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Vacc Suit Damage Rules

VACC Suit - Variable Atmosphere Climate Controlled Suit



I read an old article in Pegasus Magazine that was written for the first edition of Classic Traveller (I know, many of you didn't know there was a first edition of CT): Face Turned Blue by Richard Tucholka & Ree Moorhead Pruehs.

I liked what I saw, but it needed some updating and tweaking. What I've done is used that article as a base, updated it a bit, tweaked it a bit, and presented the information here in (what I think) is a clearer style.

You Classic Traveller fans out there may want to use these rules in your games.







(These rules originally by Richard Tucholka & Ree Moorhead Pruehs, now expanded and updated and re-written by Supplement Four.)

Puncture Location: The first step in using these rules is to determine where the suit is punctured. If not evident due to the situation, the GM should determine (maybe randomly) exactly where, on the suit, the puncture appears.



Puncture Type: There are two types of punctures. Punctures are small, mostly round, holes or rips. A bullet hole is considered a "puncture". The other type of puncture is referred to as a "gash". Gashes are irregular tears or rips in the vacc suit. A marine cutlass would, more than likely, cause a gash (unless the tip of the weapon is used to hole the suit in a normal "puncture"). Gashes are typically bigger than punctures.

The GM determines the puncture type based on the situation. Normally, damage is applied by the weapon. Should the puncture be made by a non-weapon (such as shrapnel or a micro-meteor), then it is suggested 1D damage be used for punctures and 2D damage be used for gashes (actual damage can be modified by the GM, of course).

Beginning on the second round (15 seconds later), damage can also be caused by exposure to vacuum around the hole. It is suggested that 1D damage be applied every 1D combat rounds for punctures, and 2D damage be applied every 1D combat rounds (15-90 seconds) for gashes.







Suit Patches: Standard equipment on a vacc suit is a suit patch--included with the suit's emergency kit. It typically takes one combat round to ready the patch from the suit's kit and one round to apply the patch (30 seconds total) with regards to punctures. Gashes require one round to ready the patch and two rounds to apply the patch.

Suits typically come equipped with 1D patches in the emergency kit, depending on manufacturer, suit type, and the character's foresightedness.

Applying the patch to a puncture requires a 6+ throw. Applying the patch to a gash requires a 8+ throw. In either case, use Vacc Suit skill as a DM. On a failure, a 2D check for DEX or less is made to determine if the patch is ruined (or lost, floating away). If successful, the attempt to apply the patch can be made again the following round. If the DEX check fails, then the procedure begins again with the character taking time (and maybe suffering damage) to ready and apply a new patch.

Time for reading and applying a patch can be halved if a second person helps. It does take two hands to apply a patch. But, the GM should also use standard Traveller rules for each person to remain in control in Zero-G each round the two characters work together in applying the patch.

Once a patch is applied, the GM should secretly roll on the Patch Quality Table below. For punctures, roll 1D -2 (minimum of 1). For gashes, roll 1D.

Code:
Patch Quality Table
-------------------
1.  Patch will last indefinitely.
2.  Patch will last 1D -2 hours.
3.  Patch will last 4D minutes.
4.  Patch will last 3D minutes.
5.  Patch will last 2D minutes.
6.  Patch will last 1D minutes.

The GM may determine that a gash in the vacc suit is so large that it cannot be patched. For random determination of this event, it is suggested that 1D is thrown, with the result of a "6" indicating that the damaged section of the vacc suit cannot be patched. Refer to the air leak/vacuum exposure rules above.







Helmet Damage: Helmets are a special case and require slightly modified rules. Instead of determining between "puncture" and "gash" damage, the GM should consider helmet damage as either "minor" or "serious". Minor damage to the helmet requires a 1D -2 roll on the Helmet Damage Table. Serious damage to the helmet requires a 1D roll on the table.

Code:
Helmet Damage Table
---------------------
1.  Cracked;  No damage to character.
2.  Serious Crack;  1D -2 damage (minimum zero) to charcter.
3.  Holed;  damage as puncture.
4.  Cracked with a Puncture;  damage as gash.
5.  Holed and Cracked;  damage as gash.
6.  Shattered;  death if not in pressurized area.







Backpack Damage: Damage to the vacc suit's backpack (also known as a PLSS or Portable Life Support System) also requires special handling. When the backpack is hit, roll 1D on the Backpack Damage Table to determine which subsystem was hit.

Code:
Backpack Damage Table
-----------------------
1.  Air Lines
2.  Air Storage
3.  Temperature System
4.  Electronics
5.  Suit Computer
6.  Thruster Pack

If the suit does not contain a suit computer, then consider the hit a normal suit puncture. If the suit does not contain a thruster pack, then consider the hit a normal suit gash.

A suit computer hit results in no navigation or other computer-related activities. A thruster hit is treated as an Air Storage hit. Roll on that table.

