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Various Armor incl. Combat

sabredog

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Here are some assorted armor types common to my Traveller universe. The combat armor I just expanded upon and it has increased protection up to TL-15. The other types are more specialized, and the belter suits were inspired by the armored suits in Outland and Alien.

Armor and Protective Suits


Battle Helmet TL-8+ 550CR

Protective helmet made from various anti-ballistic materials and designed to provide partial or full protection for the wearer’s head and face under various combat conditions. The helmet has a removable full-face mask section with a filter/compressor breather for NBC contaminate protection and filtering. The wearer can breathe Type 2 atmospheres with the helmet’s mask, and it can be attached to a PLSS if needed. Vision aids included in the flip-up visor include Passive IR and light intensification. A 100 PWR radio and a datalink for a Smartgun HUD are also included.

Belter Suit TL-8+ 25,000CR
Standard Vacc-suit with extra protection against punctures and abrasion wear added to it. Overlapping ceramic plates cover the joints and the sections of the suit that are the most prone to wear. Pouches for gear and samples are reinforced with metal mesh inside to prevent the contents from puncturing the inner suit. The gloves are heavier duty, and the helmet has more protection around the joint and seals. PLSS varies depending on user’s needs.
The suit has an armor rating of Cloth+1 but it reduces the wearer’s DEX by -1.

Pilot Armor TL-9 25,000CR
Because of the cramped conditions and the lack of full power inertial compensators in craft less than 40 tons without small craft bridges ordinary vaccsuits and combat armor are too cumbersome to wear. Pilots and crews of such craft in the military wear specially designed suits designed not only for protection against spalling and other physical impact damage, but to protect the wearer from injury due to high G maneuvering.
The vacc-tight suit is woven from ballistic cloth with mesh reinforcement in the joints and seals. Overlapping ballistic ceramics further cover the joints and shoulders, with shin, forearms, and thigh protective plates that are inserted in pockets. A clamshell cuirass protects the upper torso (lighter in composition than regular combat armor) and has sockets for plugging in the acceleration reduction systems onboard the craft the wearer is crewed on. The helmet had datalink jacks for connecting to the craft avionics and targeting systems, 100 PWR radio, and contains a combination filter / compressor mask for use when a vacc-tight seal isn’t required.
A manually-variable camo film is standard on the hard surfaces.
The suit provides armor at the level of Combat-1.


Police / Partial Combat Armor TL-10 15,000CR
A basic civilian version of military combat armor designed for use in riot or dynamic entry situations. The suit consists of a clamshell cuirass, shin guards, and extended gauntlets. An open faced helmet is standard, but often replaced by a full Battle Helmet for better chemical agent protection and to carry additional communications equipment. The suit is not vacc-tight, not does it have medical enhancements full military combat suits do. A manually variable camo surface can be added to the suit’s hard surface for an additional 1000CR.
The suit provides Combat protection against melee weapons, Combat-1 against all others.



Combat Armor TL-11+

Whatever the tech level is that the suit is produced at, combat armor is a vacuum capable full body suit of protective armor designed to protect the wearer from a wide variety of battlefield hazards in a wide variety of environments and atmospheres (or none). A full array of life support is provided by the PLSS (Personal Life Support System), which is lighter and more compact than corresponding civilian models. A standard suit will provide support for 24 hrs, though more endurance can be purchased. Combat armor is strictly military in nature and is not sold to civilians.

Specifications

Commonly a suit of combat armor will be composed of separate pieces of hard armor plates formed from a variety of ceramics and metallic materials and worn over a soft inner suit which acts as a combination NBC / Vacc-suit. The helmet is a two-part design forming an upper protective helmet and a lower combination filter/compressor mask and neck seal for vacuum conditions.
Standard baseline equipment incorporated into the helmet is: Light Intensification, 200 PWR radio with a mapbox datalink, separate datalink for a Smartgun HUD, and laser rangefinder/target designator. Equipment is upgrade at each tech level equal to that TL’s technology.

Trauma Maintenance

Combat armor contains a variety of trauma maintenance gear to support the injured soldier under battlefield conditions with emergency medical aid. The equipment dispenses medical drugs automatically based on the built-in medscanner’s analysis, and activates an emergency rescue beacon should the injury be severe enough to have rendered the wearer unconscious or unable to move by himself. Any of the injections can be activated by the wearer manually. The following are preloaded into the suit’s injector compartments:
1 dose HDAP
2 doses Medical
1 doses No-Shok
1 dose Chemical Agent Antidote

There are dual locations built into the inner suit that provide access points for drug injector styrettes that will not destroy the integrity of the suit’s environmental protection or vacc-seal.

Combat armor also contains the following miscl. equipment (upgraded accordingly at each tech level.):
Radiation Detector Atmosphere Tester / Alarm
Camo Film (Manual TL-11+, Auto TL-13+) Water Reclamation Gear
2 Day Liquid Nutrient Stores

It takes 15 minutes to put on a suit, and approx 5 minutes to remove it. Under emergency conditions a trained wearer can halve the time required.
 
Nice stuff, Sabredog. Though I would add upgradeable sensor packages to all the battlefield armor (IR, Radar etc.).
 
At the higher TL's that stuff would be available although it already has thermal imaging, which is better than IR. At TL13 BD comes out to carry even more gear and combat armor at that point is used more for second line and support troops. Or local militias who can't afford combat armor.

So I kept it as light as possible. Just assume this is the basic package from the rules more fully fleshed out is all.
 
Yeah, the first personal IR systems were deployed by the Germans in ww2, so it's a good question what it would be after tech 12 and beyond. Not only troops would be up-linked to a general combat network, but also a Visual Amplification system maybe, where the suit's computer images what is far beyond normal sight through various means. Anything active would probably be a no go and I'll bet by TL 9-10 each squad will have it's own EW trooper similar to a SAW trooper today.
 
He'll be the guy with all the mini-drones in his backpack for homing in on radio and other signals through the streets and buildings. Then guide the smart munitions out of the mass driver artillery using the little drone shaped like a bird that he lands on the telephone wire looking into the window at the bad guys.
 
Also I think he would be the guy trying to defeat the other guys stealth while deploying countermeasures to keep his squad's stealth intact. Esp around their communications.

FO's would probably just be up-linked through a network straight to the battery central the would throw out FFE's with any available mission.

I've already joked with friends about the FFE app for your iphone- something wrong with customer service, just call it up on google maps and click the FFE button. lol
 
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