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'''Environmental Suit''': this is an advanced biohazard/hazmat suit for terrestrial use where there is at least a basic atmosphere. The suit provides full protection from these hazards up to 12 hours. Provides Armor Points +2 (but any damage over can cause a breach), Wt. 8lbs, Price +0. A replacement air canister weighs 4lbs each to provide another 12 hours of protection.</br>
 
'''Environmental Suit''': this is an advanced biohazard/hazmat suit for terrestrial use where there is at least a basic atmosphere. The suit provides full protection from these hazards up to 12 hours. Provides Armor Points +2 (but any damage over can cause a breach), Wt. 8lbs, Price +0. A replacement air canister weighs 4lbs each to provide another 12 hours of protection.</br>
 
'''Vacuum Suit''': an advanced airtight spacesuit made of flexible fabric with air and heat/cold compensators. It provides Armor Points +2 (but any damage over can cause a breach) and full bubble helmet with long range communicator (around 50 miles in optimal situation), Integral headlamp to provide powerful illumination and Heads Up Display (HUD) that provides information on the atmospheric conditions, incoming messages, life support remaining, etc. Other common features are Magnetized boots that can adhere to most metal surfaces and Mini-thrusters that provide maneuverability in z-gee for up to 8 hours. For use in very hostile enviroments the suit is reinforced with Armor +4 and Toughness +2. As with a starndard suit damage can cause breachs. Provides 12 hours of life support, Wt. 12lbs, Price -1.</br>
 
'''Vacuum Suit''': an advanced airtight spacesuit made of flexible fabric with air and heat/cold compensators. It provides Armor Points +2 (but any damage over can cause a breach) and full bubble helmet with long range communicator (around 50 miles in optimal situation), Integral headlamp to provide powerful illumination and Heads Up Display (HUD) that provides information on the atmospheric conditions, incoming messages, life support remaining, etc. Other common features are Magnetized boots that can adhere to most metal surfaces and Mini-thrusters that provide maneuverability in z-gee for up to 8 hours. For use in very hostile enviroments the suit is reinforced with Armor +4 and Toughness +2. As with a starndard suit damage can cause breachs. Provides 12 hours of life support, Wt. 12lbs, Price -1.</br>
'''Starfleet Security Armor''': this full body suit with an open face helmet that can be covered with a transparent Plexiglas cover to seal the suit. Provides Armor Points +4, Toughness +2, Wt. 16lbs, Price -2. Generally restricted to Starfleet Security personal.</br>
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'''Starfleet Security Armor''': this full body suit with an open face helmet that can be covered with a transparent Plexiglas cover to seal the suit. Provides Armor Points +6, Toughness +1, Wt. 16lbs, Price -2. Generally restricted to Starfleet Security personal.</br>
'''Federation Marine Combat Armor''': is a full body environmental protective armor. Provides Armor Points +4, Toughness +3, Wt. 18lbs, Price -4. Provides full environmental protection and grants +4 to Stealth due to camouflage features. Restricted to the Federation Marine Core. Life support and camo battery lasts for 12 hours of continual use.</br>
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'''Federation Marine Combat Armor''': is a full body environmental protective armor. Provides Armor Points +6, Toughness +3, Wt. 18lbs, Price -4. Provides full environmental protection and grants +4 to Stealth due to camouflage features. Restricted to the Federation Marine Core. Life support and camo battery lasts for 12 hours of continual use.</br>
 
'''Energy Skin''' (optional): even more advanced then the environmental energy field this field generates a proactive energy field around an individual that greatly dispenses focused energy, granting +8 Armor Points verses energy attacks (all as listed above under Standard Weapons), but it offers no protection against other attack types. Fairly rare if available at all. Wt. 4lbs including energy pack for 1 hour of continual use, Price -5. A replacement energy pack weighs 2lbs and requires an action with a successful Repair skill check, price -2 each. [May or maybe used in this setting]</br>
 
'''Energy Skin''' (optional): even more advanced then the environmental energy field this field generates a proactive energy field around an individual that greatly dispenses focused energy, granting +8 Armor Points verses energy attacks (all as listed above under Standard Weapons), but it offers no protection against other attack types. Fairly rare if available at all. Wt. 4lbs including energy pack for 1 hour of continual use, Price -5. A replacement energy pack weighs 2lbs and requires an action with a successful Repair skill check, price -2 each. [May or maybe used in this setting]</br>
 
'''Klingon Naval Armor''': a lighter version of the marines worn by most Imperial Navel personal. Provides Armor Points +4, Wt. 12lbs, Price -1.</br>
 
'''Klingon Naval Armor''': a lighter version of the marines worn by most Imperial Navel personal. Provides Armor Points +4, Wt. 12lbs, Price -1.</br>
'''Klingon Army Armor''': worn by the Imperial Army personal. Provides Armor Points +6, Toughness +2, Wt. 20lbs, Price -3.</br>
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'''Klingon Army Armor''': worn by the Imperial Army personal. Provides Armor Points +6, Toughness +3, Wt. 20lbs, Price -3.</br>
 
'''Kzin Battle Armor''': the male Kzin are extremely warlike and for most encounters they are seen wearing their battle armor in almost all settings. Provides Armor Points +4, Toughness +2, Wt. 18lbs, Price -2.</br>
 
'''Kzin Battle Armor''': the male Kzin are extremely warlike and for most encounters they are seen wearing their battle armor in almost all settings. Provides Armor Points +4, Toughness +2, Wt. 18lbs, Price -2.</br>
  

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