Defensive Systems

      These special systems are rarely if ever seen in Power Armor types outside of those used by Desert Star. Why foreign powers have done so little to protect their powered armor troopers, through the use of simple systems such as these, remains unclear. What is clear is that Desert Star fully intends to learn from their mistakes!

EMP Sponge: This is an obsolete form of defence versus Electro Magnetic Pulses. In effect what it is, is a special form of circuit breaker. Once an EMP strikes, the sponge absorbs the power from the suit's systems, and fries itself - consuming the energy that would otherwise have fried the unit's circuitry. Afterwards the suit is unprotected from EMP attacks, and the sponge must be replaced to resume protection.

EMP Capacitator: Derived from the archaic sponge, this system is very similar in that it draws the EMP to itself. Unlike the sponge however, it is capable of cycling the energy without frying itself in the process.

Smoke Cannister: A common system found on military vehicles is a simple smoke dispenser that releases dense clouds of colored smoke capable of barring a clear view of the vehicle/unit it is outfitted upon. Use of IR obscuring smoke prevents thermal imaging, infrared vision and weapons guided via these means from finding their mark.

Stardust Cannister: This defensive system deploys a cloud of reflective glass dust into the immediate area surrounding the power armor unit. The effect of such a system is quite impressive in that it blocks all laser guidance from reaching it's mark - and perhaps more importantly bars laser weapons from having any effect on a unit so protected! Although the cannister is effective 90% of the time (Roll for each laser attack/attempt to get a laser lock.), it only protects the unit for 1D6 rounds of combat. In the initial phases of a battle, this could be a significant advantage. Use of the Stardust Cannister, requires an attack to be taken to deploy it. If the power armor operative so chooses he or she may opt to deploy it as a parry, taking up an attack to do so, at a penalty of -2. If the system is linked to a laser detector, the moment a laser touches the suit the stardust cannister may be set to engage.

Chaff Cannister: This is a ground based chaff dispenser, designed to negate the usefulness of radar and weaponry guided by these means. This system may be deployed manually as a parry/action or via the use of a radar/microwave detector, and is effective 01-70% of the time in spoofing radar and radar guided ordinance. Against modern missiles it is only partly effective as they typically use radar and optic guidance to lock onto a target. If used in conjunction with a Flash Cannister, however, it is very effective. (Used by itself it is only 01-35% effective - used with the Flash Cannister it is 01-70% effective.)

Flare Cannister: This system is designed to overload optical systems, with a bright hot flashing flare. This is effective against infrareds, thermals, passive nightvision and optical guidance on modern missiles 01-90% of the time. Since most modern missiles use both optical and radar guideance, however, the chances of success are reduced to a mere 01-45% when used by itself. When used in conjunction with a Chaff Cannister, they may be successfully spoofed 01-70% of the time. If the weapon happens to be smart, laser guided, weapon though - a stardust cannister needs to be deployed.

Electronic Counter Measures: The age old ECM, once again brought to life. This system is similar to the Wild Weasel SAMAS system in the World Book 14: New West. However this is only the jamming system that permits the unit to block radio and radar transmitions 65% of the time, and block the guidance of incoming missiles, providing the attackers with a -7 to strike. This system has a 100 mile radius of effect.

Electronic Counter Counter Measures: This system is specifically designed to fight against ECM, regardless of whether it's air based, ground based, or sea based. It has a 60% chance to burn through ECM, effectively making this unit a communications platform, in a ECM environment.

Stealthing: The rarest addition to any unit is stealthing, this completely renders the unit invisible to Radar, thermals, and infrareds. It baffles Radar 90% of the time and Thermals/Infrareds 80% of the time. Although this sounds great, there is a great cost as well, both monitarily, and physically.

      Step 1: Reduce the suits weight capacity by 10%.
      Step 2: Reduce the external system placements by 10 per body area.
      Step 3: Multiply the Credit cost by 5!

IR Baffling: This reduces the Infrared signature of the suit, thereby reducing the chances of the suit being observed via infrared or thermal optics by 40%, at a nominal fee of 10% of the Layout cost.

Sonar Baffling Modifications & Absorbant Coating: This modification is designed to make a suit of power armor more quiet, combined with a sonar pulse absorbant rubberized coating. These modifications make the suit quieter than normal power armor, without the hum of electronics, and without the mechanical sounds that they typically make while moving. (Improves the prowl capacity of the suit by +20%, when in the proper conditions.) The rubberized coating absorbs sound waves fairly effectively, giving a sonar operator a -80% to detect the suit, when undamaged. For every 5 M.D.C. inflicted to the suit decrease this percentage -10%, as some of the rubberized coating is ripped, blasted, or burned away. The rubberized coating has little to no effect on vibro-weapons, despite the fact that they use sonic emissions to inflict damage.

S-Mart LPL-3A Light Pulse Laser: A highly useful system, that is less a weapon system, than it is a defensive system. Essentially it is the same LPL-3, as described in the energy weapons section, but coupled with a sophisticated beam-splitter device. When in use it creates a beautiful peacock like array of laser beams that covers a 120 degree area for five seconds, but then the system must be cooled for a full melee after. It's designed function is to destroy volleys of deadly anti-armor mini-missiles, but it seconds as a deadly close range anti-infantry weapon - inflicting 2D4x10+6 M.D. to any and all who enter the radius of it's effect. Although it may be mounted on the front or back of power armor units, it is most often mounted on the back - as it is too easy to land a limb or weapon within the area of effect in the front.

Name Damage R.O.F./Attack Range S.R. Cost Weight M.D.C. Payload
EMP Sponge N/A N/A N/A 2.5 500 2 Lb. N/A 1
EMP Capacitator N/A N/A N/A 5 5,000 5 Lb. N/A N/A
Smoke Cannister N/A 1 N/A 5 500 8 Lb. N/A 6
Stardust Cannister N/A 1 N/A 5 500 3 Lb. N/A 2
Chaff Cannister N/A 1 N/A 5 500 5 Lb. N/A 3
Flare Cannister N/A 1 N/A 5 500 2 Lb. N/A 3
E.C.M. N/A N/A 100 miles 20 250,000 60 Lb. N/A N/A
E.C.C.M. N/A N/A N/A 10 100,000 12 Lb. N/A N/A
Stealthing N/A N/A N/A Special Special Special N/A N/A
IR Baffling N/A N/A N/A N/A Special Special N/A N/A
Sonar Baffling Modifications & Absorbant Coating N/A N/A N/A 5 external per location 85,000 25 Lb. N/A N/A
LPL-3A Special Special 60' 30 75,000 45 Lb. 20 Special




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