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Ares Intruder: Tactical Intrusion Helmet (custom gear)

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adzling

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« on: <07-29-15/1954:15> »
Hi all, here are the stats and fluff for a SOTA helmet we will be introducing into our campaign.
It's main benefit is an integrated Sensor Suite that tightly integrates with a Tac-Net.
Good for your runners, good for your HTR squads ;-)

WARNING: this is houserule territory as RAW does not permit Sensor Arrays (even tiny ones like this one) in a helmet nor does RAW permit Ruthenium Polymers in a helmet.
Enjoy!

Ares Intruder helmet

$17,995
Availability 18F

The Area Macrotechnology Intruder was designed to fulfill multi-role, hard-combat tactical intrusion duties where success of the mission is paramount. It’s ain’t cheap but sometimes failure isn’t an option.

It was designed from the ground up to incorporate as many of the sensors and features typically used by infiltration specialists into a fully armored helmet that integrates seamlessly into a tac-net.

The integral Gas Mask includes a one hour air supply with an auxiliary port at the neck line for connecting additional air tanks if needed. It is normally disabled to permit normal vocal speech but can be engaged manually or when the on-board sensors sense the presence of an airborne agent. When the Gas Mask is engaged front-facing speakers transmit the wearer’s voice in lieu of their vocal chords (this also offers megaphone-like ampification).

Careful design choices permit the helmet to function in differing modes that either optimize the user’s defense against illusion magic or alternately permit the use of offensive magic.

The visor can be set to “Visual Mode” or “Sensor Mode”.

In “Visual Mode” the wearer can see through the helmet’s visor with the option for a clear, tinted or mirrored surface. This permits spell-casting that requires site of the target. Any sensor feedback is presented to the wearer as a tactical HUD via an overly on the visor (this will NOT permit spell targeting, the user’s meat eyes still need to see the target). Switching between the various visual sensor feeds is a Free Action via voice command or mental command via the built-in Trode’s or wirelessly from the wearer’s Datajack.

In “Sensor Mode” the visor is rendered opaque and all feeds are transmitted directly to the user’s visual cortex either via the built-in trodes or the user’s Datajack. This allows the user to seamlessly access the entire sensor suite on the helmet and access the sensor suite of other Intruder Helmets on the wearer’s Tac-Net (if present). In this mode the wearer uses the Sensors rating of 9 to resist illusion magic.

The front face shield has magnetic contacts that enable user- configured faceplate choices to suit their tactical situation. The base template can be accessed on the corporate grid for printing via nanofax or other 3d printer.

Finally the helmet incorporates Ruthenium polymers that can be set to change the color, patterns and camo used on the helmet at will or in conjunction with the wearer’s other clothing (it does not offer it’s own Sneak bonus but can mitigate the negative modifiers for coverage).

Game Rules:
Using any of the visual sensors requires a perception test.
The rest of the sensors require the use of Electronic Warfare. Accessing any sensors on a helmet in your tac-net other than your own requires an EW test.

Modifications: Flare Compensation, Gas Mask, Image Link, Sensor Array (3) [Camera, Directional Microphone, Geiger Counter, Laser Microphone, Laser Range Finder, Omni-Directional Microphone, Radio Signal Scanner, Ultrasound], Trodes, Ruthenium Polymer.

Wireless: Gas Mask: The gas mask analyzes and gives you information about the surrounding air that you're not breathing.
Sensor Array: Omni-Directional Microphone: Audio Enhancement: Add the audio enhancement's rating as a dice pool modifier (+1) to your audio Perception Tests
Spatial Recognizer: You get a +2 dice pool modifier to your Perception Tests when looking for a sound's source.
Radio Signal Scanner: You may substitute the scanner's Rating for your Electronic Warfare skill when you use it.

The picture attached was grabbed from the web, from a great site where they built the 3d model:
https://cgcookie.com/course/shading-the-sci-fi-helmet/


Rift_0f_Bladz

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« Reply #1 on: <07-30-15/0145:18> »
Not bad, not sure how my gm will like it though. Personally, I think it sounds fun. Armor for this the standard +2 or can this package be added to either full body or mil-spec armor (with possible replacement of gas mask with the environmental seal)?
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

adzling

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« Reply #2 on: <07-30-15/1717:33> »
Keep in mind the cost for this package per RAW would be @$10k so there is a "balance" surcharge for this item which might help mollify your GM.

This helmet is meant to confer +3 armor (not +2) so it would fall within the realm of hardened armor if you are wearing such armor on the rest of your body.

FYI you will also need at least a 3 STR to wear this helmet in conjunction with other armor.

For reference sake a SWAT helmet is +3 armor and has 8 capacity.
So this helmet offers same armor protection with more shit crammed but it costs WAAAY more and it's Availability is also way more.

Rift_0f_Bladz

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« Reply #3 on: <07-30-15/2335:19> »
Ok, cool this is Kent for the full-body armors then. Which, honestly fits better than the light helmets.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.