Hunter's Armour Full Suit Upgrades

Full Suit Upgrades

The following upgrades enhance both the basic and specialty armours/suits overall, instead of just one component. Most of these upgrades are compatible with each other. Some of these upgrades may need to be purchased repeatedly for each Specialty Suit if more than one is possessed. These features are also available for the Exoskeletons, and some may be available for the Power Armour.

Additional or Unique Cosmetic Options
Sometimes a Hunter wants to set themselves apart from the rest, visually speaking. To do so they wish to further customize the cosmetic or visual appearance of their armour. Such things are available (to a certain extent), for a variable cost depending on the extent of the alterations. Other alterations may be granted or provided on a situational or case by case basis.
Point Cost: 0.25 – 3 points, on average, when not granted outright.

Climbing System
Used primarily in mountainous environments this upgrade replaces the components on the forearms, knee covers, and shoulder plates, and optional modifications to the boots and gloves to facilitate climbing. This system also includes various optional tie-downs, carabiners, and even belay-devices, if desired. The nature and extent of the modification is up to the individual user. The shoulder mounts can each hold 150 feet of a high-tensile micro-fibre synthetic cable each, which is also optional.
Point Cost: One (1) point.

Force Fields
This is an upgrade to all armour types; it is a basic force field. The field protects all parts of the body equally and when active must be depleted before the armour itself takes damage. If the S.D.C./M.D.C. of the field is depleted, it overloads and cannot be reactivated for 12 hours. As long as the field has not been overloaded it regenerates lost S.D.C./M.D.C. at the rate of 1D4 points per minute, but only does so when it is shut down (not in use, aka ‘At Rest’). The force field offers no environmental protection. The basic Force Field starts with an S.D.C./M.D.C. of 20 points, but may be upgraded in increments of 20 up to 100 points maximum.
S.D.C./MD.C.: 20-100; protects entire body equally.
Natural Armour Rating (in S.D.C. realms only): 12
Point Cost: 2 points for the initial 20 S.D.C./M.D.C. force field. One (1) additional point for each additional 20 S.D.C/M.D.C. (up to the maximum of 100 S.D.C./M.D.C.).

HAZMAT Armour
This is a modification to any Hunt armour allowing it to handle three times the amount of radiation, heat and cold as the standard armour.
Prerequisite: The Helmet feature.
Point Cost: 2 points.
In addition there are several other features to this upgrade:

  • There is a mini-spotlight and camera turret with two small, high-powered lights (1100 foot range). The turret can slide back and forward on top of the helmet, rotate 180 degrees on a horizontal arc, and 45 degrees on a vertical arc. The camera can transmit a live feed or record up to 10 hours per mini-disc.
  • Bio-Com Monitor (monitors the wearer)
  • Built-in Geiger counter
  • Built-in partially automatic sensory system that identifies and measures air temperature, humidity, toxins in the air, and can detect active biological agents that may be hazardous to humans (well, it can also detect those not hazardous, but one in this armour is LOOKING for the hazardous).
  • Electromagnetic gripping boots used for walking on and climbing metal structures. Electromagnetic hand pads are in a special carrying case on the hip.

Laser-Resistant Coating
Not complete laser protection like the Chome coating of some more famous suits this coating still provides protection from incoming laser fire (50% damage from lasers). If the armour sustains more than 70% damage this coating is stripped away and no longer provides the listed protection.
Point Cost: 2 points.

Naval Armour
Due to the nature of aquatic operations this upgrade was made available for all armour types as opposed to creating yet another specialty suit of armour. If more than one specialty armour type is possessed the system must be separately purchased for each type.
Prerequisite: The Helmet feature.
Point Cost: One (1) point.
Naval Armour Additional Features:

  • Depth gauge and gyro-system: Computer controlled depth and pressure gauge built into the armour and transmitted via the Heads Up Display to provide the wearer with a constant indication of depth and general direction (i.e. pointed up, down, or sideways), so the wearer can manoeuvre even in total darkness. An alarm sounds when the character sinks toward dangerous depths – to go deeper is to suffer the bends from the water pressure. Also boots designed for easy attachment of modular swimming fins.
  • Manoeuvring Jets: A dozen tiny manoeuvring jets can be activated to give the diver better control and speed while in the armour, providing a swimming bonus of +10% and doubling their swim speed.
  • Swim Fins: The boots of the armour contain retractable swim fins, and there is webbing between the fingers of the gloves/gauntlets (that may be disengaged at will). These give another +15% to the swim skill, and double swim speed. (Combining use of Manoeuvring Jets and Swim Fins will triple the base swimming speed).

Stealth Enhancements
Each of these systems can be installed in any of the armours available for a listed cost, but if more than one specialty armor type is possessed the system must be separately purchased for each type. Multiple Stealth Systems may be applied to a single suit.
Point Cost: One (1) point each.

