Protective and Emergency Gear

Protective and Emergency Gear

Item Armor Rating Agi/Ale Step Penalty Cost Availibility
Ballistic Mesh 1W * ₡ 46/115p C
Chaff Suit —/- ₡ 88/220p I
Chameleon Cloak 1 W —/- ₡ 36/90p I
Chameleon Suit 1W ₡ 40/100p I
Diving Gear —/- ₡ 18/45p C
Duster, Armored 4 W –1 Agility/- ₡ 6/15p R
Flight Suit 2 S —/- ₡ 14/35p E
Grounder Mesh 2 S —/- ₡ 80/200p I
Helmet, Infantry 4W –1 Ale ₡ 16/40p E
Helmet, Squad 4W –2 Ale ₡ 35/88p C
Mask, NBC 2W –3 Ale ₡ 8/10p C
NBC Body Suit 2W –2 Agi / –2 Ale ₡ 32/80p C
Plate Vest 4W * –1 Agi ₡ 30/75p E
Riot Gear 3W * –1 Agi / –1 Ale ₡ 92/230p C
HeartLine Health Suit ₡ 28/70p C
Shield, Heater See description ₡ 8/20p C
Shield, Tactical See description ₡ 10/25p A
Tactical Suit 5W –2 Agi ₡ 110/275p I
Vacuum Suit 2W –2 Agi / –2 Ale ₡ 67/168p E

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Ballistic Mesh

Used much like the bulletproof vests of Earth-That-Was, ballistic mesh is a finely woven cloth of metal and plastic over polymer sheeting. In basic dummy-talk, the mesh stops bullets, and it isn’t as heavy or bulky as other armors. The mesh was often used by the Independents during the war, since it was hard for them to find heavier body-armor. Unfortunately, Ballistic mesh is meant to stop bullets and that’s
about it.

The mesh absorbs 1 Wound point from any attack on an area covered by the suit (torso, arms and legs, usually), but it doesn’t do much more than that to protect against knives, bombs and so on. Against normal bullets, however, the mesh converts all Wound damage to Stun damage (and Shock Points, if the victim takes too much Stun).
This effect doesn’t apply to arrows, bolts, or explosive ammunition.

Chaff Suit

A chaff suit is covered with a metallic weave and wired through with a host of electronic signal bafflers. Wearing one screens you from most forms of electronic detection other than visual, weight, or sound-based. It looks fairly ridiculous, like a pair of hooded coveralls covered with short streamers of shiny metal foil, but results don’t lie.

Wearing a chaff suit adds a +2 step to Covert/Stealth actions while trying to fool electronic sensors other than those based on weight. It offers no other protection and, as might be reckoned, looks vaguely ridiculous.

Chameleon Cloak

The chameleon cloak shares the same technology as the chameleon suit (described below), though it’s in the shape of a long hooded cloak, baggy enough to cover at least two people if they’re snug together. A chameleon cloak has an integral computer wired together with a passel of light sensors and emitters.

Wearing a chameleon cloak adds a +2 step to Covert/Camouflage or Covert/Stealth attempts.
Like the chameleon suit, the cloak offers minimal armor protection.

Chameleon Suit

Snipers favor these to remain hidden while on the job. Mostly consisting of a baggy set of overalls with clumps of fiber optic wires sprouting here and there, the suit also sports a small computer and dozens of light sensors placed around it. When activated, the suit attempts to match its color to the surrounding area. It does a fairly good job if the wearer is holding still.

This effect adds +2 Skill steps to any Covert rolls to remain hidden while unmoving; it also protects as normal armor, though damage may cause its stealthiness to stop working (as determined by the GM).

Diving Gear

Based on the old-style SCUBA (self-contained underwater breathing apparatus) gear, diving gear contains a rebreather, mask, flippers, a weighted belt, and a bodysuit. There are fancier ones, but the basics are the same.

Using diving gear adds a +2 step to Athletic/Swimming and Survival/Aquatic Survival actions.

Duster, Armored

A long coat fashioned of tough-but-supple leather with armored mesh woven beneath the surface, and rigid plates on the shoulders and chest. Fashionable and functional.

