Savage X-COM: Armor: Difference between revisions
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[[Savage_X-COM | Back to Main Page]] | [[Savage_X-COM | Back to Main Page]] | ||
==Armor== | |||
'''X-COM Combat Armor''': Standard issue kevlar/spectra waeve armor for X-COM operatives in the field. X-COM armor is equipped with body and gun cameras, so as to record battle information and keep the Commander apprised of combat situations as they develop.<br> | '''X-COM Combat Armor''': Standard issue kevlar/spectra waeve armor for X-COM operatives in the field. X-COM armor is equipped with body and gun cameras, so as to record battle information and keep the Commander apprised of combat situations as they develop.<br> | ||
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Notes: Full coverage. Provides one hour of oxygen<br> | Notes: Full coverage. Provides one hour of oxygen<br> | ||
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''' | '''Mark 5 Personal Combat Armor:''' Following a breakthrough by X-COM material engineers in studying recovered alien armors, lightweight and flexible ballistic plates have been created using recovered extraterrestrial alloys. These plates have been combined and overlapped to form a full body armor system that has almost no impact on mobility. Standard military camo can be applied on top of it. The armor, and all other personal combat armor variants, are compatible with armor inserts.<br> | ||
Armor: +8<br> | |||
Weight: 15<br> | |||
Notes: Full body coverage, -1 to enemy notice rolls in natural environments when configured with the correct camouflage, -1 to notice checks for hearing while wearing helmet. Increase strength for purposes of carrying capacity by one die type.<br> | |||
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'''Mark 6 Personal Combat Armor; Kestrel Variant:''' The Kestrel suit is a variant on the Personal Combat Armor developed by X-COM, aimed at increasing mobility and speed on the battlefield. It sacrifices some armor but in exchange, has been equipped with a rapid retraction grappling hook.<br> | |||
On the user's turn, he or she can use the grappling hook to target any space higher than his present position within eight hexes, and rapidly be pulled up to it (forfeiting her movement in the process). The winch has a one turn cooldown after being used, as the engine resets.<br> | |||
Armor: +7<br> | |||
Weight: 12<br> | |||
Notes:Full body coverage, Grappling Hook, -1 to enemy notice rolls in natural environments when configured with the correct camouflage, -1 to notice checks for hearing while wearing helmet. Increase strength for purposes of carrying capacity by one die type.<br> | |||
<br> | |||
'''Mark 7 Personal Combat Armor; Incinerator Variant:''' With the notable usage of flamethrowers in the field by X-COM personnel in the Australian theatre of operations, a suit of armor has been designed to support its usage. Unlike the other variants of Personal Armor, the Incinerator suit is completely self contained, so as to protect its wearers from the flames of war. In addition, it contains a close quarters incineration system, that ignites everything around the armor.<br> | |||
Armor: +7<br> | |||
Weight: 22<br> | |||
Notes: Full body coverage, -2 to notice checks, immunity to fire and heat, doubles ammo capacity of equipped flamethrowers. Contains two charges of the CQI system, that centers a large blast template on the operator and ignites everything within for 2d10 a round until they put it out. Increase strength for purposes of carrying capacity by one die type.<br> | |||
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'''Alloy Shield:''' Similar sized and weight to the standard ballistic shields we issue, this one has been constructed out of alien alloys, making it almost completely bullet proof.<br> | |||
Damage: 1d8+STR<br> | |||
AP: 0<br> | |||
Weight: 18<br> | |||
Notes: -1 to all fighting rolls, -1 to shooting with pistols, -2 to shooting with SMGs, -2 pace, +3 parry, provides +7 armor against attacks from the front<br> | |||
<br> | |||
==Armor Upgrades== | |||
Any given suit of armor can only take one armor mod<br> | Any given suit of armor can only take one armor mod<br> | ||
'''Alloy Plating''': Alloy plates, recovered hull material from UFOs, have been shaped and modified to be a replacement for ceramic plates in modern body armor. The boost is moderate, but it is lightweight, strong and will have no impact on soldier manoeuvrability. It’s very reliable against repeated hits.<br> | |||
Weight: 4<br> | Weight: 4<br> | ||
Armor: +1<br> | Armor: +1<br> |
Latest revision as of 18:16, 18 January 2025
Armor[edit]
X-COM Combat Armor: Standard issue kevlar/spectra waeve armor for X-COM operatives in the field. X-COM armor is equipped with body and gun cameras, so as to record battle information and keep the Commander apprised of combat situations as they develop.
Important to note, initial reports suggest that alien weaponry punches through our armor like it was nothing. Do not rely on armor in the field.
Armor: +3
Weight: 8
Notes: Covers torso, legs and arms and head (with helmet), +1 to stealth rolls in natural environments when configured with the correct camouflage, -1 to notice checks for hearing while wearing helmet. Increase strength for purposes of carrying capacity by one die type.
X-COM Heavy Tactical Suit: Per requests from field teams, we've acquired a series of heavily armored breaching gear, with multiple layers of kevlar/spectra and cermaic plating. Through sheer volume alone, it should prove slightly resistant to alien plasma weapons. More so than existent armor, at least. However, all things come at a price. This armor will significantly restrict the mobility of operatives using it.
