Personal Defense technology in the Frontier comes in basically two forms: Power Screens and Defensive Suits.
All power screens, except the chameleon screen, are worn like belts around the waist. Special adapters are provided for Dralasites at no extra cost. Only one power screen can be worn or used at one time. Putting on or taking off a power screen requires five turns. When a screen runs out of power. it has no effect.
An albedo screen projects a silvery aura that absorbs laser damage. The aura completely surrounds the person wearing the screen. For every 5 points (or fraction thereof) absorbed, 1 SEU is drained from the power source. For example, absorbing 11 points of damage drains 3 SEU. The person wearing the screen will take no damage from lasers as long as the power holds out. A person can fire a laser weapon out of an albedo screen.
An albedo screen costs 2,000 credits and has a mass of 2 kg.
A gauss screen generates an invisible barrier that protects the wearer from electrical attacks (electrostunners, electric swords, shock gloves, stunsticks). The screen drains 2 SEU every time it absorbs an attack. There is a quick flash of light when the screen is hit. As long as the power holds out, a character wearing a gauss screen is immune to electrical attacks.
A gauss screen costs 1,000 credits and has a mass of 2 kg.
A holo screen projects a three-dimensional image around its wearer. The image is projected from a holo disc, a small disk that slides into the top of the holo screen control unit. The holo disc contains complete holographic information on one person or thing. For example, a holo disc could project the image of an adult male Yazirian in civilian clothes.
The holo screen is only 80% effective. On a roll of 81-00 an onlooker will notice something is wrong. The holo image is limited to roughly the same size and shape as the wearer. For example, a Vrusk could not masquerade as a Human.
Personalized holo discs can be ordered for 5,000 Cr. A personalized holo disc contains holo information on a specific individual. Producing a personalized holo disc takes 1d10 months, because it requires detailed (and very illegal) holo-filming of the desired subject. If the subject is willing, the filming can be done in one day.
A camouflage feedback loop can be added to the holo screen for an additional 1,000 Cr. The camouflage loop adjusts the holo image to match nearby surroundings, giving the wearer an 80% chance to be "invisible" to onlookers.
A holo screen costs 1,000 credits and has a mass of 2 kg.
An inertia screen defends against all projectile weapons, gyrojet pistols and rifles, fragmentation grenades, explosives, and all melee weapons except electrical or sonic weapons. The inertia field also protects from kinetic impacts, such as those suffered by falls or vehicular crashes.
When hit by one of these weapons or impacts, the screen uses 2 SEU and absorbs one-half of the damage caused by the attack. The wearer takes the other half of the damage. If the damage can not be divided evenly, the character takes the smaller half.
If an inertia screen is intersected by a rafflur beam, this causes the Armageddon Effect (presuming the optional rules are in effect).
An inertia screen costs 2,000 credits and has a mass of 2 kg.
A light shift screen (LSS) sets up a light-bending shell around the individual or unit using it. The effects of the shell differ for each type of screen, but energy consumption and penetration are the same for all LSSs. LESSs use SEUs at different rates in different types of lighting.
The following is a guideline for the referee on SEU usage in different light intensities:
|Light Intensity||SEU/10 turns|
|Average room light, cloudy day, minor smoke, etc||1.5|
|Bright room light, partly sunny day, etc||2|
|Intense artificial light, floodlight, sunny day||3|
|High-inensity concentrated light, powerlight, close proximity flare, etc||4|
One SEU is drained each time the screen absorbs a point of damage from a laser.
Visible penetration of the shell is impossible while the LSS is on, but detection is possible in one of two ways. IR optics always show the proper heat image and location of an individual using a LSS. Ultra-violet optics show operating LSSs as areas of solid purple light.
Light shift screens are rare and expensive. Most civilized worlds forbid their use as they are the preferred devices of criminals, Sathar agents, etc.
There are three types of LSSs:
- Type 1: Bends all light away from the shell, creating a totally black area. This type is usually used at night or by a character masking his identity.
- Type 2: Shifts the users image away from his actual location to a distance of one to three meters in a fixed direction. The shifted image that appears is the exact duplicate of the character using the LSS. This version is often used by Star Lawmen and Landfleet officers to draw enemy fire away from themselves. The direction must be specified when the device is purchased. Type 2 LSS devices that are found or taken from fallen foes can have their direction determined by using the Area Effect Weapon Miss diagram.
