Friday, December 21, 2018

Psi-Wars Armor

This took longer than I thought.  Thank you for your patience!

This should be an all-inclusive list of all generic armor, readily market-available, in the Psi-Wars setting. If more arises, I’ll add to it. Most of the armor is presented as generic; the lack of inclusion of various corporations (especially Colt and Han & Kord) does not mean they do not produce armor, rather that the armor they produce is no different from the armor noted below.

There will be additional armor, but not included here.  This will represent "rare" and exclusive armor, typically taken as signature gear rather than purchased off the market.




Battleweave Armor

Battleweave is an advanced flexible armor similar but inferior to energy cloth. It protects against all forms of damage equally except crushing, against which it protects with 1/3rd its DR. Battleweave armor generally takes the form of a battleweave body suit, a skin-tight garment that can fit beneath any form of armor or clothing, which often serves either as a last layer of defense, or a base upon which to affix additional armor.

Battleweave may be layered. The garments so layered must be reasonable, and the GM is free to overrule combinations he finds unreasonable (“I’m wearing four bodysuits!”). As a general rule, up to DR 20 can be worn beneath clothing or any garment and has a silk-thin thickness, similar to a bathing suit or sheer lingerie. Up to DR 40 is the thickness of cloth and while it cannot be worn beneath clothing, it can be worn as clothing. More than DR 40 is obviously thick “cloth” armor, though up to DR 60 might be mistaken for thick outerwear (the thickness of a coat or a heavy jacket). Any layering that takes the character beyond 80 DR is either disallowed, or suffers the layering penalties on B286: each layer beyond DR 80 applies a -1 to DX and all DX-based skills.

Generic Battleweave

The Battleweave Bodysuit is the standard by which armor is measured. While not everyone wears it, those who want some level of protection often begin with a layer of Battleweave. It’s comfortable and sits close to the skin, so can be worn beneath clothing; the only real downside is the weight. Those who want additional armor typically layer it with at least a longcoat or jacket, and perhaps trousers. Battleweave gloves and combat boots round it out for a typical “civilian” form of armor.

Maradon Battleweave

When adopting generic battleweave, Maradonians might augment it, typically by making it stylish (+4 CF); they typically augment it with jewelry, naturalistic patterns (leather or cloth) and interesting designs. They also weave the flexible armor into very stylish patterns, allowing them to wear armor in their gowns and suits. Examples include long “opera” gloves, hooded cloaks, or the jacket, trousers and gown below. While they don’t offer much armor, they might blunt a vibroknife, or turn a lethal shot with a blaster pistol into a merely injurious one.

ARC also issues armored combat uniforms, typically meant for officers, which allows them to command from front of the battle lines while in full “dress” uniform, making them stand out and inspiring their soldiers, while still maintaining a modicum of protection.

Shinjurai Battleweave

The Shinjurai who wear battleweave tend to augment it with a variety of technologies and gadgetry. The most common are the Varicloth and Buzzcloth (both UT 39). The former allows multiple interesting patterns, often ranging from eye-catching to garishly neon, and the latter allows it to be worn for multiple days or to shed any incriminating stains or evidence that might have collected on them. Military versions often include bio-monitors (+$200, 0.5 lbs)

Syntech issues a few interesting battleweave garments, typically gloves and footwear.

Westerly Battleweave

The Westerly tend to be sparing with any armor, as they need it to be flexible enough to cover their needs, durable enough to endure the harsh conditions they often find themselves in, and cheap enough that they can afford it. Most small Westerly communities have at least one armor-weaver on hand who can build suits, and the most common alterations to battleweave are the addition of a camouflage pattern typical to the local environment (+2 Camouflage for the proper terrain; -2 for other terrain; +0.5 CF) and climate control systems (+$50, 1 lb, 10 days/C). The Westerly are known for their excellent hiking boots.

