) damage per 30 full damage points
expended (use laser autofire rules). 1/2D is 200 per die, Max is 400 per
die. A gravitic beam has SS 0, Acc 10, RoF 1, and does 1d crushing
damage per 10 damage points expended. It inflicts normal knockback damage,
but actual damage is halved after DR. 1/2D is 5 per die, Max is 10 per die.
An ergsuit costs $100,000 and is Legality 2 at TL14. It weighs 4 pounds
and uses 3 C cells, which can turn on the field six times (once on, it requires
no power). Military ergsuits are 5 pounds, $120,000, Legality Class 0.
Non-Rigid Armor in Ultra-Tech
Here is a suggestion for GMs using the advanced bioplastic and energy cloth
armor described in GURPS
Ultra-Tech. The TL10 exploration suit and reflex armor
and the TL11 biosuit and energy cloth should also count as "nonrigid"
just like the bioplas armor described above and TL8's
monocrys: that is, every "6" rolled on damage from a crushing
attack does a minimum of 1 hit even if the damage does not penetrate the
DR.
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