Why not? If I was a 23<sup>rd</sup> century designer working on body armour for Starfleet, I'd layer the stuff with waveguides for a force field, or some sort of energy shunt to bleed off weapons fire into the ground, or something of the like.
Why not? If I was a 23<sup>rd</sup> century designer working on body armour for Starfleet, I'd layer the stuff with waveguides for a force field, or some sort of energy shunt to bleed off weapons fire into the ground, or something of the like.
Originally posted by Beau:
I have found two types of Starfleet armor. Security Armor created by Micheal Wolf. +8 Physical attacks and +8 Energy attacks. It only covers the torso. The other I've found is Starfleet Marine type sierra four combat armor created by Bradly Clark. +6 physical attacks and +6 to energy attacks. It can also do a lot more then I would want to list here. You can find the information at
http:/home.austin.rr.com/jdominion/marines/armor/sierra4.htm
Ouch!!! you know that sounds to me WAY overbalanced for LUGtrek.. what's the guy doing? walking around with a Sovereign's shield generator on his back?
As for how Armor works I imagine it has some sort of energy sink that absorbs blasts.. as well as give physical properties..
Well those armors are also specifically for ground troops and combat use. It's like the difference between a policeman's bullet proof vest and the Ranger Body Armor I wore in Bosnia or some of the new types coming into military service. Basicly their protective qualities are an order of magnitude greater.Originally posted by Arithon:
Ouch!!! you know that sounds to me WAY overbalanced for LUGtrek.. what's the guy doing? walking around with a Sovereign's shield generator on his back?
As for how Armor works I imagine it has some sort of energy sink that absorbs blasts.. as well as give physical properties..
Easy enough as a game master to keep them out of your setting if you are not running a military-type campaign. But if you want to run a game in the Dominion War or other conflict then it's worth a look. There are a few of us on Yahoo Groups doing just that, seriously examining the nature of ground combat in the Trek setting and all the various inplications and adjustments.
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"Win the Mind, Win the Day"
yes and when i been in Lebanon, i haved two armor: one light blue (standart duty) one heavy cam(hazard duty). And you now, when you have an accident with armor : you are broken inside and the armor was nothing
for startrek, you can see security armor in st:III.
i dont no if it protect against a phaser'bast
but i sure is a good protection against all physical damage
True I can understand that, but consider this: the Klingons, Andorians, and Cardassians all come for a Militaristic Race. I find it hard to believe that StarFleet would be able to produce Armor superior to what these races can. particularly +6 or +8 whereas the others have +2 That's where I'm protesting the armor..Originally posted by Morgan Keyes:
Well those armors are also specifically for ground troops and combat use. It's like the difference between a policeman's bullet proof vest and the Ranger Body Armor I wore in Bosnia or some of the new types coming into military service. Basicly their protective qualities are an order of magnitude greater.
Easy enough as a game master to keep them out of your setting if you are not running a military-type campaign. But if you want to run a game in the Dominion War or other conflict then it's worth a look. There are a few of us on Yahoo Groups doing just that, seriously examining the nature of ground combat in the Trek setting and all the various inplications and adjustments.
Well frankly the writers in Trek canon are ignorant of military matters and developmental trends. Now this is not an issue for most campaigns which play similar to TNG or Voyager. But myself and a few others have gone the route to ask the questions of "how do battles get fought and what would be developed for it?".Originally posted by Arithon:
True I can understand that, but consider this: the Klingons, Andorians, and Cardassians all come for a Militaristic Race. I find it hard to believe that StarFleet would be able to produce Armor superior to what these races can. particularly +6 or +8 whereas the others have +2 That's where I'm protesting the armor..
If it doesn't fit your image of Trek then don't use it. But there are others that want to proceed along other lines and do away with the "plot device" science and effects (ie., the oh so powerful phaser still seems to be stymied by crates, rocks, and barrels used for cover when if it was as powerful as canon-watchers would declare then those that use that cover should have become screaming torches as the cover is converted to plasma). In the end, Your Mileage May Vary.
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"Win the Mind, Win the Day"
As for phasers (and disruptors and whatever) being stopped by crates, consider that Starfleet characters tend to run around with weapons on stun settings. If it is not going to burn a person, it's not going to hurt anything except explosives.
Even for nasty characters, who might mave no compunctions about using setting 16 on somebody, they will want to conserve ammo. Theres no sense in blowing up a mountain just to kill one guy. You can probably get a thousand shots on stun for each setting 16 blast.
They may also be interested in not destroying their own equipment (and/or cover for when they advance), or shooting holes in the hull, and letting all the air out.
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In regards to armor, I suppose you could say that Starfleet seems more intent on defence (at the expense of offence, even) than, say the Klingons. (ie "it's a good day to die!")
[This message has been edited by suicide junkie (edited 02-20-2001).]