Armor: +5
Weight: 20
Notes: Covers torso, legs and arms and head (with helmet), +1 to stealth rolls in natural environments when configured with the correct camouflage, -2 to notice checks for hearing and vision while wearing helmet. Increase strength for purposes of carrying capacity by one die type. -3 pace while wearing. -1 to all agility related checks that aren't fighting or shooting
Low Profile Armor: This set of body armor is visually indistinguishable from a common vest, sweater, pullover, suit coat, or jacket. It is often “executive licensed” for employees of major corporations, particularly those employed as security or bodyguard personnel. Not typically used in the field, this is more commonly found issued to X-INT operatives or X-COM personnel working bodyguard duty.
Armor: +2
Weight: 4
Notes: Covers torso
Armored Biohazard Suit: These suits are pressurized, airtight, and very bulky. They bear more than a passing resemblance to an astronaut’s spacesuit. The suit provides personal Biohazard Level A protection and has its own battery-powered air supply and filtration unit that will provide uncontaminated air for eight hours, and an internal radio and external speakers to allow for communication. The suit is lead lined, providing protection against lethal levels of ionizing radiation (up to 2000 rems per hour). This particular model is a military variant, made to be as bullet proof as possible.
Armor: +6
Weight: 35
Notes: Complete coverage, -3 pace, -2 to agility based skill checks (including fighting and shooting). Provides immunity to radiation, containments and contagions. Suffering a wound compromises the integrity of the suit.
Ghillie Suit: Snipers typically build and use Ghillie Suits when they need to completely conceal themselves in the environment. A well-crafted Ghillie Suit worn by a professional can render its wearer almost completely invisible in the right terrain.
Armor: +2
Weight: 25
Notes: Covers chest, arms and legs. Provides +4 to stealth checks, provided the user has not moved that round and is in an appropriate terrain for the Ghillie suit. -1 pace
Military Scuba Gear: Diving gear with air tanks, regulator, goggles, swim-fins and drysuit. The breathing apparatus will provide enough air for about one hour’s worth of submerged operations. This military diving suit is moderately armored, though unlikely to have much effect against alien weaponry.
Armor: +2
Weight: 14
Notes: Full coverage. Provides one hour of oxygen
Mark 5 Personal Combat Armor: Following a breakthrough by X-COM material engineers in studying recovered alien armors, lightweight and flexible ballistic plates have been created using recovered extraterrestrial alloys. These plates have been combined and overlapped to form a full body armor system that has almost no impact on mobility. Standard military camo can be applied on top of it. The armor, and all other personal combat armor variants, are compatible with armor inserts.
Armor: +8
Weight: 15
Notes: Full body coverage, -1 to enemy notice rolls in natural environments when configured with the correct camouflage, -1 to notice checks for hearing while wearing helmet. Increase strength for purposes of carrying capacity by one die type.
Mark 6 Personal Combat Armor; Kestrel Variant: The Kestrel suit is a variant on the Personal Combat Armor developed by X-COM, aimed at increasing mobility and speed on the battlefield. It sacrifices some armor but in exchange, has been equipped with a rapid retraction grappling hook.
On the user's turn, he or she can use the grappling hook to target any space higher than his present position within eight hexes, and rapidly be pulled up to it (forfeiting her movement in the process). The winch has a one turn cooldown after being used, as the engine resets.
Armor: +7
Weight: 12
Notes:Full body coverage, Grappling Hook, -1 to enemy notice rolls in natural environments when configured with the correct camouflage, -1 to notice checks for hearing while wearing helmet. Increase strength for purposes of carrying capacity by one die type.
Mark 7 Personal Combat Armor; Incinerator Variant: With the notable usage of flamethrowers in the field by X-COM personnel in the Australian theatre of operations, a suit of armor has been designed to support its usage. Unlike the other variants of Personal Armor, the Incinerator suit is completely self contained, so as to protect its wearers from the flames of war. In addition, it contains a close quarters incineration system, that ignites everything around the armor.
Armor: +7
Weight: 22
Notes: Full body coverage, -2 to notice checks, immunity to fire and heat, doubles ammo capacity of equipped flamethrowers. Contains two charges of the CQI system, that centers a large blast template on the operator and ignites everything within for 2d10 a round until they put it out. Increase strength for purposes of carrying capacity by one die type.
Alloy Shield: Similar sized and weight to the standard ballistic shields we issue, this one has been constructed out of alien alloys, making it almost completely bullet proof.
Damage: 1d8+STR
AP: 0
Weight: 18
Notes: -1 to all fighting rolls, -1 to shooting with pistols, -2 to shooting with SMGs, -2 pace, +3 parry, provides +7 armor against attacks from the front
Armor Upgrades[edit]
Any given suit of armor can only take one armor mod
Alloy Plating: Alloy plates, recovered hull material from UFOs, have been shaped and modified to be a replacement for ceramic plates in modern body armor. The boost is moderate, but it is lightweight, strong and will have no impact on soldier manoeuvrability. It’s very reliable against repeated hits.
Weight: 4
Armor: +1
Walker Servos: An exoskeleton for the lower body, designed to increase speed and jumping distance through use of servos to increase the stride distance and lower body strength of the operator. Increases pace by +2. Takes the armor upgrade slot.
Quantity: 2
Weight: 15
Quantity: 14