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PostSubject: Terran Alliance Armors   Fri Aug 31, 2012 4:30 pm

Terran Alliance Armors
Terran armor comes in a variety of amazing styles that help cater to the user’s needs. From energy resistant fabrics to military shells, Terran armor can be found in all different shapes and sizes. Most armor can easily be modified with communication devices, music players and sensors. They can be weather resistant or make the wearer appear nearly invisible depending on what’s required.


Last edited by Admin on Sat Sep 01, 2012 1:37 am; edited 1 time in total
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PostSubject: Re: Terran Alliance Armors   Fri Aug 31, 2012 4:33 pm

Nonconductive Fibers


AVAILABILITY: 1     TYPE: Personal Armor     SCALE: Character      COST: 300 capital     BONUS: +1 to Damage Resistance Tests

This type of insulated layering protects the wearer from basic energy charges. Worn initially by electrical technicians, nonconductive fibers were later used for pilot suits and light security forces. They help resist against light laser, plasma and pulse weaponry, but does little against impact weaponry. Nonconductive clothing is legal to wear and found in most public stores.

Armored Vest


AVAILABILITY: 1     TYPE: Personal Armor     SCALE: Character      COST: 500 capital     BONUS: +2 to Damage Resistance Tests

The armored vest is a flexible-wrap vest woven around extra-resilient fibered clothing that offer basic protection against energy and impact weapons. It is purchasable at most public stores and is considered legal to wear in public. Prometheus Enterprises has specialized in designing fashionable versions of the armored vest, including the “Urban Cosmonaut” line.

Camouflage Suit


AVAILABILITY: 2     TYPE: Outdoor Military Armor     SCALE: Character      COST: 1,000 capital     BONUS: +1D to Damage Resistance Tests, +2 to Hide Skill Checks when adapted to it's surroundings

This full body Camouflage Suit comes with computer-designed environment patterns which are alterable with the click of a button. This suit offers moderate protection to the wearer against energy and impact weaponry. It also is made of insulating layers that are heat-retentive and protect the wearer against extreme temperatures. The Camouflage Suit once was only accessible to military units, but has now become sellable to the public and is very popular amongst hunters as well as explorers.

Light Security Armor


AVAILABILITY: 2, R     TYPE: Security Armor     SCALE: Character     COST: 2,000 capital     BONUS: +1D+1 to Damage Resistance Tests

Light Security Armor is made up of heavy ruthenium polymers that protect the wearer from positively charged energy. It also is engineered to act as a shock absorber against many forms of impact armor, making it ideal for hoverbike racers, pilots and law enforcement. Light security armor comes with a helmet and built in biomonitor. It has applications which help monitor the body temperature of the wearer and cool or heat them accordingly. Light security is not publicly accessible and must be purchased by a licensed user.

Medium Security Armor


AVAILABILITY: 2, R     TYPE: Security Armor     SCALE: Character     COST: 2,500 capital     BONUS: +1D+2 to Damage Resistance Tests

Medium Security Armor is worn by military and security personnel around the galaxy. It is often sytled for intimidation as much as comfort. It features a padded undersuit with liquid gel armor for impact and extensive armor plated that are energy resistant. Medium armor is also insulated and comes with a weak chemical seal. It also comes with a helmet, biomonitor and fire retardant coding. Medium Security Armor is the official armor of the T.A.F. Infantry. It is not available to the public and must be purchased by a licensed user.

Heavy Security Armor


AVAILABILITY: 2,R      TYPE: Security Armor     SCALE: Character     COST: 3,000 Capital     BONUS: +2D to Damage Resistance Tests   NOTES: Also has personal communications & enhanced sensors within helmet

Heavy Security Armor is the most durable of the security armors. It completely covers the wearer in both densiplast liquid-shock pads and energy resistant plating. Heavy Security Armor comes with a helmet, biomonitor, insulation, fire resistant coding and an air filter. It also has attachments that allow it to be vacuum sealed and resistant to light radiation. They come in all different shapes, sizes and color, customizable by manufacturers for little to no cost. Heavy Security Armor is the standard armor of Prometheus Riot Units. It is not available to the public and must be purchased by a licensed user.

