Screens & Suits d6
All powerscreens except the chameleon screen are worn like belts around the waist. Only one powerscreen can be worn or used at one time. When a screen runs out of power, it has no effect. Power is measure in SEU units or Standard Energy Units. Each screen has a SEU battery beltpack (50 SEUs/4kg/150 Cr.), and can be recharged at a rate of 2 Credits per SEU. The also can be adopted to a power backpack (100 SEUs/10kg/250Cr).
Absorption Strength: Some screens & suits have something called an Absorption Strength, which is rolled before the user’s own Strength roll to soke damage. Those that don’t have an Absorption Strength absorb 100% of the specific damage.
Energy Screen (was Albedo Screen). An Energy screen projects a silvery aura that absorbs energy damage (Blaster/Laser/Particle Beams). The aura completely surrounds the person wearing the screen. There are 3 types of screens, based on the stength of the absorption and the power usage. The following table defines the Types of Screens:
|Type I||1D||1 SEU per 5 points absorbed|
|Type II||2D||1 SEUs per 3 point absorbed|
|Type III||3D||1 SEUs per 1 point absorbed|
For example, Samarion is hit with 11 points of damage. If he is wearing a Type I, he rolls 1D. If he rolls a 4, 1 SEU is drained and 7 points “bleeds through”. If he is wearing a Type 2, he may roll a 7, then 3 SEUs would be drained and 4 points go through. A person can fire a Energy weapon out of an Energy screen.
Gauss Screen. A gauss screen generates an invisible barrier that protects the wearer from electrical attacks. The screen drains 2 SEU every time it absorbs an attack, and absorbs all damage. There is a quick flash of light when the screen is hit. As long as the power holds out, a character wearing a gauss screen is immune to electrical attacks.
Holo Screen. A holo screen projects a 3-dimensinal image around its wearer. The image is projected from a holo disc, a small disk that slides into the top of the holo screen control unit. The holo disc contains complete holographic information on one person or thing. The holo screen has requires a Difficult vs an onlookers Perception to avoid noticing something is different. The holo image is limited to roughly the same size and shape as the wearer. Personalized holo discs can be ordered for 5,000 Cr. A personalized holo disc contains holo information on a specific individual. Producing a personalized holo disc takes 2D6 months, because it requires detailed (and very illegal) holo-filming of the desired subject. If the subject is willing, the filming can be done in one day. A camouflage feedback loop can be added to the holo screen for an additional 1,000 Cr. The camouflage loop adjusts the holo image to match nearby surroundings, giving the wearer an Difficult vs Perception to be “invisible” to onlookers.
Inertia Screen. An inertia screen defends against all projectile weapons, gyrojet pistols and rifles, fragmentation grenades, explosives and all melee weapons except electrical or sonic weapons. When hit by one of these weapons, the screen uses 2 SEU and absorbs one-half of the damage caused by the attack. The wearer takes the other half of the damage. If the damage can not be divided evenly, the character takes the smaller half.
Sonic Screen. A sonic screen is also known as a hush field, because no sound can cross it, either coming in or going out. The screen also absorbs all sonic attacks that hit it. It uses 1 SEU of energy every minute it is on and 2 SEU every time it absorbs a sonic attack. A character inside a sonic screen can communicate only with a radio or hand signals.
Simp Screen: A simp screen is similar to an Energy screen, using a postively charged energy field to deflect blaster fire damage. It has the same silvery aura about it. For every 4 points (or fraction of 6 points) absorbed, 1 SEU is drained from the power source. All Simp Screens have a 2D Absorption Strength. Simp Screens do not absord damage from Lasers. For example, absorbing 13 points of damage drains 4 SEU. Any weapon can be fired out of a simp screen.
Light Shift Screen: A light shift screen (LSS) sets up a light-bending shell around the individual or unit using it. The effects of the shell differ for each type of screen, but energy consumption and penetration are the same for all LSSs. LSSs use SEUs at different rates in different types of lighting. The following is a guideline for the referee on SEU usage in different light intensities.
|Light Intensity||SEU/10 turns|
|Dusk, smoke, thick gas, etc.||1|
|Average room light, cloudy day,minor smoke, etc.||1.5|
|Bright room light, partly sunny day, etc.||2|
|Intense artificial light,floodlight, sunny day||3|
|High intensity concentrated light,powerlight, close proximity flare,etc.||4|
One SEU is drained each time the screen absorbs a point of damage from a laser.
