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Protective Clothing, Armor and Weapons

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Protective Clothing, Armor and Weapons Empty Protective Clothing, Armor and Weapons

Post  Admin Wed Jul 15, 2009 3:42 pm

Normal clothing comes in a wide variety of styles, but requires no special rules. Unusual items of protective gear which are likely to be used in the course of play are described below.

Combat Fatigues
The standard military military combat suit worn by Colonial Marines and most Corporate military forces is an improved form of the Combat Fatigues used by 20th century troops and includes complete coverage for the body and limbs, as well as a light helmet and face shield to protect the head. Combat Fatigues are made of durable, lightweight, bullet-resistant cloth, which is also water resistant and provides good insulation against extreme temperatures. The Fatigues come in a variety of camouflage patterns depending on the environment where they are used. There are also a number of supporting items which are normally attached to the suit itself. These include an Equipment Harness, Light and Comm Gear and some degree of Body armor.

Body Armor
There are three standard grades of Body Armor which can be worn over Combat Fatigues; Light, Medium and Heavy. Light body Armor is the most common and provides additional protection for the torso and lower legs of the wearer as well as a heavier helmet and faceplate. Medium body armor uses the same lower leg protection as light but features an improved helmet and breastplate while heavy body armor has torso protection that is still tougher.

HARDCore Armor
This is a hydraulically-assisted steel exoskeleton which combines all the features of a Spacesuit (see below) with the armored protection; it takes its name from Hazardous Atmosphere and Radiation Detachment (HARD) Specialists who usually wear it. HARDCore armor is covered with titanium plate and has a Glancing Factor of -10 on all hit locations. It functions well in vacuum and in hazardous atmospheres, and can withstand the temperatures of deep space and the lethally hot planetary surfaces with equal ease.
HARDCore armor is slightly larger than the wearer within, and the total weight is about 600 pounds. Operation and motion are very similar to those of the Power Loader except that the limbs have been designed to accommodate the full range of movement of Human arms, legs and hands. There is an internal power supply which will operate the armor for up to 12 hours; after that the rechargeable power packs must be replaced. The life support system is designed to protect the wearer for 24 hours but in emergencies it can be used for up to 72 hours.
Since the power supply lasts for 12 hours, the HARDCore armor is used close to a base of some sort, usually an APC or a Dropship, where the armor can be recharged.

Spacesuit
When operating in vacuum or in a hazardous atmosphere, Colonial Marines wear spacesuits. These fit comfortably over the standard combat suit and have attachments for systems which are too bulky to fit inside the Spacesuit, including Light and Comm Gear and Equipment Harness. Spacesuits are designed for operations on planets with hostile atmospheres and extreme temperatures, as well as in places with dangerous levels of radiation and in deep space. They have durable thermal controls systems which allow them to be used in utter cold of space and on the surface of planets with temperatures up to 500 degrees Fahrenheit (260 Centigrade). A Spacesuit is designed to support its wearer for 8 hours, but will last for up to 24 hours in emergencies. If a spacesuit is punctured in a vacuum the wearer can survive 00 to 99 minutes as the remaining life support leaks into space. If the atmosphere is toxic the wearer will survive only 00 to 99 turns of 8 seconds each, due to poisons seeping into the suit.

Vacuum Suit
This is a lighter, less durable version of the Spacesuit. It does not have radiation protection and is not designed for use in deep space, as it has only basic thermal control system. It can be used as a spacesuit if absolutely necessary, but exposes the wearer to a high level of danger. Like a spacesuit, a vacuum suit will support the wearer for up to 24 hours in an emergency, but is designed for only 8 hours of comfortable wear. Puncture rules are the same as spacesuits.

Weapons
The personal weapons of the Colonial Marines and other forces are described below. The availability of weapons to non-military personnel varies from world to world, with heavily settled areas having strict gun control laws and outposts and other worlds far less controlled.

Standard Weapons

The following weapons are the ones which are most common and which are issued to all major military forces in the ICC.