Scout Class Armored Space Suit

AVAILABILITY: 3, R     TYPE: Armored Space Suit     SCALE: Character     COST: 3,500 capital     BONUS: +2D+1  to Damage Resistance Tests      NOTES: Also has personal communications, zero gravity life supports, radiation resistances, magnetic boots, grapple gun & enhanced sensors within helmet

The Scout Class Armored Space Suit is designed to keep its user at comfortable temperatures and standard air pressure within the vacuum of space. A thermal under-layer handles ventilation, providing liquid cooling/heating. The torso and backpack unit provide life support, bio-monitoring, and a drink bag. The helmet includes an internal computer, communication device, polarized face shield, and thermal graphic vision upgrade. It's built-in oxygen recycler processes breathable air for up to 48 hours before it needs recharging.
A grapple hook gun with 50 meters of metallic fiber can be fired from the user's bracer, and a pair of magnetic boots (activated by an action) helps keep the user sealed on metal hulls while making repairs in deep space.

Most importantly though, the Scout Class Armored Space Suit encompasses the wearer with a light plating of tungsten that helps protect against both energy and physical damage. It has a light coating that keeps the wearer safe from light radiation (such as from far away stars), and nonconductive fibers that help dampen electrical currents. Many military scout units wear these suits while exploring hazardous planets without atmospheres, thus giving the Scout Class Armored Space Suit its name.

Fighter Class Armored Space Suit

AVAILABILITY: 3, R     TYPE: Armored Space Suit     SCALE: Character     COST: 4,500 capital     BONUS: +2D+2  to Damage Resistance Tests      NOTES: Also has personal communications, zero gravity life supports, radiation resistances, magnetic boots, T.A.F. vulture rocket pack, vision magnification, grapple gun & enhanced sensors within helmet

The Fighter Class Armored Space Suit is a heavier version of the Scout Class Armored Space Suit, except for a few slight differences. The Fighter Class Armored Space Suit has extra reinforced armor plating for additional protection. It also has a detachable T.A.F. Vulture Rocket Pack (see Terran Equipment) that offers more reliable movement in space for anyone trained to use rocket propulsion devices. It has an additional day of oxygen power before needing recharging (72 hours), plus image magnification within the face lens.

Assault Armor


AVAILABILITY: 3, R     TYPE: Battle Armor     SCALE: Character     COST: 5,000 capital     BONUS: +3D to Damage Resistance Tests      NOTES: Also has personal communications & enhanced sensors within helmet

Assault Armor is a customized, protective covering that is on the cutting edge of military engineering. This full body suit incorporates energy and impact resistant integration with sophisticated design, allowing the user maximum speed as well as protection. It is used by many Shock-troops and Special Forces units. Each suit must be custom-fit to its wearer, tailored to their specific body contours for range of motion. It can be worn for long periods of time due to temperature adjustment technology and comfort adaptation. Assault Armor comes with a helmet, chemical seal, air supply, flotation system and stealth polymers for chameleon-like properties. It has a quick release lever, fire resistant shell and radiation resistant coating. Assault Armor comes in many different shapes, sizes and colors and is used by the T.A.F. "Ice-Hounds" Special Forces Unit. This suit is not available to the public and must be purchased by a licensed user.

Tortoise Class Armored Space Suit

AVAILABILITY: 3, R     TYPE: Armored Space Suit     SCALE: Character     COST: 5,000 capital     BONUS: +3D+2 to Damage Resistance Tests, -1D to all Agility tests which are not in zero gravity NOTES: Also has personal communications, zero gravity life supports, radiation resistances, magnetic boots, T.A.F. vulture rocket pack, vision magnification, enhanced sensors within helmet

The Tortoise Class Armored Space Suit is an extremely heavy armored space suit customized for individual battles within the deep zero gravity atmosphere of space. Created for infantry troops to better, and more safely board enemy ships, the Tortoise Class is extremely bulky, with heavy plating covering its vacuum sealed fibers beneath. Like most space suits, the Tortoise comes equipped with temperature controlled filaments, radiation resistant materials, ultravision upgrades, and an internal computer. It also comes with 24 hours worth of oxygen, a vulture jet propulsion pack, and a hands free light plasma arm blaster (use stats for light plasma pistol). Because the Tortoise Class is specially tailored to work in space, it hinders its user from full movement while in gravity enriched environments, however, moves freely and without hindrances while in space.