Flight Suit

A snug, reinforced suit for use by pilots and crew onboard planetary air defense vehicles, and some forms of starship without gravity plating. The suit helps the pilot resist G-forces and incorporates a thin layer of insulation, enough to confer an Armor Rating of 2 S.

Grounder Mesh

If you’re in the line of work where you find yourself opposed to someone, say Alliance troops, armed with stunners, this is the pair of long-johns for you. A one-piece thin, grounder mesh goes under your street clothing and provides protection against any sort of electromagnetic pulse that would otherwise send you floorward in a hurry.

Grounder mesh provides a +2 step to Resistance (Vitality + Vitality) rolls against stun weapon attacks.

Helmet, Infantry

A basic metal or composite helmet with a cloth or mesh covering (to which the wearer can attach grass and foliage). Hits to a helmeted head do not add extra damage except on Extraordinary Success (though the character must still make the Survival test to avoid being dazed).

Helmet, Squad

This helmet originated with the Alliance during the war. It functions in the same way as an Infantry Helmet, but also includes a small communicator to allow members of a squad to stay in constant communication. Unfortunately, the design impedes hearing and peripheral vision.

Mask, NBC

A fancy gas-mask, this gadget lets you breathe safely in an area contaminated by nuclear, biological, or chemical hazards. Unfortunately, the mask doesn’t let you see all that well, and it doesn’t protect the rest of your body.

NBC Body Suit

A full-body, airtight, hazardous environment suit provides complete protection from nuclear, biological, and chemical hazards. The mask allows for slightly better vision than the NBC Mask. The bulky material makes it difficult to handle small objects or perform feats that require coordination.

Plate Vest

Ceramic inserts sewn into a ballistic mesh offer torso protection on both the back and the front. Any hits on an area covered by the vest do only Stun damage (and Shock, if necessary), as with ballistic mesh. Unlike the ballistic mesh, the plate vest will protect against sharp instruments (knives, axes), as well as bullets. Since the torso is the easiest target on a human, assume that most attacks would hit the vest, unless specifically targeted elsewhere on the body. The upside — the plate vest looks like a normal garment. The downside —the weight andbulk restrict movement slightly.

Riot Gear

Full law-enforcement riot gear consists of composite and ceramic plating sewn in various special pockets all over a specially made ballistic mesh suit. The effects of the mesh apply only to bullets, but the Armor Rating reduces damage from all attacks (the suit includes a helmet with face plate). Unfortunately, the helmet impairs hearing and vision, and the suit is bulky enough to be a mite cumbersome—but then, there’s some as like to see the law slowed down a bit anyway.

HeartLine Health Suit

The HeartLine is an undershirt wired with sensors and other gadgets to monitor body temperature, heart rate, blood pressure, and so on. It generally transmits this data to a doctor or to a computer where it can be read by a doctor, who can monitor the patient’s health.

Tactical Suit

This is the armor Alliance Federals wear, usually with a Squad Helmet. The suit covers the entire body and is armored with ceramic and composite plates, along with heavy padding. It will stop a heap of damage, but tends to rattle when you walk.

Shield, Heater

An old-fashioned shield from times long gone, used for defense in a less civilized time, called heaters for their shape.

Using a relic like this adds a +2 step to Melee Weapon Combat/Shields actions to block incoming melee attacks.
Hold a heater shield defensively and it acts as light cover.

Shield, Tactical

A big clear rectangle of reinforced ballistic polymers, this shield generally sees use in riots or crowd control situations—where a group of Alliance soldiers or constabulary line up and make a wall, one that’s flexible enough to shove back.

A tactical shield offers a +2 step to Melee Weapon Combat/Shields attempts to block melee attacks,
and serves as light cover when held defensively.
Crouching behind a tactical shield offers medium cover.

Vacuum Suit

Heavy, bulky, and generally restricting, vacuum suits are an absolute essential out in the black. They can be tricky to get on and off, though, so allow yourself some time to get into it. You need to take good care of these to keep them working. A bullet hole or similar can be closed up with patch tape, but it is generally worthwhile to invest in a new suit when you have the credits.

( NOTE: Information here has been copied from the Serenity Corebook and Six-Shooters & Spaceships supplement guide.)

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Protective and Emergency Gear

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