- Type 3: A variation on the Type 2, but instead of shifting a single image of the wearer it creates up to five images (wearer's option), all exactly the same. Type 3 LSSs always create the images in a side-by-side line, with up to three meters between each image. These LSSs are often used by Landfleet soldiers to draw fire away from themselves, and to swell their ranks, confusing the enemy.
A light shift screen costs 3,000 credits (Type 1), 2,000 credts (Type 2) or 3,000 cedits (Type 3). All three types have a mass of 21kg.
A sonic screen is also known as a hush field, because no sound can cross it, either coming in or going out. The screen, which absorbs all sonic attacks that hit it, uses 1 SEU every minute it is on...and 2 SEU every time it absorbs a sonic attack. A character inside a sonic screen can communicate only with a chronocom, radio or hand signals.
A sonic screen costs 2,000 credits and has a mass of 2 kg.
A whisper field is a much weakened version of a standard sonic screen designed more for stealth than defense. When active, normal sounds (such as a character walking, etc) are rendered nearly inaudible levels while louder sounds such as the whirring of jetcopter rotors or aircar and hovercar fans are reduced to much less noticeable levels.
As a result, whisper fields use much less energy than full sonic screens (1 SEU/10 minutes [100 turns]).
Whisper fields are too weak for combat, as extremely focused and modulated sound such as that used by sonic weapons simply overloads them.
A whisper field costs 1,000 credits and has a mass of 2 kg.
A simp screen performs in similar fashion to an albedo screen and even has a similar silvery aura about it, but it is energized to protect against proton beam fire. For every 6 points (or fraction of 6 points) absorbed, 1 SEU is drained from the power source. For example, absorbing 21 points of damage drains 4 SEU. Any weapon can be fired out of the simp screen...with the exception of a maser, which will trigger the Armageddon Effect (presuming the optional rules are in use). As long as the power holds out, the wearer will take no damage from a rafflur weapon.
A simp screen costs 2,000 credits and has a mass of 2 kg.
Armageddon Effect (optional rule) Edit
This occurs whenever whenever a neural energy/"zapper" beam intersects an albedo screen, a laser beam intersects a sonic screen, or a sonic/"stunner" beam (or a focused-sound blade) intersects a gauss screen. (Just think "Paper-Rock-Scissors by way of Frank Herbert's Dune".)
The same result is caused when a rafflur beam intersects an inertia screen, or when a maser beam intersects a simp screen.
In any of these cases, the explosive pyrotechnics created will be equivalent to the detonation of 1 metric ton of plastic explosive. Everybody and everything within 10 kilometers of said detonation will be promptly annihilated, without possibility of avoidance. NEVER, UNDER ANY CIRCUMSTANCES, LET THIS HAPPEN! IF YOU DO, IT WILL END YOUR GAME IMMEDIATELY.
Very popular since they require no power to function, only one defensive suit can be worn at a time and are often paired with power screens.
An albedo suit is made from a special shiny flexible material. It will reflect the damage from a laser attack. For each point of damage reflected, the suit takes 1 point of damage. When it has accumulated 100 points of damage or more, the suit becomes useless.
An albedo suit costs 500 credits and has a mass of 1 kg.
A dead suit is a black, one-piece synthetic garment that resembles a "wetsuit". It masks the heat emissions of the character wearing it, preventing any IR devices or heat scanners from detecting the wearer.
A dead suit costs 500 credits and has a mass of 1 kg.
Gauss Suit (optional) Edit
A gauss suit can absorb up to 75 points of damage from an electrical attack. When it is hit by a zapper beam (electric club/lance/sword, shock gloves, et al), the damage is subtracted from the suit's total of 75 points. The suit is destroyed and does not protect the wearer after it has absorbed 75 points of damage.
A gauss suit costs 400 credits and has a mass of 1 kg.
The gridsuit is probably the most unusual, sought-after, and expensive of the defensive suits. Like skeinsuits, it comes in both military and civilian styles. The military style is a camouflaged uniform that has convenient patch pockets. The civilian style can be any fashion desired, though this may increase the cost.
