Human Armor

Armor Check Penalty (ACP) – While wearing armor with which you are not proficient, you take an armor check penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim.  The type of armor worn determines the size of the penalty: light, -2; medium, -5; heavy, -10.  Additionally, you do not gain the armor’s equipment bonuses to anything other then your Fortitude defense.


Uniforms and Non-Combat Armor (-0 ACP)

Unlike actual combat armor, uniforms and non-combat armor require no feats to use. They do not provide any bonus to reflex defense, instead providing a bonus to Fortitude Defense and (in some cases) Damage Reduction. Any damage reduction provided by them stacks with other sources. Uniforms and non-combat armor can be worn underneath or in conjunction with standard armor, unless otherwise specified. However, any bonus to Fortitude Defense will not stack with additional pieces of armor, only the highest bonus applies.

Armor Cost Damage Reduction Equip Bonus to FORT Defense Max DEX Bonus Speed Weight Availability
Mk IV Vacuum Protection Environmental Suit 3,000 +3 +2 4 Squares 10 kg
Shield Gauntlet N/A 1 kg Military, CEC Only
Terran Alliance Armed Forces Dress Uniform N/A 2 kg Military
Terran Alliance Armed Forces Mess Dress Uniform N/A 2 kg Military
Terran Alliance Armed Forces Service Uniform N/A 1/- +1 2 kg Military
Terran Alliance Armed Forces Tactical Uniform N/A 2/- +1 3 kg Military
Terran Alliance Marine Corps Undersuit N/A 2/- +1 4 kg Military, Marine Corps Only

Mk IV Vacuum Protection Environmental Suit – The current standard in space suits in the Alliance, the Mark IV provides 12 hours of life support and is sealed against biological and chemical hazards. It does not include any shielding against radiation beyond the standard level needed to operate outside in space. These suits are standard issue on Alliance vessels, and all ships larger than a corvette are guaranteed to have at least 4 on board. Should the need for combat while wearing the suit to arise, the suit is self-sealing and has an integrated nanite suite to seal any breaches.

Shield Gauntlet – Standard issue for any CEC squad member trained in its use, the Shield Gauntlet is cutting-edge Inertial Manipulation Technology.  Utilizing the same Higgs Boson nullification found in larger scale fields, such as those in starship surgical wards and command holopits, the gauntlets can cancel out the inertia of an incoming projectile, stopping it in its tracks.  However, since this requires either AI control, or augmented reflexes, this device is only found in the hands of CEC troopers.  This device allows a CEC member to make use of the Block and Deflect talents.  It also is part of the CEC Flight Systems, particularly in landing during combat jumps.  CEC members can actually jump from low orbit (with a re-entry suit or pod of course), shed the suit or pod after re-entry, and land using only these gauntlets, minimizing their inertia just before impact with the ground.

Terran Alliance Armed Forces Uniforms – TAAF Uniform Regulations originally called for a single armed forces-wide uniform, but this was rejected when different branches of the armed forces protested about the design of the uniform itself.  Instead, each branch originally had distinct uniforms, though some of them shared the basic uniform design.  This proved to be a logistical nightmare, and complicated matters in joint force operations, so the idea was scrapped after several years in favor of several standardized uniform types. Trim color on the uniform is used to distinguish service branches from each other. The Army is indicated by orange, CEC by dark green, Marine Corps by red, Navy by gray, and TAPS by light blue. Specializations are denoted by additional trim colors: black indicates commanding and executive officers, blue indicates operations personnel, green indicates security, gold indicates engineering, white indicates science and medical, and light gray indicates weapons crew.