Armor Reference

Armor

Loc

DR

Cost

Weight

LC

Notes

Battleweave Bodysuit
Neck, Torso, Limbs
20/7
$2000
8
4
CF
Battleweave Longcoat
Torso, Arms, Thighs, Neck
45/15
$3500
13
3
F
Battleweave Jacket
Chest, Arms
45/15
$2500
10
3
F
Battleweave Trousers
Groin, Legs
30/10
$1000
5
4
CF
ARC Combat Uniform Jacket
Chest, Arms
30/10
$8000
6
4
CFS
ARC Combat Uniform Trousers
Groin, Legs
30/10
$6000
5
4
CFS
Maradon Weave Cloak
All, Skull
20/7*
$5000
4
4
CFGS
Maradon Weave Jacket
Chest, Arms
30/10
$35,000
6
4
FCST
Maradon Weave Trouser
Groin, Legs
30/10
$30,000
5
4
FCST
Maradon Weave Gown
Chest*, Groin, Legs
15/5
$20,000
3
4
FCST
*Protects attacks from behind/sides only;

C: Concealable; may be worn under clothing or mistaken for clothing; may be worn with layerable armor (see note L) at no penalty.
E: Ablative vs energy attacks; 1/3 DR vs all other forms of attack.
F: Flexible; 1/3 DR vs crushing;
G: Characters can target gaps/chinks on this armor.
S: Stylish or Fashion Original
T: Tailored; -1 DX to anyone wearing it other than the original recipient (or someone with nearly the same body build)

Gloves

Syntech “Dodger” Gloves: From the Neon line of body armor and clothing, these light gloves are fingerless and have no palm, and thus protect only the back of the hand. Opponents should be able to “target gaps,” when attacking them, but at the same time, characters wearing them should never be subjected to any penalties for bad grip or an inability to feel something through his gloves. The gloves also have a Karatand function, hardening the knuckles when made into a fist: this grants +1 to damage from hand strikes.

Syntech “Silk” Gloves: Part of the Black line and technically an offering to law enforcement, these excellent gloves sometimes find their way into the hands of spies or thieves. The Silk glove system integrates a primitive form of Sensor Gloves, which grant +2 to feel anything through the gloves; this pairs with an adhesive system that gives grip similar to a bare hand, which means the glove never suffers penalties for feeling or for grip. Furthermore, like the Dodger gloves above, they have a Karatand function which harden the portion of the glove when striking, which grants +1 damage to the unarmed strikes

Armor

Loc

DR

Cost

Weight

LC

Notes

Battleweave Gloves
Hands
20/7
$50
Neg
4
CF
Syntech “Dodger” Gloves
Hands
20/7
$200
Neg
3
CFGK
Syntech “Silk” Gloves
Hands
20/7
$1500
Neg
2
CFK1
Maradon Long Gloves
Hands, Arms
20/7
$2000
1
4
CFS
C: Concealable; may be worn under clothing or mistaken for clothing; may be worn with layerable armor (see note L) at no penalty.

F: Flexible; 1/3 DR vs crushing;
K: Karatand
G: Characters can target gaps/chinks on this armor.
S: Stylish or Fashion Original
1: Sensory Glove bonus

Footwear

This section covers all forms of foot armor not explicitly integrated into a cohesive armor system; generally most items are made of Carbide or Battleweave.

Westerly Hiking Boots: Battleweave boots with a carbide sole to protect against traps or mines. This grant a +2 to hiking rolls, due to the excellence of their construction.

Syntech “Catspaw” Slippers: Part of the Black line, these battleweave garmets resemble thick toe-socks and practically adhere to the fleet and offer equivalent grip to bare feet. They’re designed to dampen sounds, granting +2 to stealth rolls by any character attempting to move quietly in them.

Maradon Combat Heels and Long Boots: Crafted from Battleweave and with a carbide sole, the heel is designed to maximize comfort and grip, allowing it to perform as well as flat shoes in most cases, without sacrificing a more fashionable look. Maradon Longboots are battleweave boots with a carbide heel or sole that go up past the knees. Worn by both men and women, they may or may not come with a high heel, depending on the wearer’s preference

Armor

Loc

DR

Cost

Weight

LC

Notes

Battleweave Combat Boots
Feet
40
$200
1
4
CF
Carbide Combat Boots
Feet
80
$250
3
3
CF
Westerly Hiking Boots
Feet*
80/40
$800
3
4
CF1
Syntech “Catspaw” Slippers
Feet
20
$1000
Neg
3
CF2
Maradon Combat Heels
Feet*
20/0
$300
1
4
CS3
Maradon Long Boots
Feet, Legs
20
$1000
1
4
CFS3
*The higher DR value protects the sole only.

C: Concealable; may be worn under clothing or mistaken for clothing; may be worn with layerable armor (see note L) at no penalty.
F: Flexible; 1/3 DR vs crushing;
1: +2 to hiking rolls
2: +2 to stealth rolls when attempting to move silently and resisting someone’s ability to hear.
3: This armor has the equivalent to High Heeled Heroine; the character never suffers from any penalties due to the heel.