Much more important than the style is the inner lining of the suit, a nullifying absorption field circuit that absorbs and dissipates large amounts of energy. The suit can absorb up to 30 points of energy damage per turn from lasers, rafflurs, masers, bolt weapons and electrical attacks before it allows damage to pass through to the wearer. If attacks cause more than 30 points of damage in a turn, the excess damage is inflicted on the wearer.
The suit absorbs damage in this fashion every turn. It is destroyed after 100 points of damage are receivedf from projectile or gyrojet weapons. It also comes in elasticized styles for Dralasites.
A grid suit costs 1,000 credits and has a mass of 2 kg.
Maser mesh is used to protect against maser attacks. It resembles chainmail and can be purchased in different sizes.
Partial maser mesh, similar in size to a long shirt, is lighter and harder to trace than full mesh, but only absorbs half the damage from masers.
Full maser mesh, which almost touches the ground, is heavy and a bit cumbersome. While it completely nullifies the effect of maser fire, it is also easily picked up by scanners and radar.
A character wearing maser mesh is vulnerable to electrical attacks and receives an additional 50% damage from them. Maser mesh does not adapt well to unusual Dralasite shapes.
Maser mesh costs 350 credits (partial), 500 credits (full) credits and has a mass of either 5 (partial) or 10 Full) kg.
A skeinsuit is made of light ballistic cloth. It absorbs damage just like an inertia screen. It also can be used along with an inertia screen. A character wearing both a skeinsuit and an inertia screen would take only one-fourth damage from ballistic attacks. The suit is ruined when it takes 50 points or more of damage. Two types of skeinsuits are available: military and civilian. Military skeinsuits are camouflage green. Civilian skeinsuits look like regular clothing.
A slipsuit is a tight-fitting suit made from a special low-friction polymer. It covers the entire body. The hands and feet are made from normal material, allowing the character to grip, punch, and walk normally. The slipsuit makes its wearer harder to hit with most weapons in melee combat. Tangler grenades and tangler rockets will not stick to a character wearing a slipsuit, making it impossible to tangle a character wearing one. The attacker is -20 on his chance to hit a character wearing a slipsuit, unless he is attacking with a sonic knife or sonic sword.
A slipsuit will be ruined once it has taken 100 points of damage.
A slip suit costs 600 credits and has a mass of 1 kg.
Sonic Suit (optional) Edit
A sonic suit can absorb up to 75 points of damage from a sonic attack. When it is hit by a sonic disruptor (devastator, sword, dagger, et al), the damage is subtracted from the suit's total of 75 points. The suit is destroyed and does not protect the wearer after it has absorbed 75 points of damage.
A sonic suit costs 400 credits and has a mass of 1 kg.
A synthvelope suit is like a synthetic one-piece envelope that absorbs the damage from proton beam weapons (rafflurs). Like an albedo suit for lasers, each point of damage reflected wears away 1 point of the suit's reflective properties. When it has accumulated 100 points of damage or more, the suit becomes useless. The suit must be stepped into from the back and zipped up, completely encasing the wearer's body except for the head. It is flexible enough for a Dralasite to use.
A synthvelope costs 500 credits and hasses 3 kg.
- ↑ Star Frontiers Alpha Dawn
- ↑ Ibid
- ↑ Star Frontiers: Alpha Dawn
- ↑ Ibid
- ↑ Zebulon's Guide pp.69-70
- ↑ Star Frontiers Alpha Dawn
- ↑ non-canon
- ↑ Zebulon's Guide to Frontier Space
- ↑ Ibid
- ↑ Zebulon's Guide pp.70
- ↑ Knight Hawks pp. 70
- ↑ Zebulon's Guide pp.70
- ↑ Star Frontiers: Alpha Dawn
- ↑ The suit deals with the portion of the damage that is not absorbed by the screen, dividing it by half, the screen taking 1/2 of the total damage from the attack, the suit taking 1/4 of the total damage of the attack, and the wearer taking the remaining 1/4 damage.
- ↑ "Military Green" is the most common style, though other colors are also available, primarily camo patterns appropriate to the worlds where the suit is manufactured, and solid primary colors like blue, black, green, and red. Regardless of color, the military nature of the design is readily apparent.
- ↑ Dragon Magazine #112 "For a Fistful of Credits"
- ↑ Zebulon's Guide to Frontier Space