Mass Effect 2164
Armor and Suits
Combat hard-suits are a duel-layer system to protect the wearer. The inner layer consists of fabric armor with kinetic padding. Areas that don’t need to be flexible, such as the chest or shins, are reinforced with sheets of a lightweight ablative ceramic called Dura-Tanium. Military quality armor also has an outer layer consisting of automatically-generated kinetic barriers. Kinetic barriers provide protection against most mass accelerator weapons. Armored combat suits are seal-able to protect the wearer from extremes of temperature and atmosphere.
Armor – Is worn mostly on class M worlds where no suits are needed. Armor may provide total body cover from head to toe, but seldom does. While It is rare for a civilian to daily wear armor, on most outer rims worlds, its advised. On the other hand, most capital worlds require you possess a license to wear one.
Combat Suits - With a helmet that can be sealed against vacuum with 1 hour of breathable atmosphere standard, protection for the torso, shoulders, upper and lower arms, hands thighs and shins, and boots that can be magnetized in zero G environments. Suits are also divided into light, medium and heavy.
- All armors and combat suits have two weapon hardpoints one two at the back of the armor and one at the hip.
– More weapons have to be carried in a backpack.
- Standard armor has 2 grenade slots per lightpoint.
– Any other grenades need to be carried in a backpack.
- Standard armor has 3 medi-gel slots per lightpoint.
– Any other medi-gel has to be carried in a backpack.
Armor come in classes from I to X.
Armor have 6 defining features:
- Damage Resistance
- Damage Threshold
- Tech/Biotech Resistance
Damage Resistance or DR, is provided by the Dura-Tanium. This redistributes the kinetic energy at point of impact, lessening the quality of damage done to that portion of the body.
– Out of game terms, this reduces the amount of damage from all high velocity sources.
Some armors have soft points and weak points. Example, your armpit or your head if your helmet is off. There is only .5 DR at soft points. There is no DR at weak points. If someone successfully makes a Surprise attack, it is assumed to be at one of these places.
Damage Threshold (DT), is the amount of punishment your armor can negate. As an object collides with your armor, the layers of kinetic padding harden at the points of impact. This causes your armor to reduce or negate the amount of damage you may have suffered.
However, every time your armor absorbs an attack for you, it takes the hit itself. This damage the armor, and can break it over time. The DT is written with 2 numbers. The first is the amount that can break armor in a single hit for that amount. The second is an amount of damage that can break the armor if taken over time. Broken armor must be repaired to regain its usefulness. Be careful. Each time armor is broken, there is a cumulative 5% chance it is beyond all known means of repair.
Should broken armor continue to be worn and used, it risks becoming destroyed. You rest the DT for broken armor and start tallying towards the destroyed condition. Destroyed armor has a cumulative 20% chance of being beyond all known means of repair.
Broken Condition The Armor only provides half the protection, rounded down. Soft points provide no protection. Wearing this amor imposes a -5 to your speed.
Destroyed Condition The Armor provides no protection. (Exception, Heavy armor still provides 2 DR). Wearing this armor halves your speed.
Hardpoints are the places on your armor where weapons are magnetically locked. They are held so firmly, a Krogan would struggle to remove it from you, while you are held down. Your armor has a built in mechanism to greatly reduce this hold as you reach for you weapon.
All armors have at least 1 hard point on the back, and one at the hip. However, the one at the hip as that can easily be replaced with a simple holster.
Light points are the areas that hold other, quick grab, items. This might be Medi-gel, grenades, mines, etc. Some function with magnets, some with an omnigel adhesive, and other in more conventional ways.
Items stored in this area are considered Readied. Therefore, the act of removing items from these spots is considered an On Turn Action.
Kinetic Barriers (KB) or ‘Shields’, are only found on military grade armor and are brand new to human engineering. These barriers are weak mass effect fields that greatly reduce the speed of high velocity attacks just before impact. This acts kind of like a second layer of DR against mass accelerated weapons (and even old fashioned, gas propelled weapons).
– Out of game terms, this acts like an extra health bar.
Sadly, these don’t last forever. Eventually they overheat and need to cooldown before they can reactivate. The number given there is how much damage it will absorb before needing to shut down. This however, does not work on low velocity attack. I.e. Melee attacks or thrown attacks.
Expensive and rare, no basic armor is prefabricated with this on it. This is a weave of networked protection to give you some resistance to the dangers of tech and biotec powers. Should you have this on your armor, your attack reduced their skill level by the amount listed when using their powers on you. Is this reduces their skill level to -3 or lower, the power automatically fails against you.
Armor Classes and Types
Modern armors fall into four classes based on how much kinetic padding is woven in, how many layers of Dura-Tanium is used, and how many kinetic barrier batteries are required to function (more power needed to counter balance all the Dura-Tanium). As a result, the better protection, the more weight that comes with it. Within these classes are different types of based on how much of the body they protect, what extra abilities are standard issue.
Armored Clothing - Armor in this category has effectively no layers of Dura-Tanium and no KB emitters. Generally worn by civilians. police or Adepts.
Illicit Armor - Armor in this category have relatively few layers layers of Dura-Tanium and a sometimes have no KB emitters. Generally worn by criminals or civilian police.
Basic - Similar to the illicit armor, but always have KB emitters. Extremely light weight and flexibility. There are generally found on soldiers or advanced police.
Light - Armor in this category have a moderate amount of Dura-Tanium layers. Generally worn by deployed soldiers or successful mercs.
Medium - The Dura-Tanium layers and KB emitters cause some Biotic Amp signal degradation and lag with Omni-Tools. These are generally found on advanced or decorated soldiers and vanguard.
Heavy - With the most layers of Dura-Tanium, this armor is inflexible and causes heavy Biotic Amp signal degradation and large Omni-Tool lag. Taking years of training to masters, these are only found on Skilled Soldiers.