  • Terran Alliance Armed Forces Dress Uniform – The most formal uniform available to TAAF personnel, the dress uniform is typically worn at military ceremonies, official receptions, diplomatic events, and other special occasions. It corresponds to a civilian white tie or formal dress code, and is worn with the full form of all awards granted to and qualifications earned by the soldier. TAAF uniform code allows this to include non-TAAF awards as well, leading to some dress uniforms for older and more heavily-decorated personnel becoming cumbersome and looking like something more resembling the garb worn by military leaders of 20th Century banana republics. As this is a uniform intended for non-combat situations, it provides no protection at all. The prestige associated with the uniform provides a +4 equipment bonus to Persuasion checks made against civilian citizens of the Terran Alliance (situation and target-dependent). This uniform is available in two variants, one with pants, and another with a skirt that ranges in length from knee-length to ankle-length (chosen by the wearer upon being issued the uniform). Formal shoes are worn with this uniform.
  • Terran Alliance Armed Forces Mess Dress Uniform – Designed to be a step down from the dress uniform in terms of formality, the Mess Dress is a uniform that corresponds more to a civilian black tie or semi-formal dress code. TAAF awards are worn in miniature form, while non-TAAF awards are worn in miniature form (if available) or in full form (if not available in miniature form). Qualifications are worn as normal. It is commonly seen worn by TAAF personnel at high-profile social affairs, and like the dress uniform it offers no protection at all. It is not as elaborate as the full dress uniform, but it still provides a +2 equipment bonus to Persuasion checks made against civilian citizens of the Terran Alliance (situation and target-dependent). This uniform is available in two variants, one with pants, and another with a skirt that ranges in length from knee-length to ankle-length (chosen by the wearer upon being issued the uniform). Formal shoes are worn with this uniform.
  • Terran Alliance Armed Forces Service Uniform – Corresponding to civilian informal or business attire, this is the everday uniform worn by TAAF personnel not expecting to see combat. Unlike the Dess and Mess Dress uniforms, the Service uniform includes protective elements, providing an element of defense while on-duty. While it does include pockets for storing small items, it contains nowhere near as many as the Tactical Uniform provides, and therefore provides no benefit. This uniform is available in two variants, one with pants, and another with a skirt that ranges in length from knee-length to ankle-length (chosen by the wearer upon being issued the uniform). Unlike the dress uniforms, this uniform includes combat boots.
  • Terran Alliance Armed Forces Tactical Uniform – The battle dress uniform of the Terran Alliance Armed Forces is available in a wide range of camouflage patterns, distributed to personnel as the combat situation changes. It has built-in protective elements, providing an element of protection against incoming fire, close-combat attacks, and environmental hazards. Additionally, it contains numerous pockets for storing small items, up to the size of a tool kit. Up to 14 items of up to 1 kg each can be stored in the uniform, items stored in this fashion are treated as if they were 1/4th their weight for the purposes of carrying capacity and can be retrieved with a single move action as if they were stored in a bandolier or utility belt. Unlike the Dress, Mess Dress, and Service uniforms, the Tactical Uniform is only available with pants. As a combat uniform, this uniform is worn with combat boots.

Terran Alliance Marine Corps Armored Undersuit – This single-piece, form-fitting bodysuit is the day-to-day operational uniform for any Marine that could potentially see direct combat. Officers who might see direct combat have a habit of wearing it underneath their uniforms. The garment is functionally the base layer of a Marine’s armor, doubling both as a protective layer and as a uniform. While the majority of the environmental and physical protection systems are in a Marine’s actual armor, the undersuit contains defensive weaves and insulation, providing a measure of protection to a soldier while out of their armor. The undersuit contains all the standard rank, service branch, and specialization insignias of the standard tactical uniform, and it contains the biomonitor function of the Marine’s armor.


Light Armor (-2 ACP)

Armor Cost Armor Bonus To REF Defense Equip Bonus to FORT Defense Max DEX Bonus Speed Weight Availability
Naval Security Armor 5,000 +5 +2 +3 12 kg Restricted
Trooper Armor 12,000 +6 +2 +3 10 kg Military
ORBIT Armor 8,000 +4 +3 +5 15 kg Military

Naval Security Armor – This light armor is employed by security forces onboard Terran Navy vessels during boarding-defense operations, however it also sees usage by other forces.  The armor’s sealed life-support system allows the wearer to survive for up to 24 hours in the vacuum of space or other hostile environments.  The soles of the armor’s boost are magnetic, enabling the wearer to walk on metal surfaces, such as a starship hull, without drifting off into space.  The magnetic soles reduce the wearer’s speed by 2 squares when active.  A small propulsion system on the backpack, while intended for use in Zero-G environments (allowing the wearer to maneuver without penalty), allows the wearer to reroll failed Swim checks, keeping the better result.

