Appendix C: Personal Armour

 

 Armour types

                           

 

 

Cost     

Volume   

Weight

Type               

Tech     

(Cr)    

(Litres)   

(Kg)

Jack                

1       

50         

4        

1

Mesh                

7       

15         

4        

2

Cloth               

6       

250        

4.5      

2

Flak jacket         

7       

100        

2        

1

Reflec              

A       

1,500       

2        

1

Ablat               

9       

75         

4.5      

2

Combat armour-11    

B       

20,000     

2.9      

18

Combat armour-12    

C       

30,000     

1.8      

10

Combat armour-14    

E       

60,000     

0.6      

6

Battledress-13      

D       

200,000    

3.8      

26

Battledress-14      

E       

350,000    

2.7      

12

Battledress-15      

F       

400,000    

2        

8

 

 General Purpose Vacc Suits

 

                

 

Cost 

Weight 

Encumbrance

Tech  

Armour  

(Cr)  

(Kg)  

to Dexterity

9      

Cloth   

7000 

8         

-3

A       

Cloth   

7000 

6         

-3

B      

Cloth   

7000 

4         

-2

C     

Cloth-1 

7000 

2         

-1

D      

Cloth-1 

7000 

-          

-

Self-seal option

 

+6000

1         

-1

E      

Cloth-2 

7000 

-          

-

Self-seal option

 

+5000

.5         

-

F      

Cloth-2 

9000 

-          

-

 

 Hostile Environment Suits

 

                

 

Cost 

Weight 

Encumbrance

Tech  

Armour  

(Cr)  

(Kg)  

to Dexterity

8        

Cloth-1  

12,000  

35       

-3

9       

Cloth-2  

16,000  

40       

-3

C        

Combat+2 

18,000  

40       

-3

D        

Combat+1 

20,000  

10       

-3

E        

Combat  

150,000  

25       

-2

 

 

 

 

 Combat Environment Suits

                

 

Cost 

Weight 

Enc

 

Tech  

Armour  

(Cr)  

(Kg)  

to Dex

Notes

A

Cloth-1

1,000

-

-

 

C

Cloth-1

1,500

1

-

IR chameleon suit

 

 Descriptions

 

                Jack

                A natural or synthetic leather jacket or body suit covering the torso, and the upper arms and legs. Jack is somewhat better than normal clothing or bare skin against blades, but virtually worthless against guns.

 

                Mesh

                A jacket or body suit of natural or synthetic leather and reinforced with a lining of flexible metal mesh, similar to chain mail but lighter and stronger. Mesh reduces or stops penetration by blades and has some effective­ness against guns; it is ineffective against beam weapons. Chain mail manufac­tured at less than TL 7 is classed as Mesh.

 

                Cloth

                A heavy duty body suit tailored from ballistic cloth. The fabric absorbs energy, distributing the impact over the body of the target and possibly resulting in extensive bruising. Nevertheless Cloth is about the best and most versatile armour available to the average private individual.

                Many military and paramilitary uniforms are tailored from ballistic cloth.

 

                Flak jacket

                The flak jacket is a less expensive and cumbrous version of Cloth ar­mour, covering only the torso and groin. It is often issued to planetary police forces.

 

                Reflec

                Reflective material on a plastic base can be tailored into a body suit which is ineffective against most weapons, but superior in defence against laser fire. Unlike other forms of armour, Reflec may be worn under clothing or other armour (Cloth and Reflec is a favourite combination).

 

                Ablat

                Ablat is a cheap alternative to reflec, and is fashioned from a material which will ablate (vaporise) when hit by energy fire. The vaporisation of the armour's surface expends the energy of the laser strike, protecting the wear­er. Continued fire against Ablat armour degrades its effectiveness, but it is cheap and easily replaceable.

 

                Combat armour

                Combat armour is a complete vacc-suit-like array of metal and synthetic armour. It is strictly military and not often available on the open market; it is issued to troop units and elite mercenary battalions. Vacc Suit-1 or bet­ter, or Battledress-1 skill is required to wear Combat Armour.

                Combat Armour contains built-in life support mechanisms (although not an air supply; tanks may be attached, but if they are not, the air in the suit will expire in about half an hour), short-range communicators, filter visors and the capability of accepting the add-ons described hereafter. A socket is provided in each shoulder for the connection of plasma or fusion weapons, as appropriate; the helmet includes the sighting mechanisms for this. A small internal power pack, enough to run the armour's own systems and a limited number of the add-ons, is built in; a charging unit is provided as standard which can charge the armour fully in twenty-four hours connection to any standard power source. One charge is usually good for about a week of continu­ous use.

 

                Battledress

                The ultimate in individual protection, battledress is an advanced and powered version of Combat Armour. Battledress includes all the features of combat armour, and also enhances the strength and senses of individuals wear­ing in with variable feedback personal controls, servo powered limbs and various kinds of electronic assistance. The individual is effectively doubled in characteristic Strength and Endurance (not for hit points) and receives a +2 DM for surprise.