Head Protection

This covers all forms of head gear that are not explicitly meant to seal a system.

Battleweave Hood: This hood is similar to a balaclava and is typically worn with eye and/or face protection. It’s primary purpose is to provide additional protection for the face and skull.

The Carbide Helmet: Typically a form of “pot helm,” this also covers rimmed helmets, such as a conical metallic hat, or a helmet with an extended piece meant to protect the back of the neck. Treat such details as cosmetic (if they offer some real protection, increase the price by +0.5 CF and the weight by +10%)

Syntech Hypervisor: Part of the “Neon” line, these resemble “wraparound shades” that provide a modicum of armor to the eyes and also grant the wearer hyperspectral vision.

Syntech Cryptmask: Part of the “Regal” line, Syntech designed the Cryptmask with Maradonian customers in mind. This thin, featureless laminate mask covers the face (it will adhere to a bare face with a simple application of pressure, and can be removed by simply pulling it away, but is more often worn with a battleweave hood) and grants the wearer hyperspectral vision, voice distortion (if he activates it) and filtered air.

Maradon Masque: Maradonian aristocracy enjoy the romance of a well-designed mask, similar to the decorated faceplates of aristocratic battle armor or duelist armor. This represents a lighter version of such armor, crafted of carbide rather than diamondoid, but still with intricate, beautiful and individualized decorations and designs. Like the Cryptmask, this adheres to the face with a simple application of pressure and can be removed at no risk to the wearer, but is more often worn with a battleweave hood.

Westerly Goggles: A simple set of goggles meant to protect the wearer’s eyes from damage, glare or blasting sand. Often worn with a simple air mask.

Armor

Loc

DR

Cost

Weight

LC

Notes

Battleweave Hood
Head
20/7
$200
1
4
CF
Carbide Helmet
Skull
45
$300
3
3

Syntech Hypervisor
Eyes
20
$4000
0.2
3
H
Syntech CryptMask
Face
40/20*†
$5000
2
3
AHV
Maradon Masque
Face
30
$4000
2
3
ANO
Westerly Goggles
Eyes
20
$100
0.1
4

* Double DR vs plasma or shaped charge attacks
†The higher DR protects against frontal attacks only; halve the minimum value if attacks are made to the eyeslits

A: Contains an air-mask and filter, allowing it to remain sealed while breathing atmosphere without airtanks.
C: Concealable; may be worn under clothing or mistaken for clothing; may be worn with layerable armor (see note L) at no penalty.
F: Flexible; 1/3 DR vs crushing;
H: Hyperspectral HUD (×8 magnifier)
N: Nightvision HUD (×8 magnifier, +9 Nightvision)
O: Stylish or Fashion Original

Combat Armor

Even soldiers might base their armor systems on the battleweave systems above, but military forces augment their armor with something heavier. The following systems are not sealed.

Armor

Loc

DR

Cost

Weight

LC

Notes

Battleweave TacVest
Torso, Groin
60
$4,500
7
3
FI
+Cerablate Inserts
Torso
60
$150
6
3
E
Carbide Clamshell
Torso, Groin
60
$2,500
18
4

E: Ablative vs Energy attacks; 1/3 DR againts all other attacks
F: Flexible; 1/3 DR vs crushing;
I: May carry tactical inserts

Environmental Gear, Sealed Armor and Vacc Suits

The following armor is sealed if closed with a sealed helmet (see Sealed Helmets below). All Vacuum Suits have at least vacuum protection, internal air systems, extreme climate control, vacuum support, pressure support and waste relief.

Traditional Westerly Survival Suit: Local Westerly communities tend to create their own survival suits based on the local environment. A community based in a desert might integrate desert survival gear into their battleweave, while those who live in a jungle might have some sort of cooling system built into clothing that also wicks away moisture and sweat to keep the body relatively clean. These tend to be highly efficient and well-maintained. This example is a broad one: it contains climate control, (120ºF to -40ºF), Waste Relief, and a Desert survival system that extends water supplies 60×. It also provides +2 to hiking rolls and has a camouflage system well integrated into the local environment for +2 camouflage (but -2 in inappropriate environments). Other examples are possible.

Syntech “Shadow” Armor: Part of the Syntech “Black” line, this skin-tight battleweave garment is sealed and contains a Biomonitor for tracking the vitals of the wearer. It also integrates dynamic chameleon systems: this provides a +8 to stealth rolls in contests against normal or IR detection; this bonus is halved if the character is moving or against opponents with Hyperspectral vision.

