Combat Armor article with additions

ChrisDonovan's picture
ChrisDonovan
November 20, 2015 - 1:18pm
The original article appeared in Star Frontiersman #5.  I added another armor type to it and an image.

(removed unusable link)
Comments:

Shadow Shack's picture
Shadow Shack
November 21, 2015 - 1:55pm
One needs an account to view the article. Any chance of posting this here instead?
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

ChrisDonovan's picture
ChrisDonovan
November 21, 2015 - 4:33pm
Shadow Shack wrote:
One needs an account to view the article. Any chance of posting this here instead?


If I can figure out how...I thought anyone could read the link if given...sorry.  I'll see what I can do.

ChrisDonovan's picture
ChrisDonovan
November 21, 2015 - 4:58pm
SInce I can't link, I'll have to Cut n Paste:

Combat Armor

Top:Star Frontiersman main page | Up: Star Frontiersman Issue 5 main index | Up: Equipment main index


by Madin Jackson with additions by Greg Price.

Original Editor’s Note: This armor is handled quite differently than the Polyplate Armor found in the back of the Alpha Dawn Digitally Remastered book, and generally you should choose which of the two rules you’d like to use in your game. On the other hand, since they are quite different yet fairly equally balanced against one another, it could simply be an additional technology available to your characters in the Frontier. The Polyplate armor is an extrapolation of skeinsuits and albedo suits, while this armor is more an extrapolation of Knight Hawks Space Suits. Both are equally suited for Star Frontiers gaming.

Combat Armor was designed as additional protection for soldiers in wartime. It has since been adopted by mercenaries and corporate security for its decrease in potential casualties. Most Frontier worlds require special permits for Combat Armor, for private use.

The armor is created by using several strands of plasteel mynomers, woven together which are then electromagnetically charged to thicken the mynomers and tighten the woven material. The mesh is then coated with a plastic polymer, giving it a hard, plastic shell. The interior is lined with padded material, allowing the armor to be worn for extended periods of time in the field, while still making the wearer comfortable. Combat Armor comes in four types: Light, Medium, Heavy, and Assault.

  • Light Combat Armor covers the shoulders, torso, abdomen and shins, providing maximum protection to vital areas. Light Combat Armor weighs 7kg and costs 650Cr.

  • Medium Combat Armor covers the same areas as Light Combat Armor, but increases the density of the armor, to provide a greater defense. This means, however, that the armor is bulkier. Any character wearing Medium Combat Armor, must subtract 5 from his Dexterity and Reaction Speed tests. Medium Combat Armor weighs 15kg and costs 1,200Cr.

  • Heavy Combat Armor covers the shoulders, forearms, torso, abdomen, shins and thighs, providing the greatest defense, short of only Powered Armor and Space Suit Armor. Reinforced Boots and Gauntlets cover the feet and hands. This level of armor typically includes CBR (Chemical, Biological, Radiological) protection as standard issue, not requiring any additional equipment. The addition of an oxygen supply is an option for hostile atmospheres, but the suit is rated for vacuum. The armor is fairly bulky and any character wearing it must subtract 10 from his Dexterity and Reaction Speed tests. Heavy Combat Armor weighs 25kg and costs 2,000Cr.

  • Assault Armor is a man-size powered armor encasing the full body providing slightly better physical protection than Heavy armor, plus the CBR protection as well as full vacuum support and an exoskeleton that not only negates the armor penalties but provides an additional 10 points to Dexterity and Reaction Speed tests and 20 points to Strength and Stamina tests. It is powered by an integrated SEUpower supply good for up to 12 hours before requiring recharge. Un-powered, the armor weighs a whopping 150 kilograms. Possession and use of Assault armor is restricted by UPF law to planetary governments and Spacefleet/Landfleet, and possession of it by any other party is punishable by 15 years in prison. In the extremely rare event such a suit could be found in the black market, it would cost a minimum of 15,000Cr.

Protection

Combat Armor will protect a character to some degree from most weapons. The Weapon vs. Armor charts display the effect of armor on various weapons. While Combat armor is effective, it is nowhere near that of space suit armor and cannot be used in hazardous environments, where harmful gasses are present.

