| Light Intensity Artificial Darkness Natural Darkness Dusk, smoke, thick gas, etc. Average room light, cloudy day, minor smoke, etc. Bright room light, partly sunny day, etc. Intense artificial light, floodlight, sunny day High intensity concentrated light, powerlight, close proximity flare, etc. | SEU/10
turns 1/4 1/2 1 1.5 2 3 4 |
One SEU is drained each time the screen absorbs a point of damage from a laser.
Visible penetration of the shell is impossible while the LSS is on, but detection is possible in one of two ways. Infrared optics always show the proper heat image and location of an individual usuing a LSS. Ultraviolet optics show operating LSSs as areas of solid purple light.
Light shift screens are rare and expensive. Most civilized worlds forbid their use as they are prefereed devices of criminals, Sathar agents, etc.
There are three types of LSSs.
Type I: A Type I LSS bends all light away from the shell, thus creating a totally black area. This LSS types is usually used at night or by a character masking his identity.
Type II: The Type II LSS shifts the wearer's image away from his actual location to a distance of one to three meters in a fixed direction. The direction must be specified whenthe character purchases the device. Type II LSS devices that are found or taken from fllen foes can ahve their direction determined by using the Area Effect Weapon Miss Diagram. The shifted image that appears is an exact duplicate of the character using the LSS. This version of the LSS is often used by Star Lawmen and Landfleet officers to draw enemy fire away from themselves.
Type III: The Type III unit is a variation on the type II but instead of shifting a single image of the wearer it creates up to five images (at the wearer's option), all exactly the same. Type III LSSs always create the images in a side-by-side line, with up to three meters between each image. These LSSs are often used by Landfleet soldiers to draw fire away from themselves and to swell their ranks, thus confusing the enemy.
DEFENSIVE SUITS
Synthvelope: A sythvelope suit is a synthetic one-piece envelope that
absorbs the damage from proton beam weapons (rafflurs). For each point of damage
absorbed, the suit receives one point of damage. When it has accumulated at
least 100 points of damage, the suit becomes useless. The suit must be stepped
into from the back and zipped up, completely encasing the wearer's body except
for the head. It isflexible enough even for a Dralasite to use.
Maser Mesh: Maser mesh is used to protect against maser attacks. It
resembles chainmail and can be purchased in different sizes.
Full maser mesh, which almost touches the ground, is heavy and a bit
cumbersome. While is completely nullifies the effect of maser fire, it is also
easily picked up by scanners and radar.
Partial maser mesh, similar in size to a long shirt, is lighter and harder to
trace than full mesh, but only absorbs half the damage from masers.
A character wearing maser mesh is vulnerable to electrical attacks and
receives an additional 50% damage from them. Maser mesh does not adapt well to
unusual Dralasites shapes.
Dead Suit: A dead suit is a black one-piece synthetic garment that
resembles a wet suit. It masks the heat emissions of the character wearing it,
thus preventing any IR devices or heat scanners from detecting the wearer.
Gridsuit: The gridsuit is probably the most unusual, sought after, and
expensive of defensive suits. Like skeinsuits, it comes in both military and
civilian styles. The military style is a camouflaged uniform that has convenient
patch pockets. The civilian style can be any fashion desired, though this may
increase the cost.
Much more important than the style is the inner lining of the suit, a
nullifying absorption field circuit that absorbs and dissipates large amounts of
energy. The suit can absorb up to 30 points of energy damage per turn from
lasers, rafflurs, masers, bolt weapons, and electrical attacks before it allows
damage to pass through to the wearer.
If attacks cause more than 30 points of damage in a turn, the excess damage
is inflicted upon the wearer. The suit absorbs damage in this fashion every
turn. It is destroyed after 100 points of damage are received from projectile or
gyrojet weapons. It also comes in elasticized styles for Dralasites.
Helmets come in many shapes and sizes to fit all races. Most are made with
modular sections that can be removed to add microphones, goggles, etc. The items
in this section can be added to helmets.
There are eight ports on a helmet; only one item can be attached to a port.
The cost for a helmet attachment is slightly more than for the normal item (add
20%). Items marked "(a)" are found in the Alpha Dawn rule book, other items are
described in this book.
Power helmetpack Visors can have up to three functions, such as electromagnetic, infrared, and
ultraviolet capabilities. These combination visors are more expensive than
normal ones (the cost of all three types is +20% of the total cost).
Sonic Headphones: These headphones are only found in a helmet and are
useless if removed. They provide a natural, non-powered sonic baffler that
protects the ears and head from sonic damage. Any character wearing a helmet
with sonic headphones only receives half damage from sonic attacks, unless
otherwise stated. Extremely strong sonic attacks, such as boomer grenades or
sonic warheads, affect the entire body and sonic headphone have no effect on
those.
Minigrenade Launcher: This device can hold six sonic marble grenades
and has a range of 25 meters (no range combat modifiers apply). Up to three
grenades can be launched per turn. This grenade launcher is activated by a
jaw-tension mechanism and is an action that can be performed in addition to ther
actions that round. (Referees should note that if the player is firing a
hand-held weapon that round the grenades must be launched in the same direction
as the player is looking.)
A minigrenade launcher cannot be affixed to a helmet that is already equipped
with helmet rafflurs. The minigrenade launcher can launch a total of 60 grenades
per microdisc.
Helmet Rafflurs: These double projections (one on each side) on the
helmet are actually two rafflur M-1s that are activated by a jaw-tension
mechanism. The range is 12 meters maximum (no range combat modifiers apply) and
a single attack roll is made for both rafflurs.
Each rafflur has its own microdisc power source. Helmet rafflurs cannot be
affized to a helmet that already has a minigrenade launcher attached.
Gas mask (a)
Infrared (IR) goggles or visor
(a)
Magnigoggles or visor (a)
Poly-vox (a)
Radiophone (a)
Sun
goggles or visor (a)
Electromagnetic goggles or visor
Infralight
IR
high resolution goggles or visor
Powerlight
Solar goggles or
visor
Starlight goggles or visor
Ultraviolet (UV) goggles or
visor
Sonic headphones
Minigrenade launcher
Helmet rafflurs
Computer
link (see Computer section in this book for helmet additions)