Pistol: A compact high capacity semi-automatic pistol this is the standard sidearm for all military, paramilitary and police forces. It fires the same ammunition as the submachine gun listed below.

Submachine Gun: This is a light, clip-fed automatic weapon used by military and security forces that operate in civilian areas. The weapon is very effective against the unarmored opponents found in cities, such as rioters, members of gangs and other criminals, but will not penetrate armor, walls and other obstacles encountered in civilized areas. This minimizes the risk to innocent bystanders.

Pulse Rifle: This is definitive weapon of the Colonial Marines and most other military forces. it fires a 10mm Light armor piercing round with explosive tip, and also includes a 30mm grenade launcher, which is slung under the barrel. The Pulse Rifle is used in military environments only, and is usually replaced by the submachine gun when Colonial Marines and other forces are performing police work and other duties which bring them in contact with civilians. As mentioned above, the submachine gun does not have a great deal of penetrating power; the Pulse Rifle will penetrate personal armor, as well as normal building walls and other city obstacles.

Special Weapons: These weapons have unusual attributes or uses, and are less common than those listed above. They generally used by persons specifically trained in their operation.

Sniper Rifle: A semi-automatic, clip-fed rifle with a powerful scope and excellent long range accuracy. This weapon is used by espionage and guerrilla forces, and possesses impressive penetrating ability. Use of a sniper rifle does not require any special skill.

Machine Gun (Smart gun): This is the primary fire support weapon issued to Strike Teams in the Colonial marines and in Corporate military. It features a gryo-stabilized mount a heads-up display and other sophisticated subsystems, and is operated by specially trained personnel.

Flame Unit: Also called an incinerator, this is a light Flame-Thrower carried by Colonial Marines and Corporate military. It is ideal for close combat, but it use against Humans is frowned upon by the ICC and it can only be used by characters with the Special Weapons Skill. It is restricted to very close range.

Shotgun: Changing technology has not made this simple weapon obsolete. The design has improved significantly since the 19th Century, but the basics remain the same numerous small metal shot are fired when the trigger is pulled and anyone standing in their path is in grave danger. The shotgun does not penetrate armor very well, however and is limited to short range.

Sentry Guns: These are like the machine guns carried by the Colonial Marines, except they are automated. The weapon is mounted to a Tripod, which includes a Motion Detection Sensor and servos for aiming and firing the weapon. A separate Control Module weighing 1.5 pounds is used to program, activate, and deactivate the weapon, and can be used from up to a quarter of a mile away. The weapon is programmed to cover given area ranging from a 30 degree cone to all-around fire and out to 180 feet. Once activated it automatically tracks and fires at any target which enters this area. it can fire up four times per phase.
The weapon has a capacity of 60 bursts and is primarily used to secure perimeters against non-intelligent lifeforms. Sentry Guns are not employed in civilized areas, due to the danger of non-combatants and it is illegal to use them against human opponents. Only characters with Special Weapons skill can use sentry guns.

Explosive Weapons
Explosive weapons possess devastating power and are only used against the most dangerous human opponents and non-sentient. Anyone using these weapons without prior approval will be subject to an inquiry by his or her superior officers, to guarantee that the weapon was not used improperly.

Hand Grenade: A small metal cylinder, which weighs ,25 pounds and contains a huge powered explosive. It has 4 second fuse and can be thrown up to 84 feet. The special weapons skill is used for throwing grenades.

Grenade Launcher: The standard Pulse Rifle has a grenade launcher mounted under its barrel. This fires a small projectile with the same explosive power as a standard hand grenade.

Rocket Launcher: A rare weapon system, designed to destroy vehicles and fortifications. It is extremely powerful and can only be used by a character with Rocket Launcher skill.

Demolition Charge: This is a hand-carried package of high-explosives used for destroying obstacles and fortifications. It also contains a themite charge that essentially burns its way through everything it touches.
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