  • Aquatic Stealth System: The finish of this armour makes it difficult to detect through sonar, almost semi-invisible, it appears and disappears and when it does appear on sonar screens, the image is smaller than man-size and often detected as 2-4 smaller blips easily mistaken for fish. -30% to sonar and Read Sensors skills while under water.
  • Electromagnetic Dampers: The suit is designed to conceal the electromagnetic signature of the wearer, making him nearly invisible not only to artificial forms of detection but also to some animals (like sharks and some nocturnal predators). -20% to detection by most artificial means.
  • Camouflage System: The outer layer of the armour changes colour to match the predominant colour of its surroundings. This includes streaks, mottled patters of varying nature to create a camouflage patter outdoors in a woodland setting and similar light/colour patter to help conceal the wearer. The suit will also make infrared and thermal emissions to make the suit invisible to thermal optics and sensors. The colour-changing aspect of this feature must be given a 5 minute break every 15 minutes or it begins to degrade rapidly to the point of being non-functional within 2 minutes. When engaged the colour-changing effect may ore may not leave the wearer open to Friendly Fire, depending on the policies in effect for a particular Hunt. -30% to Read Sensors, -20% to Detect Concealment, -4 to Perception rolls for those trying to discover the character.
  • Ghillie Suit: A three dimensional camouflage covering that covers the armour and is designed to help conceal it (and the wearer) from observation. There are two kinds of Ghillie suits available (and are mutually exclusive). The first is made up of artificial camouflage material, and the second is made up of strips of cloth and webbing to which the wearer can attach their own camouflage material, usually made up of material gathered from the surrounding or nearby areas. Wearers are +10% to Prowl and +15% to Blend & Camouflage. Observers trying to find the wearer are -4 to perception, on top of any other penalties from skill rolls and other abilities.

Utility Belt & Harness
This is a series of optional additions to any armour type that adds the ability to carry multiple small items on one’s person. The Basic Belts, Bandoliers, and Harnesses come only with basic pouches, but may be upgraded to a variety of specialty pouches. If more than one specialty armor type is possessed the system must be separately purchased for each type.

  • Utility Belt: A basic belt system with multiple pouches. A utility belt on average can have between five and ten pouches depending on size and type. For the basic belt system a choice of 6 medium utility pouches or 10 small utility pouches is available, and must be made at the time of purchase. A suit of armour can only have one utility belt. Point Cost 0.5 points.
  • Bandolier: Similar to the utility belt, only worn over the shoulder. Bandoliers on average have 6-12 pouches, when they are not specialized for another purpose (the most common being ammunition). At the time of purchase/upgrade a choice between 6 medium, 12 small, or ammunition must be made for the bandolier (and if ammunition, which type of ammunition). A suit of armour can have one or two (one over each shoulder) bandoliers. Point Cost: 0.5 points each.
  • Utility Harness: An upgrade to the utility belt, adding a yolk or suspender-style shoulder straps. This allows one to increase the pouch size greatly. Average is 6-8 large size pouches (each can roughly carry a can of soda or beer). Additionally there is a pouch on each shoulder and the option of one or two pouches on each strap as they go up the torso. This option requires the Utility Belt as a prerequisite, and replaces it. Point Cost: 0.5 points.
  • Enhanced Harness: To further upgrade the Harness this option adds thigh-straps for additional pouches, or one large pouch oft known as a ‘drop bag’. As well there are straps to add under-arm pouches, although frequently these are replaced with holsters, but most often they are ignored or forgotten about. There is also a Strap on each upper arm for an additional small or medium pouch. This option requires the Utility Harness as a prerequisite and replaces it. Point Cost: 0.5 points.
  • Back Scabbard/Holster: If one has either a Bandolier or a Harness and no Tripack then they can add a Back Scabbard or Holster to it. This is a large specialty item that can be used to hold a sword (or sometimes two swords or other melee weapon) or a weapon such as a shotgun or rifle, within certain size limitations. Those with a Bandolier may have one Back Scabbard or Holster per Bandolier (which will cross each other in the back). Those with a Harness (either type) may have one or two Back Scabbards or Holsters, if two they will cross like with the Bandoliers. If one utilized the Tripack system a single Back Scabbard or Holster may be used, and it will run vertical alongside the pack on either the left or right hand side (user’s choice). Point Cost: 0.25 points each.
  • Specialty Pouches, Sheathes, Scabbards, and Holsters: There is a wide range of available replacements to the default pouches that are available. Hip Holders, Grenade Pouches, Knife Sheathes, Magazine Pouches, and Handcuff cases, are just a few of the examples of what is available. This Utility System is very similar to Law Enforcement tactical belts, or the MOLLE or PLCE systems of late 20th and early 21st century Earth. The varying sizes of these options may limit how many one can have; it would be possible to have a Utility Belt with more than a dozen pouches, or to have one that only has two or three pouches. Personal preference and available space may limit available options. Point Cost: 0.25 points for two specialty options/changes. 0.5 points for five options/changes. One (1) point for 12 (a full dozen) options/changes.

Hunter's Armour Full Suit Upgrades

The Hunt 13eowulf