Armor Tech

Tchklinxa's picture
Tchklinxa
June 29, 2015 - 7:22pm
Refer to: Gamma World Technology & Equipment.

We need to discuss these armors (and there are others) as through the editions some have gone through changes, and I really only have GW1 to look at directly, the weights I have are based on what I can glean from net, the amount of damage a suit can take before failure is based on assigning 10 STA per AC (so maybe they are too low?), there are some cool new ideas in the newer materials from what I can tell from the net like Subcutaneous body armor, so I will need to scrounge info on the newer. 

This is just the first stab... I need to consider SEU conversion as well. I am assuming some tech is older, some would fit right in most SF tech levels but others might be considered newer or alien tech (like the Anti-grav suits)

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Defensive Armor

Sheath Armor

Force Field: None

Locomotion Provided: None

Power Source: None

Battery Life: N/A

Weight: 12 kilograms

Cost:

This is basically police riot control armor, consisting of a well padded breast plate, helmet, gloves, thigh and shin guards. It provides reasonable protection against primitive weapons. When it has accumulated 60 points of damage or more, the suit becomes useless.(GW1 & GW2)


 

Powered Plate

Force Field: None

Locomotion Provided: 20 meters turn

Power Source: Atomic energy cell

Battery Life: 50 hours constant use

Weight: 100 kg

Cost:

This is the earliest form of powered armor and is quite obsolete. When it has accumulated 70 points of damage or more, the suit becomes useless.


 

Powered Alloyed Plate

Force Field: None

Locomotion Provided: 30 meters per turn

Power Source: Atomic energy cell

Battery Life: 45 hours of constant use.

Weight: 40 kg

Cost:

When it has accumulated 80 points of damage or more the suit becomes useless.

 

Plastic Armor

Force Field:  None

Locomotion Provided: None, but does not encumber wearer

Power Source: None

Battery Life: N/A

Weight:

Cost:

Made to provide inexpensive protection against beam weapons, plastic armor has proved tough enough to stand up against most forms of attacks. When it has accumulated 70 points of damage or more, the suit becomes useless.

 


 

Energized Armor

Force Field: None

Locomotion Provided: Jet assisted jumps of up to 200 meters per turn

Power Source: Atomic energy cell

Battery Life: 40 hours of constant use

Weight:

Cost:

When it has accumulated 80 points of damage or more, the suit becomes useless.

 

 

 OFFENSIVE ARMOR

Offensive armor was the culmination of the science of battle armor, and as such, is usually the most complicated equipment the player characters will encounter. Each suit is more like a space capsule into which the wearer must crawl. All types are equipped with various sophisticated sub-systems which must be activated before the suit is fully operational, that include: 2 way radios (part of support systems with a 72 hour oxygen supply (the air circulating and conditioning unit may function independently without draining the battery); a medi-kit (see MISCELLANEOUS ENERGY DEVICES), sound, ultra-violet, and infra-red sensors; and a self-destruct mechanism, activated by the death of the wearer.

 

Powered Scout Armor

Force Field: Absorbs up to 20 points each turn

Locomotion Provided: Anti-grav flight at 250 meters per turn

Power Source: 2 Atomic energy cells

Battery Life: 54 hours of constant use

Weight:

Cost:

When it has accumulated 80 points of damage or more, the suit becomes useless.

 

Powered Battle Armor

Force Field: Absorbs first 30 points sustained each turn

Locomotion Provided: Anti-grav flight at 100 meters per turn. The hydraulic system of this suit allows the wearer to lift up to 1.5 metric tons and still be able to leap a distance of 25 meters per melee turn. A punch delivered by the fist of this unit inflicts 5d10 dice of damage.

Power Source: 2 Atomic energy cells

Battery Life: 48 hours of constant use

Weight:

Cost:

When it has accumulated 80 points of damage or more, the suit becomes useless.

 

Powered Attack Armor

Force Field: Absorbs first 40 points sustained each turn.

Locomotion Provided: Anti-grav flight at 150 meters per turn.

Power Source: 2 Atomic energy cells

Battery Life: 42 hours of constant use

Weight:

Cost:

The hydraulic system of this suit allows the wearer to lift up to 2 meteric tons and still be able to leap a distance of 25 meters in each melee turn. There is a laser pistol built into the forefinger of each hand (powered independently, see laser pistol), a micro missile launcher and a clip of 20 missiles built into the helmet, and a grenade launcher with a bolt of 15 (referee decides type) grenades, attached to the left shoulder. A punch delivered by the fist of this unit does 6d10 of damage to its target. When it has accumulated 90 points of damage or more, the suit becomes useless.

 

 

Powered Assault Armor

Force Field: Absorbs the first 50 points sustained per turn.

Locomotion Provided: Anti-grav flight at 200 meters per turn.

Power Source: 3 Atomic energy cells.

Battery Life: 48 hours of constant use.

Weight:

Cost:

Except for the changes noted, this armor contains all equipment listed under powered attack armor. When it has accumulated 90 points of damage or more, the suit becomes useless.

 

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 "Never fire a laser at a mirror."