Traditional Westerly Vacc Suit: Many Westerly live space-based lives, spending their days as asteroid miners or freightliner pilots. Various communities and Westerly corporations have perfected the Vacc suit for long duration. In addition to the normal benefits outlined above, the Westerly Vacc Suit provides internal air and water sufficient for 3 days.

RedJack “Scrapper” Armor: Designed, in principle, for asteroid miners and space welders, this intimidating armor sports very heavy frontal armor capable of totally defecting blaster rifles. While not intended for pirates or for space-assaults, it nonetheless finds it way into the hands of pirates with astonishing regularity! In addition to its standard vacc suit benefits (see above), it provides 3 days of internal air and water.

Syntech “Shrike” Pilot Suit: This pilot uses an advanced bioplastic design to greatly reduce its cost and weight. In addition to the standard vacc suit benefits (see above), it provides 3 hours of air and water (and has a nozzle and support bay for 1 additional air tank; increase the duration of any air added by 10× thanks to its filtration system), a biomonitor and grants +1 to resist high-G maneuvers. It has cablejacks allowing it greater integration with ship-board systems when paired with the “Shrike” Helmet.

ARC “Star Mail” Armor: the “Star Mail” defense system is one of the standard foundry templates managed by the ARC corporation, though it can be customized, mainly to show house colors and heraldry. The elite gendarmes of the Houses wear these heavily armored vacc suits for their boarding operations, and also in parade formations to impress the population and to provide their noble his proper gravitas. This armor is stylish and, in addition to the normal benefits of vacc suits, provides 8 hours of air.

Imperial Directive A-ES3X Modular Guardian System: The Empire needs to fight on multiple fronts and on many worlds. Rather than create a single set of armor, it has created a modular armor system to replace the older armor systems. At its base is a battleweave body sleeve, slightly thicker than a basic battle weave body suit, sealed and run through with wires, tubes and attachment points necessary to attach the various modules. The basic armor includes a biomonitor, basic climate control, 30 minutes of air (with an attachment point for additional air) and reprogrammable camouflage (+2 to camouflage). It may be loaded with any of the following modules:

  • Light Carbide Plate: the most common attachment, this covers the wearer’s body with carbide plates; these are not trauma plates, as they do not sit in pockets, but hook up to attachment points and form a complete carapace. Mutually exclusive with heavy carbide plates.

  • Heavy Carbide Plates: As light carbide plates, but much thicker; these are too heavy to be compatible with the base-layers reprogrammable camouflate. Generally used by assault troops or elite guards. Mutually exclusive with light carbide plates.

  • Extreme Climate Module: This integrates additional warming and cooling elements and moisture-recapture systems to allow the soldier to endure extreme climates and increases the soldier’s water supplies by 60×; Mutually exclusive with the Vacuum module. +2.5 lbs, +$1500; halve the power-duration.

  • Vacuum Module: This integrates pressure support, additional air (lasting up to 8 hours), and waste relief, allowing the soldier to endure long periods of exposure to vacuum. Tend to be worn by ship-born soldiers. Mutually exclusive with Vacuum module. +4 lbs, +$1500; halve the power-duration.

Imperial Directive A-SS9G Pilot Suit: This pilot suit is inspired by early Shinjurai pilot-suit designs, and in addition to the normal benefits provided by a vacc suit, also grants the wearer a +1 to resist high-G maneuvers and 8 hours of air.


Armor

Loc

DR

Cost

Weight

LC

Cell

Notes

Battleweave TacSuit
All
45/15
$9,500
15
2
--
FIS
+Cerablate Inserts
Torso
+60
+$150
+6
3

E
Westerly Survival Suit
All
30
$8,000
14
3
C/month
FS1
Syntech “Shadow” Armor
All
20
$9,000
13
2
-
CFS2
Generic Vacuum Suit
All
20
$3,500
13
4
C/12 hours
FSV
Westerly Vacc Suit
All
45
$13,000
20
2
C/10 days
FSV
RedJack “Scrapper” Armor
All
100/60*
$10,000
70
2
C/10 days
SV
Syntech “Shrike” Pilot Suit
All
15
$4,500
7
3
C/5 days
FGSV
ARC “Star Mail” Armor
All
80/60†
$20,000
40
2
C/5 days
OSV
Imperial A-ES3X Modular Guardian System
All
20
$6000
9
2
C/10 days
FMS
+ Modular Light Plate
All
+60/30†
+$12,000
+25
2


