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*Combat Armor: These suits include a full jumpsuit, helmet, load-bearing harness for a backpack or other gear, boots, and gloves. The vest (5lbs, cost 200) and helmet (2lb, cost 175) may also be worn separately. Combat armor adds +6 Armor, +1 Toughness and reduces ballistic damage by 4 points. Str Min. d6, TL3, Wt. 16lbs, Cost 500.
 
*Combat Armor: These suits include a full jumpsuit, helmet, load-bearing harness for a backpack or other gear, boots, and gloves. The vest (5lbs, cost 200) and helmet (2lb, cost 175) may also be worn separately. Combat armor adds +6 Armor, +1 Toughness and reduces ballistic damage by 4 points. Str Min. d6, TL3, Wt. 16lbs, Cost 500.
 
*Energy Skin: This lightweight, reflective material greatly disperses focused light, granting +8 Armor against lasers. It offers no protection against other attack types. Energy skins may be worn on top of (or fastened to) other types of armor, but is obvious, shiny, and subtracts 2 from Stealth checks. If the user ever takes damage, roll a die per wound. An odd roll on any die means the suit’s reflectors or feedback system are ruined and it no longer offers protection (this is why energy skins are rarely worn by traditional combat forces). Str Min d4, TL4, Wt. 5lbs, Cost 500.
 
*Energy Skin: This lightweight, reflective material greatly disperses focused light, granting +8 Armor against lasers. It offers no protection against other attack types. Energy skins may be worn on top of (or fastened to) other types of armor, but is obvious, shiny, and subtracts 2 from Stealth checks. If the user ever takes damage, roll a die per wound. An odd roll on any die means the suit’s reflectors or feedback system are ruined and it no longer offers protection (this is why energy skins are rarely worn by traditional combat forces). Str Min d4, TL4, Wt. 5lbs, Cost 500.
*Tactical Armored Skinsuit: these are armored skinsuits (see above) to provide some nominal protection in combat. As a skinsuit but also Armor +3, Toughness +1 and reduce ballistic damage by an additional 2 points. Str Min d4, TL4, Wt. 12lbs, Cost 1,000.
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*Tactical Armored Skinsuit: these are armored skinsuits (see above) to provide some nominal protection in combat. As a skinsuit but also Armor +3, Toughness +1 and reduce ballistic damage by an additional 2 points. Str Min d4, TL4, Wt. 12lbs, Cost 800.
 
*Vacuum Hardsuit: heavier vacuum suits provide full protection against radiation and 16 hours of vacuum support. Provides Armor +4, Toughness +2 and reduces ballistic damage by an additional 2 points. Damage can tear the suits but it includes a shelf sealing for most minor cuts, etc. (GM call if it requires an Adhesive Patch). Str Min d6, TL3, Wt. 24lbs, Cost 2,000.
 
*Vacuum Hardsuit: heavier vacuum suits provide full protection against radiation and 16 hours of vacuum support. Provides Armor +4, Toughness +2 and reduces ballistic damage by an additional 2 points. Damage can tear the suits but it includes a shelf sealing for most minor cuts, etc. (GM call if it requires an Adhesive Patch). Str Min d6, TL3, Wt. 24lbs, Cost 2,000.
 
*Battle Dress: the ultimate in advanced light power assist armor that provides all the base environmental protection of the vacuum suit, plus adds +2 die steps to Strength and a +2 to Pace movement. It provides Armor +8, Toughness +4 and reduces ballistic damage by an additional 2 points. Power pack last 8 hours. No Str Min while power pack on. Wt. 150lbs, Str. Min d12, TL4, Cost 15,000.
 
*Battle Dress: the ultimate in advanced light power assist armor that provides all the base environmental protection of the vacuum suit, plus adds +2 die steps to Strength and a +2 to Pace movement. It provides Armor +8, Toughness +4 and reduces ballistic damage by an additional 2 points. Power pack last 8 hours. No Str Min while power pack on. Wt. 150lbs, Str. Min d12, TL4, Cost 15,000.

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