04.1 – Savage SF Equipment: Armor Add-ons

04.1 – Savage SF Equipment: Armor Add-ons

Armor add-on integrates the abilities of a screen within one suit along with nano-technology treatments that add layers of properties to it. The standard suit these apply to is an advanced Skeinsuit. From there, one can upgrade the suit As many times as he can afford, with diminishing effect.

There are two types of Armor Add-ons: Electro-Active Screen Integration (powered) and Nano-Weave Coating Integration (non-powered).

Advanced Skeinsuit – A skeinsuit is made of light ballistic cloth. A character wearing a skeinsuit adds +4 to their Toughness versus inertia / ballistic attacks. All advanced Skein suits have an integrated energy beltpack.

Albedo – (Powered) An Albedo Integration projects a silvery aura over the armor suit that absorbs laser energy damage. The base protection of this integration blocks up to 20 points of Laser damage.  The person wearing the screen will take no damage from lasers – it absorbs 100% of the damage. Upon reaching the 21st point of damage, the integration shuts down and must be recharged (5 hours). 

Gauss – (Powered) A Gauss Integration generates an invisible barrier that provides protection to the wearer from electrical attacks. It absorbs one-half of the damage from an electrical attack.  The Gauss Integration base protection is 40 points of damage. There is a quick flash of light when the screen is hit. Upon reaching the 41st point of damage, the integration shuts down and must be recharged (5 hours). 

Grid – (Non-powered) The grid is probably the most unusual, sought after, and expensive of defensive suits. The integration adds a lining to the suit that acts as a nullifying absorption field that absorbs and dissipates large amounts of energy. The result is the wearer gains s +4 toughness vs all attack from Laser, Rafflur, Electric, Plasma or other energy related weapons. 

Simp – (Powered) A Simp Integration is similar to an albedo integration and even has the same silvery aura about it, but it protects against Rafflur Proton fire.  The base protection of this integration blocks up to 20 points of Rafflur Proton damage.  The person wearing the screen will take no damage from Rafflur Proton – it absorbs 100% of the damage. Upon reaching the 21st point of damage, the integration shuts down and must be recharged (5 hours). 

Synth – (Non-powered) A synth integration is a synthetic layer that absorbs the damage from laser and rafflurs beam weapons – +2 to Toughness versus Rafflur and Laser energy . 

Thermo – (Non-powered) A thermo integration is a fire-retardant layer that adds +4 to Toughness versus flame and fire attacks as wella s +2 against Plasma attacks.

TypeAttacksBase
Protection
Effect
AlbedoLaser20 points100%
GaussElectric40 points50%
GridLaser/Proton /
Electric/Plasma
+4 to TOU
MaserMaser+4 to TOU
Simp Proton20 points100%
SynthLaser/Proton
ThermoFire/Plasma+4/+2 to TOU

The Law of Diminishing Returns

As you integrate more add-ons, the less effective they are. Each layer reduces the effective of the others and itself. Subtract 5 points of Base Protection from each powered layer and reduce the Toughness bonuses by 1 for each non-powered (to a minimum of 1). Powered do not effect non-powered, and vice-a-versa.

Electro-Polar Matrix Integration (EPM)

The ElectroPolar Armor Coating consists of a monofilament superconducting matrix and an ElectroPolar coating applied to the armor. The super-conducting mesh is then wired into the wearer’s power supply and can be controlled by either manual switch or bodycomp.

Each type has a different effect. When the system is activated, current flows through the spray-covered mesh which it polarizes. In turn, this affects all electromagnetic wavelengths leaving and coming into the wearer. It causes all EM waves to “go around” the wearer making him/her appear either translucent or transparent to sight.

There are 2 Types:

Standard

This type makes the wearer appear translucent to sight at long ranges or in the dark. It also is an effective defense against Starlight vision equipment. This type is available to civilians. -2 to hit at long range and +2 to Stealth checks (+1 against Starlight Vision).

Camouflage

This type makes the wearer completely transparent and is effective at night and during the day. Also, camouflage can be set at a variable polarizing mode. This varies the translucency causing a blotch effect that is useful in dark jungles or forests. Camouflage is also an effective defense against Starlight Vision detection. Camouflage is available to those with a Hunting, Law Enforcement license, or Freelance Mercenary license. +3 to Stealth (+2 against Starlight Vision).