ORBIT Armor – The Orbital Recon Batallion Insertion Tactic was developed during WW3 by the USMC as a method of rapidly inserting troops behind enemy lines without risking a sub-orbital transport craft (or exposing more troops to the shadow war troops).  While the technology was developed with the idea of using it deploy entire battalions, it saw more use in deploying FORECON teams into enemy territory.  Using the orbital stations that were constructed before the war, FORECON teams would be deployed from their orbiting stations inside of individual stealth re-entry pods that would shield the soldier from re-entry heat, until it was safe to discard the pod.  The pod would be jettisoned and would self-destruct at a clear distance, while the soldier continued to descend to their target through a standard HALO jump.  ORBIT armor was designed specifically for FORECON use.  It contains a life support system that provides 12 hours of breathable atmosphere, suitable for waiting for launch, orbital maneuvers, and descent.  The life support system also serves to isolate the soldier from any NBC hazards they may encounter on the ground, and automatically replenishes itself when in a clean atmosphere over the course of 4 hours.  FORECON relies more on stealth than actual armor, so the armor protection of the suit is at a minimum, but this also allows for more room for integrated equipment and more maneuverability.  ORBIT Armor includes a helmet package.  It also includes the Environmental Sealing, Storage Capacity, Diagnostics Systems, and both a Cold Weather and Hot Weather Environmental System.  It also has 2 free modification slots, instead of the standard 1.  Some WW3 vets that have joined the Terran Marines continue to use ORBIT armor, and are required to use both of the modification slots to install Glide Systems and a Jet Pack (see Terran Marine Armor, below), at no cost to them.

Trooper Armor – A remnant of the Third World War upgraded for modern conflict, trooper armor comes in a variety of models.  Filled with electronics that assist and augment a soldier in their duties, it includes rudimentary environmental protection, sonic filtering, and visual amplification.  Variants of this armor exist for different environments, such as arid and cold weather models.  All variants of trooper armor grant a proficient wearer a +2 bonus on Perception checks and Low-light vision due to the integrated Helmet Package.  It also includes an integrated comlink in the helmet, allowing for hands-free communication.  Cold weather models make the wearer immune to extreme cold, while arid models make them immune to the effects of extreme heat.


Medium Armor (-5 ACP)

Armor Cost Armor Bonus To REF Defense Equip Bonus to FORT Defense Max DEX Bonus Speed Weight Availability
STALKER Armor 7,500 +7 +2 +3 4 squares 10 kg Restricted
Commando Armor 30,000 +8 +4 +2 4 squares 10 kg Military
Commando Armor, Terran Marine N/A +8 +4 +2 4 squares 15 kg Military

 

Commando Armor – Commando armor is used by SpecOps divisions in operations where stealth is not the main concern.  The armor is thick, and includes a life-support system allowing for 24 hours of survival in vacuum, water, or other hostile environments.  It features a retractable, wrist-mounted vibroblade.  It includes a helmet package, granting a +2 bonus on Perception checks and Low-Light Vision, and includes an integrated hands-free comlink in the helmet.  The armor also includes a medical suite, and as a full-round action, the suit can provide a +10 bonus to the Treat Injury skill for self-treatment, ignoring the normal -5 penalty.  The armor is also highly customizable, with room for three additional upgrades instead of the standard two slots for medium armor.

Commando Armor, Terran Marine (Image by Kevin Lee)This Commando Armor has been modified for use by the Terran Alliance Marine Corps.  It functions as standard Commando Armor except as noted below.

  • Jet Pack – 6 Square Fly Speed for 1 turn, 10 charges.  Swift to activate, no action to sustain.  DC20 pilot check if you land after moving more than 12 squares during the same turn, failure means fall prone.  Can lift up to 180KG.  Replacement fuel cells are 100 credits.  Commonly used by flying 6 squares up and then using the glide systems to move 36 squares.
  • Glide Systems – The suit automatically deploys a glide system when it is more than 5 squares above the ground, allowing for a 6-to-1 glide ratio.  For every 1 square fallen vertically, the wearer can move 6 squares horizontally.  In addition, the wearer never takes falling damage from falling 5 or more squares.  Shorter falls still deal damage.  This is also used for high-altitude entry into combat zones.  The glide systems are controllable, so the wearer can fall at a faster rate if desired.
  • Integrated Equipment – The armor comes standard with the following pieces of equipment, which can all be swapped out as mission specifications demand: Biomonitor [integrated into undersuit so it cannot be swapped out], Bracer Computer, Visual Wrist Comm, Pocket Scrambler, Electrobinoculars, Recording Unit (video), Communication Scanner, Hypoinjector Wristband, Stealth Field Generator, Camouflage Poncho
  • Mounted Weapons (non-removable): Targeting Laser, Stunning Gauntlet, Vibroblade
  • Undersuit Interface: Unlike standard Commando Armor, this armor has been modified to interface with a Marine’s standard undersuit.
  • Unused Upgrade Slots : 1

STALKER Suit – The STALKER  (Strategic Tactical Armor for Lurking, Killing, Extraction, and Reconnaissance) Suit was a competing design with the Commando Armor, and when it lost the competition the manufacturer stripped out the stealth and medical systems, selling the base armor on the open market to anyone with a valid license.  It includes a helmet package, granting a +2 bonus on Perception checks and Low-Light Vision, and includes an integrated hands-free comlink in the helmet.  It frequently sees use with the SDA, TAPS, the Terran Army, and frontier scouts.  The armor is highly customizable, with room for four upgrades instead of the standard two slots for medium armor.


