This looks and feels like normal heavy-duty cloth, but is considerably tougher. It won't provide total protection to the wearer in a gunfight, but it's certainly better than nothing. It comes in several grades, the lightest (and cheapest) of which is the standard material from which any clothing which has to be especially hard-wearing, such as labourers' coveralls etc., is made.
Basic Cloth (e.g. ISP uniform) Price: $125 Weight: 2.00kg
Armour (2 PD/2 ED) (6 Active Points); Activation Roll 13- (-¾), OIF (-½), Real Armour (-¼)
Heavy Cloth (e.g. TES Scout Jacket) Price: $250 Weight: 2.00kg
Armour (3 PD/3 ED) (9 Active Points); Activation Roll 11- (-1), OIF (-½), Real Armour (-¼)
Improved Cloth (e.g. Imperial Military Uniforms) Price: $500 Weight: 3.00kg
Armour (4 PD/4 ED) (12 Active Points); Activation Roll 13- (-¾), OIF (-½), Real Armour (-¼)
The Imperial military protects its soldiers (and, when applicable, other personnel) with special forms of battle armour. It consists of the heaviest possible armoured cloth, ceramic plates, and polymer linings arranged in a way that protects almost the entire body and weighs remarkably little. In addition to its protective function, battle armour serves as a communications platform and sensory enhancement system for the wearer.
Terran battle armour comes in four basic varieties — light, medium, and heavy suits, plus one designed for covert operations. In addition to the basic harness, there are a number of add-ons which can inmprove the effectiveness of the armour in specific tactical situations.
Armour | Armour (12 PD/12 ED) (36 Active Points); OIF (-½), Armour Weight (-½), Activation Roll 14- (-½), Real Armour (-¼) |
Communications | High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-½) |
Closed Radio Link | Mind Link , Specific Group of Minds, Number of Minds (x4) (20 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½) |
Sight Augmentation Systems | Infrared Perception (Sight Group) (5 Active Points); OIF (-½) |
Nightvision (5 Active Points); OIF (-½) | |
Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) | |
+6 versus Range Modifier for Sight Group (9 Active Points); OIF (-½) | |
Sensory Protection | Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½) |
Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-½) |
Armour | Armour (15 PD/15 ED) (45 Active Points); OIF (-½), Armour Weight (-½), Activation Roll 14- (-½), Real Armour (-¼) |
Communications System | High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-½) |
Closed Radio Link | Mind Link , Specific Group of Minds, Number of Minds (x8) (25 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½) |
Sight Augmentation Systems | Infrared Perception (Sight Group) (5 Active Points); OIF (-½) |
Nightvision (5 Active Points); OIF (-½) | |
Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) | |
+8 versus Range Modifier for Sight Group (12 Active Points); OIF (-½) | |
Sensory Protection | Sight Group Flash Defense (12 points) (12 Active Points); OIF (-½) |
Hearing Group Flash Defense (12 points) (12 Active Points); OIF (-½) | |
Oxy Supply | Life Support (Self-Contained Breathing) (10 Active Points); OIF (-½) |
Armour | Armour (18 PD/18 ED) (54 Active Points); OIF (-½), Armour Weight (-½), Activation Roll 14- (-½), Real Armour (-¼) |
Communications System | High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-½) |
Closed Radio Link | Mind Link , Specific Group of Minds, Number of Minds (x16) (30 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½) |
Sight Augmentation Systems | Infrared Perception (Sight Group) (5 Active Points); OIF (-½) |
Nightvision (5 Active Points); OIF (-½) | |
Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) | |
+10 versus Range Modifier for Sight Group (15 Active Points); OIF (-½) | |
Sensory Protection | Sight Group Flash Defense (15 points) (15 Active Points); OIF (-½) |
Hearing Group Flash Defense (15 points) (15 Active Points); OIF (-½) | |
Oxy Supply | Life Support (Self-Contained Breathing) (10 Active Points); OIF (-½) |
Armour | Armour (11 PD/11 ED) (33 Active Points); OIF (-½), Armour Weight (-½), Activation Roll 14- (-½), Real Armour (-¼) |
Communications System | High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-½) |
Closed Radio Link | Mind Link , Specific Group of Minds, Number of Minds (x4) (20 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½) |
Sight Augmentation Systems | Infrared Perception (Sight Group) (5 Active Points); OIF (-½) |
Nightvision (5 Active Points); OIF (-½) | |
Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) | |
+6 versus Range Modifier for Sight Group (9 Active Points); OIF (-½) | |
Sensory Protection | Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½) |
Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-½) | |
Stealth Plating | Invisibility to Radio Group , Reduced Endurance (0 END; +½) (15 Active Points); Only When Not Attacking (-½) |
This series of plates attaches to any normal suit of armour with at least 8 PD or ED worth of protection; the user must remove them before he can remove the armour itself The plates boil or chip away when hit, providing an extra layer of defense.
Armour (6 PD/6 ED) (18 Active Points); Ablative BODY or STUN (-1), Extra Time (1 Minute to Apply, Only to Activate Constant or Persistent Power, -¾), OIF (-½), Activation Roll 15- (-¼)
Characters who need to obtain some temporary extra protection against lasers quickly can cover their armour with ablative foam. Packaged in tubes with enough foam to coat one person, it soaks up a few laser beams - and that's often all the edge a clever soldier needs. Unfortunately, it washes away quickly when exposed to water, and degrades over time.
