Difference between revisions of "Combat Armor"
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{{InfoboxGoods | {{InfoboxGoods | ||
|name = Combat Armor | |name = Combat Armor | ||
− | | | + | |alsosee = |
+ | |caption = | ||
+ | |cost = Cr20,000 | ||
+ | |footnote= | ||
+ | |image = | ||
+ | |ref = | ||
+ | |size = 12 liters | ||
|TL = 11 | |TL = 11 | ||
+ | |Type = Personal Armor | ||
|weight = 60kg | |weight = 60kg | ||
− | | | + | |manufacturer= |
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}} | }} | ||
− | [[Combat | + | [[Combat Armor]], similar in construction to [[battle dress]], is a complete [[Vacc suit|vacc-suit-like]] array of metal and synthetic armor. {{Page cite|name= Characters and Combat|page=41-42|version=Classic Traveller}} It may be pressurized for use in [[vacuum]] or conditions of [[Trace Atmosphere|extremely low air pressure]]. The addition of a [[Portable Life Support System|PLSS Type C]] allows for 40 hours of survival in these conditions. The suit contains integral communications equipment, usually a short ranged radio for communication with others in the same unit. |
− | + | [[Combat Armor]] is strictly military and not available on the open market; it is issued to troop units and elite mercenary battalions. Before combat armor can be worn, the user must have training with [[vacc suit]]s or similar [[personal armor]] types. {{Page cite|name= Characters and Combat|page=41-42|version=Classic Traveller}} But due to a thriving [[black-market]] for military supplies, the armor can be purchased on some [[high tech level world]]s. | |
− | + | At {{TL|12}} a chameleon surface becomes available for the [[combat armor]] at an additional cost of Cr1,000. 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 shield helmet|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. | |
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+ | Combat armor is not powered and thus troops so equipped may not fire [[high energy weapon]]s designed exclusively for use with [[battle dress]] such as the [[PGMP-13]] and [[FGMP-14]]. {{Page cite|name= Mercenary |page=41, 52 |version=Classic Traveller}} | ||
{{Basic}} | {{Basic}} | ||
{{Sources | {{Sources | ||
− | | | + | | {{Ludography cite|name= Characters and Combat|version=Classic Traveller| page=42-43}} |
− | | | + | | {{Ludography cite|name= Mercenary |page=41, 52 |version=Classic Traveller}} |
− | | | + | | {{Ludography cite|name= Shadows/Annic Nova|page=20}} |
− | | | + | | {{Ludography cite|name= Zhodani|version=Classic Traveller|page=15-17}} |
− | | | + | | {{Ludography cite|name= Imperial Encyclopedia|page=74}} |
− | | | + | | {{Ludography cite|name= MegaTraveller 1: The Zhodani Conspiracy |page= 134 |article= Imperial Soldier’s Weapons & Armor Guide }} |
− | | | + | | {{Ludography cite|name= GURPS Traveller Core Rules|page=118}} |
+ | | {{Ludography cite|name= Star Mercs|page=}} | ||
+ | | {{Ludography cite|name= Ground Forces|page=87}} | ||
+ | | {{Ludography cite|name= T5 Core Rules|page=629}} | ||
+ | | {{Ludography cite|name=Core Rule Book|version=New Traveller|page=98}} | ||
+ | | {{Ludography cite|name= Central Supply Catalogue|version=New Traveller|page= 11}} | ||
+ | | Author & Contributor: Lord (Marquis) and Master of Sophontology [[Maksim-Smelchak]] of the [[Ministry of Science]] | ||
}} | }} | ||
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{{LE}} | {{LE}} |
Revision as of 14:11, 12 July 2020
Combat Armor | |
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Type | Personal Armor |
Tech Level | TL–11 |
Cost | Cr20,000 |
Size | 12 liters |
Weight | 60kg |
Combat Armor, similar in construction to battle dress, is a complete vacc-suit-like array of metal and synthetic armor. [1] It may be pressurized for use in vacuum or conditions of extremely low air pressure. The addition of a PLSS Type C allows for 40 hours of survival in these conditions. The suit contains integral communications equipment, usually a short ranged radio for communication with others in the same unit.
Combat Armor is strictly military and not available on the open market; it is issued to troop units and elite mercenary battalions. Before combat armor can be worn, the user must have training with vacc suits or similar personal armor types. [2] But due to a thriving black-market for military supplies, the armor can be purchased on some high tech level worlds.
At TL–12 a chameleon surface becomes available for the combat armor at an additional cost of Cr1,000. 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.
Combat armor is not powered and thus troops so equipped may not fire high energy weapons designed exclusively for use with battle dress such as the PGMP-13 and FGMP-14. [3]
- Marc Miller. Characters and Combat (Game Designers Workshop, 1977), 42-43.
- Frank Chadwick. Mercenary (Game Designers Workshop, 1978), 41, 52.
- Marc Miller. Shadows/Annic Nova (Game Designers Workshop, 1980), 20.
- J. Andrew Keith, Marc Miller, John Harshman. Zhodani (Game Designers Workshop, 1985), 15-17.
- Marc Miller. Imperial Encyclopedia (Game Designers Workshop, 1987), 74.
- Marc Miller. "Imperial Soldier’s Weapons & Armor Guide." MegaTraveller 1: The Zhodani Conspiracy (1990): 134.
- Loren Wiseman. GURPS Traveller Core Rules (Steve Jackson Games, 1998), 118.
- Martin Dougherty, Neil Frier. Star Mercs (Steve Jackson Games, 1999), .
- Douglas E. Berry. Ground Forces (Steve Jackson Games, 2000), 87.
- Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 629.
- Citation Missing - Core Rule Book
- Citation Missing - Central Supply Catalogue
- Author & Contributor: Lord (Marquis) and Master of Sophontology Maksim-Smelchak of the Ministry of Science
- ↑ Marc Miller. Characters and Combat (Game Designers Workshop, 1977), 41-42.
- ↑ Marc Miller. Characters and Combat (Game Designers Workshop, 1977), 41-42.
- ↑ Frank Chadwick. Mercenary (Game Designers Workshop, 1978), 41, 52.