 

 Note on different types of combat armour

 

                Most states which progress to the tech levels of being able to manufac­ture it properly equip their front-line troops with Combat Armour or Battle­dress. Generally, the only differences in appearance between Combat Armour and Battledress are the bulkier appearance of Battledress due to the servos and extra sensors. Between different states, however, the design of armour shows some variation. Below is a description of the differences between the differ­ent makes of armour; note that in almost all cases, parts, plates and accesso­ries designed for one nation's armour will be incompatible with another's.

 

                Imperial armour is almost always produced in white; a few Marine regi­ments colour their armours to indicate their unit. The helmet has a pronounced "crest" to the rear of the head; the communicator and sighting electronics are carried here. The design also helps the wearer to keep his head pointing forwards whilst travelling by grav belt. Most Imperial client states, includ­ing the Darrians and the Orion Nebula, use the Imperial design. {See published MegaTraveller for illustrations of Imperial armour}.

                The Solomani design their armour in much the same way as the Imperium, although most of their armour is produced in khaki green. The helmet crest is usually smaller, and fittings for grav modules are usually omitted, due to the lesser reliance on grav technology by the Solomani.

                Armour issued in the Comsentient Alliance is radically different in design to the Imperial; most noticeably in the helmet. The communicator, electronics and life support are kept in a large "beak" attached to the front. The pauldrons (shoulder plates) are much larger, giving a "broad-shouldered" appearance. Generally, Comsentient Alliance armour is slightly less flexible and strong than Imperial. {The Citadel Space Marine figures are the inspira­tion for Comsentient Alliance armour}.

                Zhodani armour typically conveys a slimmer impression than any other type; it fits closer and articulates better. This is achieved by leaving slightly larger gaps between the plates, sacrificing some of the protection at the joints for lesser weight and better mobility. The helmet is (again) radi­cally different; it features the famous and unique "zip-up" face plate, with its two large eye-like visor panels. Zhodani armour is a uniform light grey in colour. {See published Traveller material on the Zhodani for illustrations of Zhodani armour}.

                The major influence of armour design in the Foreven sector is the Rama­lux Confederation; they were first to reach the stage of equipping with Combat Armour on a general level. Thus the armour produced by the Confederation, the Toranaga Cluster and the Aku Corporation is all basically developed from old Second Imperium designs; as a result it is very similar to the Imperial, with major differences only in the helmet. {For Ramalux armour, see the Stormtroop­er armour featured in Star Wars}.

                The I'Sred*Ni construct their armour to fit their own standards; it appears very alien to human eyes. The most conspicuous difference is the octopodal structure; apart from this, the armour is generally finished in either light purple or a pale green colour, with peculiar unit insignia bla­zoned on the sides.

                Aslan armour is more "rounded" than human armour, finished in baroque curliques and often engraved with inscriptions in Trokh. {See Traveller publi­cations concerning the Aslan for illustrations of their armour}.

 

 Add-ons

 

                All these add-ons can be applied to combat or battle armours of any tech level, assuming the armour is compatible with the add-on.

 

 

 

 

 

Filter/compressor   

TL 6

Cr150

1Kg

Grav pack              

TL C

Cr100,000

10Kg

Magnetic soles/palms

TL 9

Cr200 each

No extra weight

Rifle link                  

TL C

Cr1,500

No extra weight

IR faceplate            

TL A

Cr500

No extra weight

IE faceplate                 

TL D

Cr10000

No extra weight

Holo display            

TL D

Cr40000

No extra weight

Combination IR/IE/holo faceplate cluster    

TL F

Cr63000

No extra weight

Power pack            

TL 9

Cr1500

4Kg

Chameleon surface

TL C

Cr1000

No extra weight

Psionic shielding     

TL 8

Cr4000

No extra weight

External sensors/monitors   

TL 9

Cr200

No extra weight    

Near miss indicator

TL D

Cr100

No extra

Shock absorbing joints

TL B

Cr5000

2Kg (full set)

IR cloak                   

TL A

Cr2

000

Inertial navigator     

TL A

Cr750

.15Kg

Map box                 

TL 9

Cr2500

1Kg

Hand computer       

TL B

Cr1000

.5Kg

Binoculars              

TL 8

Cr115

1Kg

Binoculars, electronic

TL 8

Cr1,125

2Kg

Binoculars, image converter

TL A

Cr12,000

1.25Kg

Binoculars, PRIS

TL C

Cr35,000

2Kg

Flexible periscope lens

TL as binox

Cr250

No weight

Camouflage paints 

TL 5

Cr25

No extra weight

 

                Filter/compressor

                Allows breathing of atmosphere types 2-7 without use of air tanks.

 

                Grav pack

                Performs identically to a grav belt (q.v.).

