As noted under Spinneret, many forms of bioware and other augmentations are inspired directly by the abilities of animals and plants in nature. Genehackers and implant doctors carefully tailor and design new genes, new biological structures and how to implant and maintain them in the system. The end result is with enough experimentation, many unusual characteristics may be added. Of course, many of the more extreme implants may automatically relegate themselves to niche uses - though the prevalence of new Exhuman clades often breathes life into many theoretical implants.
Shark Skin: Requires an armor implant (such as bioweave). This bioware implant mimics the natural scale configuration of sharks, skates and rays by integrating dermal denticles into the skin. It requires anchoring to a skin which has been strengthened or toughened already - and the physical structure of the denticles resembles teeth. The scales are not dense or hard enough on their own to provide additional armor, but can provide benefits similar to that of their original species. This morph gains a +10 bonus to Swimming tests while their skin is exposed, as the shark skin makes it much more hydrodynamic. There is also a secondary benefit - the denticles are sharp and rough, like an enhanced sandpaper, which can make physical contact with the skin unpleasant. This grants the morph a +20 on checks to break free from a grapple (reducing the normal penalty to -10) and whenever this character is targeted by a subdual attack, the attacker takes 1d10/2 DV in the scuffle. A cyberware variant which is compatible with synthmorph shell armor, or with the surfaces of body-covering armor is also available. [Low]
Shark Skin is mostly seen in either directly aquatic or converted humanoid morphs - as people find the additional hydrodynamism helpful and the added defenses useful in the confined, close spaces of underwater. Some even take it as a point of pride to remind others of their "superiority" over aquatic uplifts, who competed with several species of shark in their native habitats. Uplifts occasionally utilize the implant as well, but most purists and mercurials find it unpleasant or unusual to add to their biology based on a competing species. While submersion is not common outside of certain planetoid bodies, those who engage in close combat may also prefer the implant simply because of the "discouragement" it provides in grappling - and some people simply don't care to be touched.
Showing posts with label armor mods. Show all posts
Showing posts with label armor mods. Show all posts
Sunday, March 5, 2017
Saturday, February 25, 2017
Armor Mods
Armor Mods offer a wide berth of possible additions to any number of armor systems, from basic material upgrades to complex subsystem inclusions. They can enhance protection of the armor directly, increasing the amount of damage it absorbs, or they can offer additional utility to the armor wearer. Below are some additional armor mods which can be added to an appropriate armor.
Heat Sinks: Similar to Refractive Glazing (p. 313 EP) this modification embeds heat conducting elements into the surface of the armor, but instead of trying to radiate it immediately it stores it in heat sink systems built into the armor. This means that it can reduce much more heat than the Glazing, but it only does so until the sinks reach a high enough temperature at which point heat is no longer easily conducted to them - so they must be cooled or vented. This mod will absorb 20 points of Energy damage related to heat - after which it's heat sinks must vent for a full Action Turn in order to be used again. This mod does not dump heat properly in vacuum, and may become damaged over repeated uses and need to be replaced or repaired over time. These units are much more effective on vehicles or large bots than people. [Moderate]
Mag-Lock System: Once a vital component to many vacuum suits and vac-rated armors, Mag-Locks have become less common in face of grip materials and other advanced technologies, but can still be fairly common in some armors. Primarily located in the hands and feet, these systems can also involve electromagnetic studs which can hold tools or other objects on the surface of the armor. Primarily, it grants benefits similar to the Magnetic System (p 311 EP) allowing them to grip or walk on magnetic surfaces even in zero-g, though for most this will be at reduced speed, and grants a +20 to hold on to magnetic surfaces or objects if a test is required. Can only be equipped on armor which could cover the hands and feet. [Low]
Microthrusters: This mod embeds small thrust modules with fuel in the armor's exterior, which are controlled with gestures or remote commands. It can only be equipped on body-covering armor and vacsuits, or Exoskeletons. In an exoskeleton, it adds Vector Thrust (8/40) as a mobility system, but for conventional armor it does not tend to normally "fly" as such, but gives a +10 to Free Fall tests as it aids in maneuverability in those situations. It has enough fuel for about an hour of minimal controlled bursts, or 10 minutes of continuous burn. In low gravity, microthrusters can be used to catch oneself from a fall, "glide" over the ground or boost normal jumps to greater heights - though outright flying will quickly use up the fuel. [Moderate]
Reinforced Knuckles: The "brawler" of armor upgrades, this mod includes heavier reinforcement on joints used for strikes, as well as additional studs, spikes or plates such as on the hands and feet. This makes unarmed blows using the armor more potent and harmful to an enemy, if you know what you're doing, and such enhancements are already included on some armors, like the Crasher Suit. This mod adds 1d10 DV when making Unarmed Attacks in the armor, and can only be equipped to armors which could cover the hands and feet. [Low]
(Also, shout out to a kind Anon, who collected all of H-Rep in downloadable form, in pdf and docx, with TOC and everything, which is available here. They said they'll keep it updated.)
