Armour and Shields

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Armour and Shields

Post  Admin on Fri Sep 13, 2013 12:03 pm

"Turtle" High AV Field Combat Armour - (Image)
AV: +3 / +5
Cost: 30,000
Max Agility: 8
Covers the torso, arms and legs
The Turtle armour is produced for the general market by Rock Island Arsenal, a WF-subsidiary. It is designed to offer the protection of tactical assault armour, but with the freedom of movement of field combat armour and without the use of anti-grav technology.
Thick armour plates are attached to key parts of the body but leave large areas uncovered to minimize weight. When required, the user can take cover by crouching down and angling themselves relative to the threat at hand, granting +5 AV vs ranged attacks instead of the usual +3 AV of field combat armour. Taking cover this way takes a full round action, but does not otherwise interfere with the wearer's actions. There is no way to conceal this armour when worn.
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Aegis "Rapi-Charge" Hard Ion Shield

Post  Admin on Fri Sep 13, 2013 12:13 pm

Aegis "Rapi-Charge" Hard Ion Shield - Low power, recharging shield
Max Shield HP: 20
Cost: 3000
EMPS: 10
The Rapi-Charge shield has a relatively low maximum shield strength but it can recharge 5HP on the user's turn each round. The shield does not break when hit by excessive damage. The shield must be recharged by a power source for 5 minutes after a scene in which it took damage to restore it to working order.
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Re: Armour and Shields

Post  HanJi on Fri Sep 13, 2013 12:16 pm

The Turtle seems less useful than Tactical Powered Armour, which already provides AV5 with a maximum agility of 8, doesn't require full round actions to activate full AV bonus and costs 10000 less. The only advantage I can see is that you could wear a helmet with it for an additional +1 AV
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Sentry-tech Helmet

Post  Admin on Sat Sep 21, 2013 5:25 pm

Rock Island Arsenal "Sentry-tech" helmet - Perception Enhancing Helmet (Image)
Cost: 3,000
AV: +1 AV
EMPS: 15
Bonus: +1 to Perception (does not stack with Telemetric vision upgrades)
This helmet covers the entire head and has sensors positioned to give a 180° field of view in front of the user, projected onto a screen inside the helmet. Aiming or sniping while wearing this helmet requires the weapon be fitted with the same system used by the Anascan Reticle Eye so that it will interface with the helmet.
While wearing the Sentry-tech the user can use voice commands to zoom in or out and search for objects in motion and highlight them. This operates like a crude version of telemetric vision and grants +1 bonus to perception, but does not stack with existing telemetric vision upgrades.
Ideal for guards and soldiers who have not had their perception cybernetically enhanced.
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Nightingale E4

Post  Admin on Wed Oct 02, 2013 11:29 am

Nightingale E4 - Field Combat Armour with Automatic Medical System
AV: +3
Cost: 10,000
Max Agility: 8
Covers the torso, arms and legs
Nightingale is a spin-off company from Two Snakes Medical that manufactures military equipment for the open market. The E4 armour is the equivalent of field combat armour and includes a built-in supply of medi-seal and heamavine. When the user is injured the armour will repair a single mashing wound or restore 1hp each round for a scene up to a maximum of 30hp/mashing wounds. After being used in a scene the E4 must be refilled with 200 credits worth of medical supplies to be used again.

Nightingale F8 - Powered Tactical Armour with Automatic Medical System
AV: +5
Cost: 27,000
Max Agility: 7
Covers all
F8 armour is built for combat personnel who are likely to be exposed to dangerous toxins and poisons in their line of work. The armour is bulkier than powered tactical armour due to the filtration and medical treatment systems built into it, and hence is less agile. F8 armour is environmentally sealed to prevent air-borne toxins from affecting the wearer and can administer a single toxin purge automatically if a potentially fatal poison is detected in their bloodstream. If the user is injured the armour will repair a single mashing wound or restore 1hp each round for a scene up to a maximum of 50hp/mashing wounds. As an added bonus the F8 counts as a bio-status monitor for the wearer.
After being used in a scene to heal the F8 must be refilled with 350 credits worth of medical supplies to be used again.
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Athena Energy Shield

Post  Admin on Tue Oct 15, 2013 7:38 pm

Aegis Athena - Energy Shield
Cost: 3,000
EMPS: 16
Cover Provided: -6
Ammo: Energy Cell
The Athena is worn on the forearm in the fashion of a Disc Shield (Core Rules, pg 45) and is used to summon a hard ion shield that acts much like the riot shield (MoW, page 50). It can be activated as a free action (but not deactivated) for a single scene, which will use up one energy cell.
The hard ion field extends from the Athena's base unit to create a 1mx1m shield that provides a -6 cover bonus for the user when facing an attacker.
The shield can not be used to attack someone because the hard ion field will allow most large objects to pass through to save energy. The shield will discharge (but not break) if it takes 40 or more damage in a single hit.
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Re: Armour and Shields

Post  Admin on Tue Nov 17, 2015 10:01 pm

Avanyu Enhanced Stealth Suit
Cost: 12,000 (for first run. Price will drop to 5000 in week 95)

The Avanyu company's Enhanced Stealth Suit combines 'stealth skin' and an advanced heat dissipation technology to provide its user with thermal and optical stealth capabilities. Under normal conditions it will function as stealth skin or a stealth suit and as if it had been coated in ETE paint. An invisibility field can also be used to provide the maximum level of optical invisibility.

In order for the Avanyu Suit to dissipate the user's body heat it must be exposed to both the user's skin and the atmosphere. Therefore, it cannot be worn with any armour or clothing underneath it. Vehicles and cyberframes cannot yet benefit from this technology.
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