+ Modular Heavy Plate
All
+80/40†
+$15,000
+31
2


Imperial A-SS9G Pilot Suit
All
30
$10,000
16
2
C/5 days
FSV
*The higher value protects the torso from the front

†The higher value protects the torso only

C: Concealable; May be worn beneath clothing, or may be mistaken for clothing
E: Ablative vs Energy attacks; 1/3 DR againts all other attacks
F: Flexible; 1/3 DR vs crushing;
G: +1 to HT to resist high-G maneuvers
I: May carry tactical inserts
M: Modular; may be upgraded with specified options
O: Stylish or Fashion Original
S: Sealed with helmet
V: Vacuum protection
1: +2 to hiking rolls
2: +2 to stealth rolls when attempting to move silently and resisting someone’s ability to hear.

Sealed Helmets

All of the following masks will can complete the seal of sealed armor (above); they also include hearing protection tiny radios with a range of 10 miles and are glare-resistant.

Generic Full Helmet: Commonly worn with both vacuum suits or on its own, as it provides air filters.

Redjack “Scrapper” Helmet: Generally worn with the “scrapper” suit, it has a reinforced front-plate and eye-slits through which the character can see, rather than a full visor.

Syntech “Panopticon” Helmet: This helmet has no visor, but small cameras which provide hyperspectral vision to the wearer.

Syntech “Shrike” Helmet: Worn with the rest of the Syntech “shrike” vacuum suit, it integrates with onboard systems to provide full, three dimensional holographic AR imagery of what surrounds the ship. At the GM’s discretion, this can provide a +2 to visibly see something around the ship.

Imperial Helmets: The helmets are generally interchangeable with one another. The D-EH7 is generally worn with modular guardian system when either no plate modules are attached, or when the light plate module is attached; the D-EH8H “heavy” helmet is generally worn with the modular Guardian system when the heavy plate module is attached. The D-SH9V is almost identical to the D-EH7 but lacks air masks, which streamlines its appearance and makes it a bit lighter. This is generally worn either with the imperial pilot suit, or occasionally with the modular Guardian system when the vacuum module is attached.

Armor

Loc

DR

Cost

Weight

LC

Notes

Generic Full Helmet
Head
30/20*
$400
5
4
A
Westerly Vacc Helmet
Head
45/30*
$600
6
3
A
Redjack “Scrapper” Helmet
Head
80/40†
$400
7.5
2

Syntech “Panopticon” Helmet
Head
40
$6,000
5
2
AHS
Syntech “Shrike” Pilot Helmet
Head
20
$2,000
2.5
3
NS
ARC “Cuirass” Helmet
Head
80/40*
$4,000
9
2
AO
Imperial D-EH7 “Standard” Helmet
Head
80/40*
$3,500
5
2
AN
Imperial D-EH8H “Heavy” Helmet
Head
100/80*
$,4000
6
2
AN
Imperial D-SH9V “Pilot” Helmet
Head
80/40*
$3,000
4.5
2
N
* Higher DR protects against attacks to the skull; lower DR to attacks to the face (via the visor)

†The higher DR protects against frontal attacks only; halve the minimum value if attacks are made to the eyeslits

A: Contains an air-mask and filter, allowing it to remain sealed while breathing atmosphere without airtanks.
H: Hyperspectral HUD (×8 magnifier)
N: Nightvision HUD (×8 magnifier, +9 Nightvision)
O: Stylish or Fashion Original
S: Contains a sensor visor; the “cameras” can be targeted at -10 to hit (equivalent to eyeslits)

Force Screens

Syntech “Shield Wall”: This mobile force screen emitter can be secured to the ground and then activated in a total of 3 seconds. Once the screen has fully stabilized, it presents a “wall” large enough for up to two humans to crouch behind. This force screen provides 150 ablative, hardened DR that regenerates 1/10th of its DR every second. $15,000, 20 lbs, D/20 minutes.

Wyrmwerks Bulwark System: Worn as a belt, when activated (takes 1 second to activate), this generates a force screen that covers the front of the user. He may still fire through it as normal. This force screen provides 75 ablative hardened DR which regenerates 1/10th of its DR every second. If it is ever reduced to zero DR, it must roll HT of 9 or the wearer’s Armoury (Force Screen), whichever is better, or be permanently shorted out until repaired (ten minutes and an Armoury (Force Screen) roll). $1500, 6 lbs; C/5 minutes.

Maradonian Force Buckler: see Reflective Force Shield, UT 192.

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