Battle Shields

AVAILABILITY: 3, R     TYPE: Battle Shield    SCALE: Character     COST: 3,000 capital     BONUS: +2D+2 to Damage Resistance Tests      NOTES: A character who uses the shield can not fire carbine or automatic weapons as they require two hands (characters are also hindered by any other activities which might use two hands)

The Battle Shield is a sturdy piece of tungsten metal which has been designed to take the brunt of an energy, ballistic or melee weapon. Though the shield is bulky, its light weight metallic alloys make it easy to carry. Most Battle Shields are used as compliments to Assault or Military-Grade Armor and are often found on intense battlefields. Though they are light weight, Battle Shields still take up the user's hand and arm, making that part of the body limited in movement. Such is why the Battle Shield is often passed up unless for high powered military operations.

Military-Grade "Power" Armor

AVAILABILITY: 3,R     TYPE: Battle Armor     SCALE: Character     COST: 10,000 capital     BONUS: +4D to Damage Resistance Rolls, -1D to All Agility Tests

Military-Grade Armor (also known simply as Power Armor) is the strongest “non-mechanical” protective armor made by Milky Way inhabitants. This armor is issued to troops who must fulfill deadly missions where nothing but the highest amount of personal protection will keep them alive. It is encumbering and slows its wearer, but enables them to withstand terrible amounts of energy or impact damage. The armor must be custom-fit to an individual, tailored to their specific body contours and range of motion. Military-Grade Armor comes with an array of enhancements including a helmet with air supply, vacuum seal, radiation resistant plating, environmental adaptation programming, a flotation system, a quick release lever, shock frills and a biomonitor. The shape, size and color of Military-Grade Armors are completely customizable upon request and the official protective covering of the Empyrean Legion.

TAF Infantry Support BattleMech-Armor


AVAILABILITY: 3, X     TYPE: Mech-Battle Armor     SCALE: +6 (vehicle)     COST: legally unavailable on the market  
Hull 5D
Armor 2D
Maneuverability +1D
Move 10
Strength 6D


Right Arm Mounted Plasma Cannon
DAMAGE: 7D+1 (anything in explosion radius of 10 meters takes damage according to zone distance- ZONE 1: 0-2 meters-Full Damage, ZONE 2: 2-5 meters- 5d6+1, ZONE 3: 6-10 meters- 3d6+1) AMMO: 100 (single shot) SHORT: 50 MEDIUM (+5): 150 LONG (+10): 300[/center]
((Requires Exosuit Pilot Skill to Operate))

((Refer to Page 66 of D6 Space for rules about taking Damage))

Mech-Armor is a special mechanical armor used by highly trained individuals. It combines computer programming, motorized electronics and pilot controls to a humanoid shell that protects its wearer from harm. Mech-Armor was originally constructed to defend against deadly vehicles such as tanks and hovercopters, but later became so popular that it was integrated into every day military units. Mech-Armor can be customized with an assortment of melee or energy weapons, rocket propulsion jets and deep space adaptations. They can be found on medium size space craft and have been adapted to use when repairing the outside of the ship. Mech-Armors usually have hydraulic pumps for enhanced strength and servo-motors for enhanced mobility. They most often times have magnetic systems integrated into their feet for bonding to their ship haul and foot anchors to assist in firing integrated weapons. Mech-Armor is not accessible to the public and must be purchased by a licensed user.


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PostSubject: Re: Terran Alliance Armors   Tue Oct 07, 2014 12:04 pm



Protective Agents
The following upgrades do not come with standard armors unless otherwise noted. These items can be installed into armor with an armor repair check, DC 10, plus the following modifiers that can be found on p.86 of the D6 Space book.

Situation:
Light repairs/modifications +0
Heavy repairs/modifications: +5
Extensive repairs/modifications: +10 or more

Previously Built/Modified Item...
Intimately familiar w/ item -10
Common Item 0
Seen but not used item +5
Never seen item +10

Al parts available +10
No parts available +20
Correct tools (tool kit, work station) GM decision
Makeshift Tools +15



Chemical Seal- This application of water-resistant, nonporous, and impermeable materials helps protect the wearer vs contact-vector chemical attacks such as inhalation-vector attacks (poison gases, air born diseases).