Visible penetration of the shell is impossible while the LSS is on, but detection is possible in one of two ways. Infrared optics always show the proper heat image and location of an individual usuing a LSS. Ultraviolet optics show operating LSSs as areas of solid purple light.
Light shift screens are rare and expensive. Most civilized worlds forbid their use as they are prefereed devices of criminals, terrorist agents, etc.
There are three types of LSSs.
Type I: A Type I LSS bends all light away from the shell, thus creating a totally black area. This LSS types is usually used at night or by a character masking his identity. (+2D to Sneak)
Type II: The Type II LSS shifts the wearer’s image away from his actual location to a distance of one to three meters in a fixed direction. The direction must be specified when the character purchases the device. The shifted image that appears is an exact duplicate of the character using the LSS. This version of the LSS is often used by Imperials to draw enemy fire away from themselves.
Type III: The Type III unit is a variation on the type II but instead of shifting a single image of the wearer it creates up to five images (at the wearer’s option), all exactly the same. Type III LSSs always create the images in a side-by-side line, with up to three meters between each image. These LSSs are often used by Imperial soldiers to draw fire away from themselves and to swell their ranks, thus confusing the enemy.
All types operate like a Type I Energy shield with an Absorption Strength of 1D (1 SEU per 5 points) .
Energy Suit. An Energy suit is made from a special energy-absorbant flexible material. It will absorb the damage from energy attacks. It has an Absorption strength of 2D versus energy attacks. For each point of damage absorbed, the suit takes 1 point of damage. When it has accumulated 100 points of damage or more, the suit becomes useless.
Skeinsuit. A skeinsuit is made of light ballistic cloth. It absorbs damage of ballistic atacks. It also can be used along with an inertia screen. It absord half the damage of a ballistic attack. A character wearing both a skeinsuit and an inertia screen would take only one-fourth damage from ballistic attacks. The suit is ruined when it takes 50 points or more of damage. Skeinsuits can be made into normal civiliam clothing styles.
Synthvelope: A sythvelope suit is a synthetic one-piece envelope that absorbs the damage from charged beam weapons. It has an Absorption Strength of 2D. For each point of damage absorbed, the suit receives one point of damage. When it has accumulated at least 100 points of damage, the suit becomes useless. It’s only effedctive against blasters
Dead Suit: A dead suit is a black one-piece synthetic garment that resembles a wet suit. It masks the heat emissions of the character wearing it, thus preventing any IR devices or heat scanners from detecting the wearer.
Gridsuit: The gridsuit is probably the most unusual, sought after, and expensive of defensive suits. Like skeinsuits, it comes in both military and civilian styles. Much more important than the style is the inner lining of the suit, a nullifying absorption field circuit that absorbs and dissipates large amounts of energy. The suit can absorb up to 12 points of energy damage per turn from energy weapons before it allows damage to pass through to the wearer.
If attacks cause more than 12 points of damage in a turn, the excess damage is inflicted upon the wearer. The suit absorbs damage in this fashion every turn. It is destroyed after 100 points of damage are received from projectile or gyrojet weapons. It absorbs half damage of ballistc and melee attacks like a skeinsuit.
|Type of Defense||Cost (Cr)||Mass (kg)||Energy||Def. Against|
|– Type I||1,000||2||1 SEU/5pts||energy weapons|
|– Type II||2,000||2||1 SEU/3pts||energy weapons|
|– Type III||3,000||2||1 SEU/1pts||energy weapons|
|Gauss Screen||1,000||2||2 SEU/hit||electric stun|
|Holo Screen||1,000||3||1 SEU/min||ballistic/melee|
|Inertia Screen||2,000||2||2 SEU/3 pts||sonic|
|Sonic Screen||2,000||2||1 SEU/3 pts||blaster|
|Simp Screen||1,700||2||1SEU/min||energy weapons|
|Light Shift Screen|
|– Type I||2,000||2||varies||energy weapons|
|– Type II||3,000||2||varies||energy weapons|
|– Type III||4,000||2||varies||energy weapons|
|Energy Suit||500||1||100 points||energy|
|Synthvelope||550||3||100 pts max||blaster|
|Gridsuit||1,000||1||100 from ballistic||energy|