No, I was taking this into account. There are enough instances onscreen of battles where folks are (supposed to be) going for blood to punch Borg Cube-sized holes in canon. Even the lower thermal and disrupt settings should punch holes through the scenery and such wonderful effects as molten fragments and thermal bloom off cover that they strike. One can also make a strong argument that the reason we see the plot device vaporization is the fact that Trek's producers are either squemish over showing physical effects of damage and/or don't want to go through the extra effort to deal with truly wounded individuals. Much neater in production to "erase" the character then have to deal with wounding and trauma. But this digresses as this is the Questions & Mechanics forum. I am the one working on body armors for a Trek Ground Forces project so I may share some notes here in a week or so.Originally posted by suicide junkie:
As for phasers (and disruptors and whatever) being stopped by crates, consider that Starfleet characters tend to run around with weapons on stun settings. If it is not going to burn a person, it's not going to hurt anything except explosives.
Even for nasty characters, who might mave no compunctions about using setting 16 on somebody, they will want to conserve ammo. Theres no sense in blowing up a mountain just to kill one guy. You can probably get a thousand shots on stun for each setting 16 blast.
They may also be interested in not destroying their own equipment (and/or cover for when they advance), or shooting holes in the hull, and letting all the air out.
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In regards to armor, I suppose you could say that Starfleet seems more intent on defence (at the expense of offence, even) than, say the Klingons. (ie "it's a good day to die!")
[This message has been edited by suicide junkie (edited 02-20-2001).]
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"Win the Mind, Win the Day"
[This message has been edited by Morgan Keyes (edited 02-21-2001).]
2377: Rapid Response Team engineers have developed what they call a Hostile Environment Suit. It is a fully enclosed powered suit of armour, equipped with a force field generator, transport inhibitor, and combat data HUD. Primarily designed to give Federation troops an advantage against Jem'Hadaar opponents, it was not completed before the end of the Dominion war, but was field tested in a later conflict with the Dorho Regime (non-canon). It makes +8 armour look like tissue paper. It gives you all the setting 18 firepower you need as long as the microfusion reactor holds, and one armour in the squad packs a photon mortar. My character was in charge of the RRT's technical evaluation squad for these fabulous devices.Originally posted by Arithon:
Ouch!!! you know that sounds to me WAY overbalanced for LUGtrek.. what's the guy doing? walking around with a Sovereign's shield generator on his back?
As for how Armor works I imagine it has some sort of energy sink that absorbs blasts.. as well as give physical properties..
But our GM (who, I think, frequents this board) is very skilled at creating these great situations where the PCs happen to have insane firepower on their side, and it's absolutely, completely, utterly... useless.
The armours didn't help us rescue the Orion trapped in an abandoned military supply station. They didn't help us make first contact with the Corgani. They actually hurt our effort to take a "rogue" RRT ship to avert a civil war in the Federation. And when my character was sent back to Xenex for diplomatic reasons, he obviously had to leave the armour behind.
So hey... let them have +8 flak vests.
--Re'k of Xenex
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"Ah, those are the days - I figured I'd get some caffeine in me and restart my brain, instead it blue screened. Man, that's the last time I buy my brain from Microsoft."
--Largo, weekly rant 01Feb2001, Megatokyo
Has anyone here actually read the stats on this thing? Well here they are, so we might be able to see what this guy was up to and speculate
Armor:
+6 Physical Attacks
+6 Energy Attacks
Size: Fitted to the wearer
Mass: 6 kg
Duration: 48 hrs
Developed to protect Starfleet Marines and other combat personnel in combat, the Type Sierra Four Combat Armor can withstand Phaser hits up to and including setting 6 (light disrupt A). This armor can be used as a space suit for zero-g operations and as an environmental suit protecting the wearer from temperatures from –150 degrees C to +150 degrees C and from high levels of radiation for up to six hours.
The suit consists of a full body jump suit, combat helmet, and gravity combat boots. While light and comfortable, personnel without Personal Equipment (Marine Type Sierra Four-Combat Armor) skill will subtract one die from skill tests. The armor has sensors built into it that analyzes the background the marine is in and adapts a color for that armor to match the terrain.
The helmet that comes with the Type Sierra Four Combat Armor is fitted with a retractable visor which gives the wearer night vision out to 1000 meters and a heads-up display. The visor also has a sighting graticle that lowers the difficulty number to hit by one factor.
All marine combat armor comes with an IFF transponder/interrogator, which enables the marines to identify teammates on the visor HUD.
A small belt pack houses the armors life support system, which purifies the oxygen supply and recycles the drinking water for up to 48 hours. Wrist controls activate the gravity boots; helmet mounted lights, communicator, and the heads up display, night vision and the sighting graticle.
The armor can automatically repair small rips and tears (self-sealing punctures of 6 pts. or less). Larger holes must be repaired by the marine that carries 8 patches for these situations.