The modern space suit is a true example of how far space technologies have come over the decades. As little as thirty years ago, space suits were massive, cumbersome affairs that one person could not hope to put on alone. This bulkiness limited what the suited person could easily accomplish. Modern space suits are much lighter and far more effective.
Most space suits are made up of three parts. First, a person wears a body glove, which contains sensors for monitoring his vitals, thermal cells that maintain his body temperature, and micro bladders which pull sweat away and convert it into drinkable water.
It also acts as temporary protection from the hard vacuum of space should the outer suit be breached, though it is only effective in this role for less than an hour – generally long enough for someone to return to the safety of a ship or station.
The outer shell of the space suit is made of a highly flexible kevlar-carbon composite weave that acts as a shell against the cold vacuum and deflects the radiation that bombards anyone outside the protection of a spacecraft hull. This outer shell has no hard joints, save for the attachment ring for the helmet, and is nearly as flexible as the inner body glove.
Utility belts worn outside this provide places for tools to be attached. Micro thrusters built into the feet, hips, shoulders and palms of the suit provide the wearer a great deal of mobility. The final part of a space suit is the helmet. Available in a whole host of models, such helmets are highly sophisticated, containing the computer systems that operate the entire suit. On the inside of the face shield, the user can customize a variety of displays to assist him in his task, provide navigational data, or coordinate communications, depending on what is needed. Many spacers spend a great deal of time customizing their displays.
Confusingly, modern suits are nicknamed ‘Hard Suits’ as a function of their somewhat sleeker exterior, as opposed to the older style ‘Soft Suits’: these are now used only as emergency suits by some ships crews, or on some colonist homesteads.
A couple of specialised suit types also exist: the HEV suit which does actually feature additional ceramic plating, for functionality in hostile atmospheres, and the MIlitary Vacc Suit which has additional armor at the cost of life support endurance.
Vacc Suits are generally customised for function, eg planatery exploration or zero G use, and to this end each suit has a number of customisation ‘slots’, which may incorporate additional features.
|SUIT TYPE||SKILL NEEDED||ACTION PENALTY||COST CR.||WT||SLOTS||DR|
|Vacc Suit: Softsuit||Vacc 0||-2||2000||8||2||3|
|Vacc Suit: Hardsuit||Vacc 0||-1||3500||10||3||4|
|HEV Suit||Vacc 2||-2||7000||18||3||6|
|Military Vacc Suit||Vacc 1||-2||4800||12||3||8|
SKILL NEEDED & ACTION PENALTY:
Without the skill stated physical skills are at a penalty of -2 per level short of what is required. A person with no skill wearing a Hardsuit would be at base -3 penalty. A person with Vacc 0 wearing a HEV suit (requires Vacc 2) has a base of -4 penalty.
In ADDITION the action point penalty is applied. Thus in the above examples the no Vacc skill wearer with a hardsuit would be at -3 (for no skill) and -1 (action penalty) for a total -4
In the second example wearing a HEV suit would be -4 (for only Vacc Suit 0) and -4 (action penalty) for a total -8. This may be modified by INT , and Zero G Skill OR Survival in an appropriate environment
In ADDITION the action suit penalty is reduced by any additional levels of Vacc Suit above the minimum.
Total effect cannot be above 0 effect.
For the Players:
|CHARACTER||INT Mod||VACC||Softsuit||Hardsuit||HEV Suit||Mil. Suit||Other Mods|
|Spyder||0||+1||0||0||-5||-2||with Baospace mod|
|Jake||0||none||-5||-3||-11||-7||with Baospace mod|
|Marcus||+1||+2||0||0||-1||0||Zero G 1, Desert Surv 1|
|Jonas||+1||0||-1||0||-7||-3||with Baospace mod.|
|Doc. Orlov||+1||+1||0||0||-5||-1||Desert Surv 1|
|Eight||0||none||-5||-3||-11||-7||with Baospace mod|
BREACH!: All non Softsuits are self-repairing but they aren’t magical. Once a suit is breached (perhaps from colliding with a piece of sharp debris while the wearer is repairing a drive) it takes 1-3 turns for the suit to repair the tear. In the first turn the wearer suffers 1 pt of damage, in the second turn he suffers 2 pts of damage and in the third turn he suffers 4 pts.
For larger breaches, the damage is instant and often fatal, depending on the environment. A gel sheath may repair up to 20 pts of suit damage, minor or major before the suit loses its self repair function (30 pts for Military Suits).
To repair a major breach: Vacc Suit, 10-60 seconds/ hours Temp/Pern , Difficult (-2) or Very Difficult (-4) if repairing one’s own suit. All suits include a suit repair kit.