Supplement Four
SOC-14 5K
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.
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.
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.
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.
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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