 

                Rifle Link

                A special link can be added to any longarm (rifle, carbine etc.) allow­ing it to be fired using the inbuilt targeting unit of a Battledress. The link replaces the weapon's own stock; it may now not be fired without the Battle­dress. Any individual with skills of Mechanical-1+ and Electronic-4+ working at TL C+ may perform the conversion; the resulting weapon requires Battle­dress-1+ to use and gives +2 DM at all ranges.

 

                IR faceplate

                The IR faceplate replaces the original helmet faceplate and provides normal IR visual enhancement facilities.

 

                IE faceplate

                The IE faceplate replaces the original helmet faceplate and provides normal IE facilities. The faceplate is transparent when not operating. 1 A 1kg semi-intelligent control module is carried on the belt.

 

                Holo display

                The holo faceplate replaces the original which allows the display of holographic images superimposed on the wearer's view of the environment. 1 A small (2kg) computer provides the controlling impulses.

 

                Combination IR-IE-holo faceplate cluster

                Combines the facilities of IR, holo & IE faceplates; the unit can be set to automatically select IR or IE when required or else operated manually. 1 A 3kg computer module is added to the belt.

 

                Power pack

                An energy-producing power pack, usable either to power a laser weapon or any or all of the accessories listed here.

 

                Chaemelon surface

                A chameleon surface which bleeds heat to blend the armour into the environment. Makes the armour less visible to IR detection. Full obscuration requires the chameleon suit (as detailed in Book 4).

 

                Psionic shielding

                Psionic shielding is a pattern of wires & circuits which interferes with psionic impulses. It prevents any psionic activity by the wearer, and any contact by psionic impulses from outside. Note that the wearer is still vul­nerable to psionic effects which do not penetrate the suit, e.g. being teleki­nised into the air, etc. The shielding can be switched off at will. Note that this feature cannot be retrofitted; it must be designed into the armour from the start.

 

                External sensors & monitors

                The armour can be fitted with a wide variety of external sensors & monitors capable of indicating temperature, pressure, radiation, life, atmos­pheric composition, etc. Any or all may be linked into a holo faceplate dis­play (q.v.).

 

                Near miss indicator

                A "program" for the holo faceplate, the near miss indicator shows visi­ble traces of bullets and other solid projectiles as they cross the field of vision, giving a good idea of the direction of origin of said projectiles.

 

                Shock absorbing joints

                Special flexing joint couplings are tensed to absorb shocks and blows which might otherwise damage the wearer. Mainly produced by the Zhodani for their Battledress, which doesn't require the weight reduction of the Zhodani standard "light" joints.

 

                IR cloak

                The IR cloak is made of ablative cloth which absorbs laser fire as ablat armour, stops bullets reaching the combat armour and lowers the heat signa­ture. Usually fitted to Zhodani noble Combat Armour.

 

                Inertial navigator

                The unit can be "locked" to the point from where the user starts; after that, it will "log" all movement & turns, allowing the user to retrace their steps. A simple calculation will give the straight line route as well. The IN unit can be interfaced to the holodisplay (q.v.).

 

                Map box

                The map box unit for attachment to armour uses standard map chips, and interfaces to the holodisplay (required).

 

                Hand computer

                Built into the left forearm, the hand (or in this case, arm) computer provides the services of a model/1, although with less storage. It can be interfaced to the holodisplay (q.v.).

 

                Binoculars

                Obviously, ordinary binoculars are useless from behind a faceplate; therefore a selection of standard units specially designed for armour can be mounted, either on the helmet or on a shoulder clip. Either a .5kg  display module (Cr500) or a holodisplay is required to view the magnified display. All these units can also be fitted to vacc suits.

 

                Binoculars

                Standard magnifying lenses.

 

                Electronic binoculars

                Includes IE and range finder features.

 

                Image converter binoculars

                Can spot personnel at 5km (3 at night), vehicles at 10km (6km) and range-find up to 7km. If linked to a map box, IC binoculars can take image "photographs" allowing maps to be constructed.

 

                PRIS binoculars

                The Portable Radiation Imaging System can be set to any spectral range from IR to gamma, has a tight beam laser rangefinder capable of 20km, and can calculate the speed of an observed object. It can take a calibration from a gyrocompass, enabling it to display bearing, and will magnify up to 225x. The PRIS can be interfaced to a holodisplay.

 

                Flexible periscope lens

                An add-on available for all the above sets of binoculars, the periscope lens comprises a fitting for the end of the binoculars, a 1 metre flexible fibre optic link and a receiving lens with a telescopic handle. The unit allows the operator to "look round corners" and observe from cover without exposing any part of his body to hostile view or fire.

 

                Camouflage paints

                A set of natural-coloured paints, designed so as to provide the ability to match the foliage of most planets. The paint is applied over the armour so as to break up the outline and colour in natural environments. The paint is waterproof, but comes off easily with acetone.