When Combat Armor has a percentage chance to protect the wearer, the Character being hit must roll a d100. If the number rolled is less than or equal to the suit’s protection percentage, the weapon does not penetrate the armor (nothing gets hurt, the wearer or the armor). If the roll is unsuccessful, the weapon has punctured the armor, but only causes half of its normal damage to the wearer.

WEAPONS VS. LIGHT ARMOR

Weapon Type

Effect of Armor

Blunt Weapons

30% Protection

Piercing Weapons

30% Protection

Needlers

60% Protection

Sonic Weapons

10% Protection

Bullets

30% Protection

Beam Weapons

25% Protection

Fragmentation Grenades

20% Protection

Gyrojet Rockets

20% Protection

Electric Sword

15% Protection

Vibroknife

10% Protection

Electrostunner

Full Penetration

Shock Gloves

Full Penetration

Stunstick

Full Penetration

Tangler Grenades

Full Penetration

WEAPONS VS. MEDIUM ARMOR

Weapon Type

Effect of Armor

Blunt Weapons

50% Protection

Piercing Weapons

50% Protection

Needlers

No Penetration

Sonic Weapons

20% Protection

Bullets

40% Protection

Beam Weapons

30% Protection

Fragmentation Grenades

25% Protection

Gyrojet Rockets

25% Protection

Electric Sword

20% Protection

Vibroknife

20% Protection

Electrostunner

Full Penetration

Shock Gloves

Full Penetration

Stunstick

Full Penetration

Tangler Grenades

Full Penetration

WEAPONS VS. HEAVY ARMOR

Weapon Type

Effect of Armor

Blunt Weapons

60% Protection

Piercing Weapons

60% Protection

Needlers

No Penetration

Sonic Weapons

40% Protection

Bullets

60% Protection

Beam Weapons

40% Protection

Fragmentation Grenades

30% Protection

Gyrojet Rockets

35% Protection

Electric Sword

25% Protection

Vibroknife

20% Protection

Electrostunner

Full Penetration

Shock Gloves

Full Penetration

Stunstick

Full Penetration

Tangler Grenades

Full Penetration

WEAPONS VS ASSAULT ARMOR

Weapon Type

Effect of Armor

Blunt Weapons

70% Protection

Piercing Weapons

70% Protection

Needlers

No Penetration

Sonic Weapons

50% Protection

Bullets

70% Protection

Beam Weapons

50% Protection

Fragmentation Grenades

40% Protection

Gyrojet Rockets

45% Protection

Electric Sword

35% Protection

Vibroknife

30% Protection

Electrostunner

No Penetration

Shock Gloves

No Penetration

Stunstick

No Penetration

Tangler Grenades

Full Penetration

Original Editor’s note: If the above tables seem cumbersome in actual play, you can use the following rules instead:

Light Armor: 30% Protection.
Medium Combat Armor: 50% Protection.
Heavy Combat Armor: 70% Protection.

Versus Needlers: x2 Protection rating.
Versus Sonic/Beam: x1/2 Protection rating.
Versus shock, stun, or tangler effects: No protection.

Greg's Note: Add the following to the “streamlined” rules above for Assault armor:

Assault Combat Armor: 80% Protection plus protects against Shock and Stun

Maintenance

Combat Armor must be continually maintained, or it will lose its protection, due to combat wear and tear. After any combat where the armor was worn, all effective protection values derived from the tables above will be reduced 5% unless a Technician character successfully makes a Repair Machinery roll (only one attempt is possible).

At the end of a mission/adventure, if situations allow, a weapon shop can repair all damage remaining on the suit at a cost of 25Cr and one hour per damage percent. Thus if your suit is damaged to -20%, it will cost (25Cr x 20 =) 500Cr and take 20 hours. Triple the cost and double the time for repairing Assault armor. Obviously, there is a point at which you should consider scrapping the armor and purchasing a new set.

For example: a character has had five combats during his adventure. He successfully rolled his Repair Machinery skill directly after three of those combats, so he has -10% worth of damage. If he were to get into another combat, his armor would have all of its protection percentages reduced by 10. At the end of the mission, his -10% can be repaired for (25CRx10=) 250Cr, and it will be in their hands for 10 hours. If the armor was Assault armor, it would cost 750Cr, and take 20 hours.