Armour (0 PD/12 ED) (18 Active Points); Ablative BODY or STUN (-1), Only Works Versus Lasers (-1), Extra Time (1 Minute to Apply, Only to Activate Constant or Persistent Power, -¾), OIF (-½), Activation Roll 15- (-¼), 1 Continuing Charge lasting 1 Hour (-¼)
Sometimes applied to battle armour or battlesuits, this is a layer of thin mirrorfinish plastic that reflects some of the energy of laser, ultraviolet laser, and plasma attacks. If the armour has an Activation Roll, that Limitation should apply to the Reflective Coating as well. The shiny coating is obvious to the eye; in fact, many soldiers don't want to use reflective coatings, because they're too likely to give away the user's position.
Armour (0 PD/6 ED) (9 Active Points); OIF (-½), Only Works Versus Lasers And Plasma Guns (-½)
Armours can apply this system to any suit of armour that provides at least 14 PD or ED worth of protection. It's a coating made of a material that instantly conducts electricity and heat with almost no resistance. This spreads the effect of energy attacks over the entire suit of armour, allowing it to radiate away without causing much harm to the wearer.
Energy Damage Reduction, Resistant, 75% (60 Active Points); OIF (-½)
Body Armour | Armour (12 PD/12 ED) (36 Active Points); OIF (-½), Armour Weight (-½), Activation Roll 14- (-½), Real Armour (-¼) |
Protective Helmet | Armour (3 PD/3 ED) (9 Active Points); Activation Roll 8- (-2), OIF (-½), Real Armour (-¼) |
Enhanced Senses | Infrared Perception (Sight Group) (5 Active Points); OIF (-½) |
Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) | |
Visual Filters | Sight Group Flash Defense (5 points) (5 Active Points); OIF (-½) |
Audio Filters | Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-½) |
Armour | Armour (14 PD/14 ED), Hardened (+¼) (52 Active Points); OIF (-½), Armour Weight (-½), Activation Roll 14- (-½), Real Armour (-¼) |
Sight Augmentation Systems | Infrared Perception (Sight Group) (5 Active Points); OIF (-½) |
Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) | |
+3 versus Range Modifier for Sight Group (5 Active Points); OIF (-½) | |
Sensory Protection | Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½) |
Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-½) |
While the Imperial military has used suits of unpowered battle armour for centuries, only since the invention of force field technology and improved power systems has it become feasible to design and mass-manufacture a true battlesuit - a suit of strong armour that not only protects the user, but enhances many of his abilities as well. Debuting in 2598, the Dracon Battlesuit has made the Imperial Marines one of the most feared military forces in the Galaxy.
By incorporating an internal force field with the best materials the Empire has, the Dracon's designers built a battlesuit far tougher than any personal armour ever worn by Humans before. But the Dracon does more than just protect its wearer. It also augments his strength and reflexes so he can carry more and bigger weapons and use them more accurately. It allows him to leap long distances, and even fly for brief periods. It enhances his senses, letting him see all around him and in spectra he normally cannot use; it even has an onboard radar system. It comes equipped with a special enlarged and improved version of the Mark VII Laser Rifle (anyone not wearing a Dracon who tries to use the Mark VII-Dracon must treat it as Bulky and as imposing a mandatory -2 OCV Side Effect). Wearers can also attach other systems and weapons as necessary or desirable; shoulder-mounted rocket packs and wrist-mounted grenade launchers are quite common.
Protective Armour | Armour (10 PD/10 ED), Hardened (+¼) (37 Active Points); OIF (-½), Armour Weight (-½), Real Armour (-¼) |
Protective Armour | Armour (12 PD/12 ED) (36 Active Points); OIF (-½), Armour Weight (-½), Real Armour (-¼) |
Muscular Enhancers | +10 STR (10 Active Points); No Figured Characteristics (-½), OIF (-½) |
Reflex Enhancers | +3 DEX (9 Active Points); No Figured Characteristics (-½), OIF (-½) |
Mark VII Dracon Laser Rifle | (Total: 181 Active Cost, 41 Real Cost) Killing Attack - Ranged 4d6-1 (vs. ED), +1 STUN Multiplier (+¼), Increased Maximum Range (3,775"; +¼), Armour Piercing x1 (+½), Autofire (5 shots; +½), 64 Charges (+½) (165 Active Points); STR Minimum 20 (STR Min. Cannot Add/Subtract Damage; -1 ½), OAF (-1), Required Hands Two-Handed (-½), Beam (-¼), Blocked By Smoke Or Steam (-¼), Real Weapon (-¼) (Real Cost: 35) plus +2 OCV (10 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 4) plus +2 versus Range Modifiers (6 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 2) |
Leap-Servos | Leaping +10" (12" forward, 6" upward) (10 Active Points); OIF (-½) |
Flight Pack | Flight 10" (20 Active Points); OIF (-½), 1 Continuing Fuel Charge lasting 20 Minutes (-¼) |
Communications System | High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-½) |
Closed Radio Link | Mind Link , Specific Group of Minds, Number of Minds (x16) (30 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½) |
Sight Augmentation Systems | Infrared Perception (Sight Group) (5 Active Points); OIF (-½) |
Nightvision (5 Active Points); OIF (-½) | |
Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) | |
+12 versus Range Modifier for Sight Group (18 Active Points); OIF (-½) | |
Surround View | Increased Arc Of Perception (360-Degree) with Sight Group (10 Active Points); OIF (-½) |
Radar Unit | Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees) (25 Active Points); OIF (-½), Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-¼) |
Sensory Protection | Sight Group Flash Defense (15 points) (15 Active Points); OIF (-½) |
Hearing Group Flash Defense (15 points) (15 Active Points); OIF (-½) | |
Radio Group Flash Defense (12 points) (12 Active Points); OIF (-½) | |
Sealed Protective System | Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (42 Active Points); OIF (-½) |
Mag-Boots | Clinging (31 STR), STR Max of 30 (+0) (17 Active Points); OIF (-½) |