Heat Sinks: Similar to Refractive Glazing (p. 313 EP) this modification embeds heat conducting elements into the surface of the armor, but instead of trying to radiate it immediately it stores it in heat sink systems built into the armor. This means that it can reduce much more heat than the Glazing, but it only does so until the sinks reach a high enough temperature at which point heat is no longer easily conducted to them - so they must be cooled or vented. This mod will absorb 20 points of Energy damage related to heat - after which it's heat sinks must vent for a full Action Turn in order to be used again. This mod does not dump heat properly in vacuum, and may become damaged over repeated uses and need to be replaced or repaired over time. These units are much more effective on vehicles or large bots than people. [Moderate]
Mag-Lock System: Once a vital component to many vacuum suits and vac-rated armors, Mag-Locks have become less common in face of grip materials and other advanced technologies, but can still be fairly common in some armors. Primarily located in the hands and feet, these systems can also involve electromagnetic studs which can hold tools or other objects on the surface of the armor. Primarily, it grants benefits similar to the Magnetic System (p 311 EP) allowing them to grip or walk on magnetic surfaces even in zero-g, though for most this will be at reduced speed, and grants a +20 to hold on to magnetic surfaces or objects if a test is required. Can only be equipped on armor which could cover the hands and feet. [Low]
Microthrusters: This mod embeds small thrust modules with fuel in the armor's exterior, which are controlled with gestures or remote commands. It can only be equipped on body-covering armor and vacsuits, or Exoskeletons. In an exoskeleton, it adds Vector Thrust (8/40) as a mobility system, but for conventional armor it does not tend to normally "fly" as such, but gives a +10 to Free Fall tests as it aids in maneuverability in those situations. It has enough fuel for about an hour of minimal controlled bursts, or 10 minutes of continuous burn. In low gravity, microthrusters can be used to catch oneself from a fall, "glide" over the ground or boost normal jumps to greater heights - though outright flying will quickly use up the fuel. [Moderate]
Reinforced Knuckles: The "brawler" of armor upgrades, this mod includes heavier reinforcement on joints used for strikes, as well as additional studs, spikes or plates such as on the hands and feet. This makes unarmed blows using the armor more potent and harmful to an enemy, if you know what you're doing, and such enhancements are already included on some armors, like the Crasher Suit. This mod adds 1d10 DV when making Unarmed Attacks in the armor, and can only be equipped to armors which could cover the hands and feet. [Low]
(Also, shout out to a kind Anon, who collected all of H-Rep in downloadable form, in pdf and docx, with TOC and everything, which is available here. They said they'll keep it updated.)
Thursday, September 8, 2016
Armor Nanotech
Nanotech and smart material integration has done wonders for armor technology in AF 10. Systems like Lotus Coating, Immunogenic System and Reactive Coating (p. 313 EP) all integrate nanobots directly or utilize advanced materials science to offer great enhancements or new technological options in armor technology. But there are some even more complex and potent enhancements possible to armor, if one is willing to pay the additional costs to install them. Many of these are derived by studying techniques and technologies developed or utilized by TITAN platforms during the Fall, and using transhuman technology to produce them - which in turn has its own limitations.