Greg's Note: I like these variant rules very much and set out to use them in a game I'm planning. While I was researching visual references, it struck me that there could be an additional level of armor that sort of fell between simple body armor and a full-up “mini-mech” PA. So I stated one.

It hasn't been playtested at this point, but I don't foresee any problems as I didn't make it too overpowered, I think.

If anyone uses my additions, feel free to drop me a line at price.greg1@gmail.com and tell me how it went.

All rights to the images above copyright by their original rights holders. Original text copyright Star Frontiersman magazine and/or the original author.

 

Image upload seems to hate me.  I do have an image I made of the armor types.


Shadow Shack's picture
Shadow Shack
November 25, 2015 - 6:40am
Looks good, the streamlined tables are pretty close to what I incorporated for combat/power armor in my game.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

ChrisDonovan's picture
ChrisDonovan
November 25, 2015 - 9:13am
All I did was add the "assault" class armor to the pre-existing table.  That's why it's in a separate box under my name instead of with the other classes.

Realisitcally, a PC should never get their hands on a set of this, at least not to keep.  This is supposed to simulate Spartan/Zero-G Stormtrooper/MI personal armor level protection, for when the UPF or the Clarion Royal Marines or whoever feel the need to "bring the serious pain".  It's strictly gov't use only stuff.

In fact, you'll note I suggest that ALL "combat armor" is restricted material.  That's deliberate to keep skeinsuits/etc from being crowded out.



Finally figured out image insertion (I hope).

TerlObar's picture
TerlObar
November 25, 2015 - 9:51am
Here's a good link to the original SFMan article if anyone is interested:

http://starfrontiers.info/wiki/index.php/Combat_Armor
Ad Astra Per Ardua!
My blog - Expanding Frontier
Webmaster - The Star Frontiers Network & this site
Founding Editor - The Frontier Explorer Magazine
Managing Editor - The Star Frontiersman Magazine

ChrisDonovan's picture
ChrisDonovan
November 25, 2015 - 9:58am
I thought I had left that in...thanks for catching that, Teri! :)

Shadow Shack's picture
Shadow Shack
November 25, 2015 - 6:38pm
Combat armor in my game is available but not readily. I have flak jacks and reflec vests that are far more available/affordable for added protection, giving the "low" armor suits more round-about protection. After all, who wnts to flip a screen on and off all the time? ;)
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Malcadon's picture
Malcadon
November 25, 2015 - 11:07pm
I made my own powered armor rules on the SFWiki.

ChrisDonovan's picture
ChrisDonovan
November 26, 2015 - 9:42pm
Shadow Shack wrote:
Combat armor in my game is available but not readily. I have flak jacks and reflec vests that are far more available/affordable for added protection, giving the "low" armor suits more round-about protection. After all, who wnts to flip a screen on and off all the time? ;)


Fair point.  I thhink that's one of the appeals of combat armor is their universal defense w/o having to track SEU usage, etc.  I included the bit about being licensed/restricted to keep the other forms of defence at least somewhat in game.

Sargonarhes's picture
Sargonarhes
December 13, 2015 - 6:41am
ChrisDonovan wrote:
All I did was add the "assault" class armor to the pre-existing table.  That's why it's in a separate box under my name instead of with the other classes.

Realisitcally, a PC should never get their hands on a set of this, at least not to keep.  This is supposed to simulate Spartan/Zero-G Stormtrooper/MI personal armor level protection, for when the UPF or the Clarion Royal Marines or whoever feel the need to "bring the serious pain".  It's strictly gov't use only stuff.

In fact, you'll note I suggest that ALL "combat armor" is restricted material.  That's deliberate to keep skeinsuits/etc from being crowded out.



Finally figured out image insertion (I hope).


Hey, isn't that heavy armor from MAG (Massive Action Game)?
I really miss playing that game.....Cry

Actually when I think of armor now I think to the drop suits in Dust 514, and they only come in light, medium and heavy. Which the heavy also doubles for assault.
In every age, in every place, the deeds of men remain the same.

Sargonarhes's picture
Sargonarhes
December 13, 2015 - 10:46am
Don't know how that got posted twice.
In every age, in every place, the deeds of men remain the same.

Tchklinxa's picture
Tchklinxa
December 13, 2015 - 4:06pm
The Internet Gremlin
 "Never fire a laser at a mirror."