At TL–12 a chameleon surface becomes available for the combat armor at an additional cost of Crl,000. It selectively bleeds heat to match background IR levels and effectively renders the wearer invisible to IR sensors. The IR camouflage is a simple, solid-state cooling system that is woven into the garment and that eliminates all infrared signature except on the exposed heat exhaust. The heat exhaust is a very pronounced IR source, but this can be dampened by inserting a chill can into the cooling system. The chill system eliminates the signature for 45 minutes to two hours; at the end of that time the can is used up and must be replaced.
Beginning at TL–12, psionic shielding is available as an option for any armor at an additional cost of Cr4,000. Psionic shielding protects the wearer from psionic mind reading and from psionic life sensing.
Inexpensive when compared to battle dress, combat armor is widespread in military use for higher technology forces, and usually contains integral communications equipment.
This is one of the four common forms of hazardous-duty dress commonly used by the military and paramilitaries of most worlds. The four types of dress are: 
- Hostile Environment Suits (Hazardous Environment Non-Combat Armor)
- Combat Environment Suit
- Combat Armor (Non-powered Combat Armor)
- Battle Dress (Powered Combat Armor)
- Marc Miller. Shadows/Annic Nova (Game Designers Workshop, 1980), 20.
- Marc Miller. Imperial Encyclopedia (Game Designers Workshop, 1987), 74.
- J. Andrew Keith, Marc Miller, John Harshman. Zhodani (GDW, 1985), 15-17.
- Citation Missing - GURPS Traveller
- Douglas E. Berry. Ground Forces (Steve Jackson Games, 2000), 87.
- Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 629.
- Author & Contributor: Lord (Marquis) and Master of Sophontology Maksim-Smelchak of the Ministry of Science
- An unpublished factoid written by Maksim-Smelchak