Heavy Armor (-10 ACP)

Armor Cost Armor Bonus To REF Defense Equip Bonus to FORT Defense Max DEX Bonus Speed Weight Availability
Terran Alliance Marine Armor N/A +9 +3 +1 4 squares 24 kg Military

Terran Alliance Marine Armor – This suit of heavy armor is the Marine’s bread and butter.  It has everything a marine could need in the field, custom tailored to each squad role.  An outgrowth of armor technologies seen during the Third World War, it features numerous integrated pieces of equipment and weapons systems.

  • Helmet Package – The helmet provides a proficient wearer a +2 equipment bonus on Perception checks, and low-light vision.  The helmet also includes an integrated hands-free comlink.
  • Vacuum Sealed – The wearer can survive for 24 hours in vacuum or other hostile environments.
  • Jet Pack – 6 Square Fly Speed for 1 turn, 10 charges.  Swift to activate, no action to sustain.  DC20 pilot check if you land after moving more than 12 squares during the same turn, failure means fall prone.  Can lift up to 180KG.  Replacement fuel cells are 100 credits.  Commonly used by flying 6 squares up and then using the glide systems to move 36 squares.
  • Glide Systems – The suit automatically deploys a glide system when it is more than 5 squares above the ground, allowing for a 6-to-1 glide ratio.  For every 1 square fallen vertically, the wearer can move 6 squares horizontally.  In addition, the wearer never takes falling damage from falling 5 or more squares.  Shorter falls still deal damage.  This is also used for high-altitude entry into combat zones.  The glide systems are controllable, so the wearer can fall at a faster rate if desired.
  • Nanite Repair – As long as the suit is not destroyed, it will repair itself automatically, repairing 1 HP of damage to the suit (not the wearer) every hour.
  • Semi-Powered Exoskeleton – +2 Equipment bonus to Strength while powered.  Can be turned on or off as a swift action.  Runs for 20 rounds on a standard energy cell.
  • Storage Capacity – The armor includes internal storage compartments, allowing it to hold up to small objects, up to a total of 25 KG worth.
  • Rangefinder – A proficient wearer takes no penalty for firing at short range with mounted weapons.  This applies to non-mounted weapons if they are aimed using the swift action Aim action.
  • Integrated Equipment – The armor comes standard with the following pieces of equipment, which can all be swapped out as mission specifications demand: Biomonitor [integrated into undersuit so it cannot be swapped out], Bracer Computer, Visual Wrist Comm, Pocket Scrambler, Electrobinoculars, Recording Unit (video), Communication Scanner, Blast Pauldron, Kama, Hypoinjector Wristband
  • Role-Specific Equipment – Each suit is custom tailored to a specific squad role, and comes with on additional piece of equipment, which is not changeable without help from a trained mechanic.
    • Technician – Computer Interface Visor
    • Demolitionist – Mechanical Interface Visor
    • Mechanic – Mechanical Interface Visor
    • Medic – Medical Interface Visor
    • Scout – Stealth Field Generator
    • Squad Captain – AI Module (houses a Class IV Smart AI)
  • Mounted Weapons – The suit comes standard with internal weapons systems, which can be swapped out as mission specifications demand. (4 Slots.  Large = 2, Medium = 1, Small = 1/2.  Gloves/Gauntlets = 0, but only 1 at a time) (4/4 Slots Used by default)
    • Targeting Laser (Integrated into armor, cannot be swapped out.)
    • Stunning Gauntlet (0 Slots) – built into the hands of the armor
    • Vibroblade (1/2 Slot) – mounted on top of the right wrist
    • Wrist Rocket Launcher (1/2 Slot) – mounted on top of the left wrist
    • Heavy Slugthrower Pistol (1 slot) – mounted on the bottom of the right wrist
    • Grenade Launcher (1 Slot)  (Micro Grenade Launcher for marines lacking Weapon Proficiency (Heavy)) – mounted on the left shoulder
    • M90 Shotgun (1 Slot) – mounted on the bottom of the left wrist

Epic Space Adventures Abound!