An Electronics hit results in damage to the suit's entire electrical system. The GM should consider the hit either "Minor" or "Serious" damage. "Minor' hits affect the suit's communications system. "Serious" damage affects the suit's air or temperature control systems. Repair is governed by the GM, but a roll of 7+ for minor damage, and a roll of 9+ for serious damage, is suggested. Failure should mean permanent damage.

All other hits requires throws on their respective tables.

Code:
Air Lines Table
--------------
1.  10% Remaining Air Loss;  Self-Seal in place
2.  20% Remaining Air Loss;  Self-Seal in place
3.  40% Remaining Air Loss;  Self-Seal in place
4.  80% Remaining Air Loss;  Self-Seal in place
5.  Remaining Air = END minutes;  Air Lines Severed
6.  No Remaining Air;  Air Lines Severed;  Character takes 1D damage



Code:
Air Storage Table
-----------------
1-4.  Roll 1D -2 (minimum 1) on the Air Lines Table
5.     Tank explodes;  Remaining Air = END minutes.
6.     Tank explodes;  No Remaining Air.  2D explosion plus 1D puncture damage



Code:
Temperature System Table
--------------------------
1-5.  Temp raises/lowers 1 degree towards outside temp each round
6.    Temp fluctuates 1D degrees +/- every 1D rounds regardless of outside temp.
 
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CT & Zero-G

These rules work perfectly, btw, with the excellent article on Vacc Suits in pg. 47 of JTAS-9.

Then, for other information on Vacc Suits, check out pg. 7 of JTAS-2. There, you'll find info and rules on converting Vacc Suits for use underwater.

The Vacc Suit skill description, in Book 1, offers some rules for using Vacc Suits (as well as the armor description in Book 1 and the equipment description on Book 3). These are further expanded upon with the Zero Gravity rules provided on pg. 48 of the Traveller Book (in the "Special Consideration" section of the combat rules, expanded over that which appears in Book 1).

A further expansion of these rules appear on pgs. 6-12 of the Belter's Handbook included in BELTSTRIKE.

Pg. 13 of Snapshot, under "Special Rules", includes rules for vacuum exposure, stating that damage is 2D per combat round (per 15 seconds) to an unprotected being until death occurs.

The description of the Zero-G Combat skill appears on pg. 16 of Book 4, and it includes rules for combat in a weightless environment. This information is repeated on pg. 14 of Book 5, pg. 18 of Book 6, and pg. 31 of Book 7.
 
Not that anyone is interested in this thread, but for the lurkers out there, there is mucho, mucho stuff about Vacc Suits and equipment included in DGP's Grand Survey, pgs. 21-22.

I especially like the illustrations showing the differences in vacc suits from TL 9 through to TL 15. That's a great visual representation of what each TL offers--what players can expect to look like wearing them.

But, there are all sorts of rules and equipment contained in these two pages. DGP always put out such superb work.
 
Some of us may be interested, but just not available for comment over the hols.
My feeling is that the vacuum damage suggested above is not severe enough. I'd go with something like:
Turn 1: no damage
Turn 2: 1D6
Turn 3: 2D6
Turn 4: 3D6
etc.
And maybe even worse than this. It depends on the size of the hole, of course, but at 15psi, you're going to lose air pretty fast out of even a small hole, and a cutlass gash doesn't bear thinking about. I can't see survival exceeding 30 seconds or so with any reasonable size hole damage.
 
My feeling is that the vacuum damage suggested above is not severe enough. I'd go with something like:
Turn 1: no damage
Turn 2: 1D6
Turn 3: 2D6
Turn 4: 3D6
etc.
And maybe even worse than this.

You talking about the vac damage from Snapshot above?

That's 2D per round. I'd say that's fairly severe. The person will be dead in less than a minute.

At 2D a round, it'll take about 45 seconds (three combat rounds) to kill an exposed character.

That's sounds pretty good to me. You think it should be more harsh?







Or are you talking about this:

Beginning on the second round (15 seconds later), damage can also be caused by exposure to vacuum around the hole. It is suggested that 1D damage be applied every 1D combat rounds for punctures, and 2D damage be applied every 1D combat rounds (15-90 seconds) for gashes.

Sure, you could go the straight Snapshot route of 2D per round. I *think* (as-in, I'm speculating) that the original authors of the rules were trying to acknowledge self-sealing and compartmentalized-material suits--high tech stuff resistant to punctures. Just a guess, but the slower air leak time could be explained that way.
 
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Yes, I was looking at the second bit. If the suit is self-sealing that would help, but I'm still not convinced you could do much to self-seal a cutlass gash.
But as with any rule set, I'll take the basic mechanics and then tweak it till I'm happy with the results. :) The basic idea's good, thanks for the heads-up.
 
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