NxRA: Non-Explosive Reactive Armor is a modification of the concept or reactive armor, derived from "Deflector" technology show by many advanced TITAN weapon systems during the Fall. This modification embeds the surface of the armor with small but very powerful superconducting capacitors. When a physical object strikes the armor, the capacitors discharge, producing localized but incredibly potent magnetic fields. This force is enough to deflect or divert many small physical projectiles, but does not necessarily completely cancel the force they have. Its entirely possible for a round to bounce off one area of the target and strike another portion before the capacitors cycle, or hit an adjacent target. Even so, it is a potent defense for those who can afford its cost, usually preferring to mount it on combat drones or vehicles. This mod grants a -20 penalty to physical projectile attacks, such as Seekers and Kinetic Weapons. The internal power which rapidly fills the capacitors holds enough power for 10 uses at a time, and will completely recharge in one hour. [High]
Smart Chaff: Conventional chaff countermeasures are still utilized by armored vehicles, aerial drones and even spacecraft for their purpose of defeating or weakening munitions guided by radar or lidar. Smart Chaff is a countermeasure which is conceptually similar to the conventional kind in that it has a marked similarity to the idea of the protective husk or shell to plants, and is used primarily to combat explosive weapons. The smart chaff system builds small launchers into set of armor or armored shell which when they detect an oncoming explosive munition, spray a tiny set of smart material particles into the air in the direction of the explosive. These smart particles adjust their shape and attitude as they move through the air, forming a fine mist which functions to absorb or deflect oncoming waves of heat and pressure. While fairly potent in this function, deflecting force away from the user or functioning as a temporary "ablative" layer for heat or other radiation, the Smart Chaff has such minimal mass on its own, it is completely ineffective at stopping explosives with a kinetic component, such as shrapnel from a Fragmentation grenade, or the penetrator in a HEAP seeker. This mod adds 10 points of Energy Armor against explosive weapons like Grenades and Seekers. This bonus can only be applied to attacks the user is aware of. The system holds 5 uses at a time, and recovers 1 user per hour. [High]
NxRA: Non-Explosive Reactive Armor is a modification of the concept or reactive armor, derived from "Deflector" technology show by many advanced TITAN weapon systems during the Fall. This modification embeds the surface of the armor with small but very powerful superconducting capacitors. When a physical object strikes the armor, the capacitors discharge, producing localized but incredibly potent magnetic fields. This force is enough to deflect or divert many small physical projectiles, but does not necessarily completely cancel the force they have. Its entirely possible for a round to bounce off one area of the target and strike another portion before the capacitors cycle, or hit an adjacent target. Even so, it is a potent defense for those who can afford its cost, usually preferring to mount it on combat drones or vehicles. This mod grants a -20 penalty to physical projectile attacks, such as Seekers and Kinetic Weapons. The internal power which rapidly fills the capacitors holds enough power for 10 uses at a time, and will completely recharge in one hour. [High]
Smart Chaff: Conventional chaff countermeasures are still utilized by armored vehicles, aerial drones and even spacecraft for their purpose of defeating or weakening munitions guided by radar or lidar. Smart Chaff is a countermeasure which is conceptually similar to the conventional kind in that it has a marked similarity to the idea of the protective husk or shell to plants, and is used primarily to combat explosive weapons. The smart chaff system builds small launchers into set of armor or armored shell which when they detect an oncoming explosive munition, spray a tiny set of smart material particles into the air in the direction of the explosive. These smart particles adjust their shape and attitude as they move through the air, forming a fine mist which functions to absorb or deflect oncoming waves of heat and pressure. While fairly potent in this function, deflecting force away from the user or functioning as a temporary "ablative" layer for heat or other radiation, the Smart Chaff has such minimal mass on its own, it is completely ineffective at stopping explosives with a kinetic component, such as shrapnel from a Fragmentation grenade, or the penetrator in a HEAP seeker. This mod adds 10 points of Energy Armor against explosive weapons like Grenades and Seekers. This bonus can only be applied to attacks the user is aware of. The system holds 5 uses at a time, and recovers 1 user per hour. [High]
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