Cost: 5,000 Capital  Availability: 2R  Time to Install: 1/2 Day Uninterrupted Restrictions: Only Armors with helmets & at least +1D armor bonus  Special: Gives user Atmospheric Tolerance [2], Gas when worn


Fire-Retardant- This heat-resistant, non-flammable protection helps wearers defend against the extreme heats of fire and laser damage. This can be added to any type of armor, and stacks with base protection.

Cost: Rating x 1000 capital  Availability: 2R  Time to Install: Rating in Hours Uninterrupted  Restrictions: Any armor may be installed with this upgrade, though unprotected parts are affected regularly if exposed (use location dice when attacking with extreme heats). Note, this does not help against the heats of the desert or any other Survival skill.

Rating 1: +1 to extreme heat damage
Rating 2: +2 to extreme heat damage
Rating 3: +1D to extreme heat damage
Rating 4: +1D+1 to extreme heat damage
Rating 5: +1D+2 to extreme heat damage
Rating 6: +2D to extreme heat damage


Thermal Fibers- These insulating layers are made of a retentive material that protects the wearer against cold damage, adding its rating to extreme colds such as freeze rays and psionic attacks. This can be added to any type of armor, and stacks with base protection.

Cost: Rating x 1000 capital  Availability: 2R  Time to Install: Rating in Hours Uninterrupted  Restrictions: Any armor may be installed with this upgrade, though unprotected parts are affected regularly if exposed (use location dice when attacking with extreme colds). Note, this does not help against the frigidness of snowy environments or any other Survival skill.

Rating 1: +1 to extreme cold damage
Rating 2: +2 to extreme cold damage
Rating 3: +1D to extreme cold damage
Rating 4: +1D+1 to extreme cold damage
Rating 5: +1D+2 to extreme cold damage
Rating 6: +2D to extreme cold damage


Nonconductive Insulation- This electrical resistant material grounds the user, making them powerful against electrical attacks. This armor upgrade can only be installed on equipment that covers the entire body, including a helmet, and must have at least a +1D bonus to all damage resistances. This bonus does not stack with base armor protection, as electric ignores these bonuses.

Cost: Rating x 1000 capital  Availability: 2R  Time to Install: Rating in Hours Uninterrupted  Note, this does not help against stormy environments or any other Survival skill.

Rating 1: +1 to electric damage
Rating 2: +2 to electric damage
Rating 3: +1D to electric damage
Rating 4: +1D+1 to electric damage
Rating 5: +1D+2 to electric damage
Rating 6: +2D to electric damage


Sound Damping- This armor upgrade is designed to protect the wearer from extreme sounds such as aircraft sonic booms and the sizemic echoes of a supernova. This armor upgrade can only be installed on equipment that covers the entire body, including a helmet, and must have at least a +1D bonus to all damage resistances. This bonus does not stack with base armor protection, as sound ignores these bonuses.

Cost: Rating x 1000 capital  Availability: 2R  Time to Install: Rating in Hours Uninterrupted. Note, this does not help against the frigidness of snowy environments or any other Survival skill.

Rating 1: +1 to sound damage
Rating 2: +2 to sound damage
Rating 3: +1D to sound damage
Rating 4: +1D+1 to sound damage
Rating 5: +1D+2 to sound damage
Rating 6: +2D to sound damage
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PostSubject: Re: Terran Alliance Armors   Fri Oct 17, 2014 4:36 pm

Magnetic Boots

Cost: 2000 capital Installment Time: 1 hour Availability: 2R

Magnetic Boots can be attached to most types of armor of rating +1D or higher. These boots, when activated (1 action to activate, another to deactivate) allow the user to walk on a metallic horizontal surface at their full speed without fear of falling (wing of a plane), on walls at half their base movement, and on ceilings at a quarter of their movement. Any run checks on horizontal walls or ceilings are rolled with only half the psion's running still dicepool (round up).

In addition, anyone attempting to tackle or trip the user when the boots are active on a metallic surface, does so with a -10 penalty. If the attacker is still successful, the Magnetic boots deactivate, and the user must deal with the consequences, be it falling off a flying ship or unsticking to a ceiling.

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