Modular Armor System
Modular Armor System
A tiered protection model blending narrative tone, tactical readiness, and mission profile.
Each armor class provides a number of “modular slots” — think of them as adaptive subroutines, plug-in modules, or specialized overlays. The more serious the armor, the more slots you get — but the more it signals aggression or raises complication thresholds. All suits comes default with
- Bio-Monitor / Transmitter – Records vitals & relays to sickbay.
Armor and Protective Gear
Name | Protection | Module Slots | Cost |
---|---|---|---|
Armored Vest | 1 | 1 | Standard Issue |
Body Armor | 2 | 2 | Opportunity 1, Escalation 1 |
Environmental Suit | 1 | 2 | Opportunity 2 |
Personal Forcefield | 3 | — | Opportunity 1, Escalation 2 |
Tactical Suit | 3 | 2 | Opportunity 2, Escalation 3 |
Tier 1: Armored Vest
“Meet-and-greet” ready. Light defense, concealable. Appears civilian or Starfleet casual.
- Resistance: 1
- Slots: 1
- Visual Style: Uniform-lined. Detectable only under scan or tactile check.
- Escalation Profile: Low. No penalty for public presentation.
Possible Modules (Choose 1):
- Cloaking Field (Light) – Stealth bonus 1, short duration.
- Sensor Suite (Passive) – Thermal, EM spectrum analysis.
- Micro-Shield Layer – Adds 1 Shield, one-time use.
- Data Uplink/Recording Package – Audio/video record & transmit.
Tier 2: Body Armor (Standard Duty)
“Field-ready.” Starfleet uniform integrated with protective tech. Not stealthy, but not overtly hostile.
- Resistance: 2
- Slots: 2
- Visual Style: Combat or utility variant of uniform (DS9/Voyager style vest), modular fabric.
- Escalation Profile: Medium. NPCs react as “prepared for conflict.”
Possible Modules (Choose 2):
- Stealth Mesh – +1 Stealth tasks, disadvantage in melee.
- Enviro-Seal Layer – Breathing filter, sealed atmo (non-vacuum rated).
- Personal Shield Generator – Adds 2 Shield, drains on crit.
- Medical Auto-Injector – One-time Heal 2 or Adrenaline Surge.
- Cognitive Assist Chip – Bonus to Reason/Control checks once per scene.
- Kinetic Dampener – Reduces knockback, fall damage, etc.
Tier 3: Tactical Armor
“We're not here to talk.” Black-on-black, hardened for breach or heavy fire. Expect resistance.
- Resistance: 3
- Slots: 2 (but see Ops Cost)
- Visual Style: Combat plates, HUD, powered assist gear (think S31 or SWAT).
- Escalation Profile: High. Adds +2 to Complication Range on social scenes unless concealed or explained.
- Operations Cost: Each use requires 2 Momentum or 1 Threat to represent deployment prep, logistics, or risk of exposure.
Special Gear Add-ons (Choose 2):
- Breach Kit – Mini plasma cutter, door override kit.
- Repel Line Launcher – Grappling/rappel gun.
- Combat HUD – Target tagging, line-of-sight sharer.
- Stun Shielding – Resistance to concussive weapons.
- Combat Drugs Dispenser – Optional use: pain suppressor, reflex enhancer (add +2 Stress if used).
- Auto-Stabilizer – Negates 1 wound before collapse.
Tier 4: Environmental Suit
“Not a combat suit, but you’ll live in vacuum, acid, or storms.” Think Starfleet Hazard Team — minus the phasers.
- Resistance: 1–2 (depends on type)
- Slots: 2 (environmental only)
- Visual Style: EVA, field science, or medical containment gear.
- Escalation Profile: Neutral, but reduces mobility or visibility.
Environment Modules (Choose 2):
- Vacuum-Rated Suit Layer
- Toxic Atmosphere Filters
- Radiation Dampening Lattice
- Sensor Hardened Visor – Protects against light/sound-based attacks.
- Pathogen Seal + Decon
- Tactile Feedback Membranes – Improves Engineering/Medical checks in hostile conditions.
Narrative Integration: Who Sees What?
- Armored Vests: Fully concealed. NPCs unaware unless scanned or touched.
- Body Armor: “Oh, you’re not a regular crewman, are you?” — raises mild suspicion.
- Tactical: Very aggressive. Might trigger combat on sight in contested zones.
- Environmental: Often ignored. Treated as work gear unless deployed in combat.
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