Suits in Heisenberg

The classic bubble helmet has been a staple of SF illustration almost as long as there has been SF art. So why would it still exist in Heisenberg if so-called modern spacesuits have abandoned their use? Maybe we can use some ideas to fill the gap. Shining silver suits with bubble helmets and strong-jawed heroes might even be a goal to aspire to. In Heisenberg the standard suit is of any color or colors the wearer chooses, and in some places a suit is a mark of individuality. Of course, standard Naval suits are uniforms and are all regulation, black.
The gamut of SF games is broad today. We have ideas from cyberpunk existing alongside the grim darkness of eternal war, alternate futures, and mecha saving the galaxy. Stealing from any or all of them is perfectly acceptable. See Rule 2 in the beginning of this book. 

In Heisenberg suits (not "vacc suits") are widely capable and versatile in many environments.
Modern suits used for launches and landings today are composed of 5 layers and weigh 40kg. Lunar EVA suits weighing about 140kg. This is massive in comparison with the suits presented in Traveller. It may be manageable in very low gravity, but the mass and weight of modern suits are not sustainable for humans to use in gravity. Even in low gravity the mass is a problem. Only significant advances in materials science are going to make these types of suits postulated here possible.

At TL7 that's what we have. Cumbersome multilayered suits that are inefficient and difficult for a single person to don or use. Basic models are 40kg costing CR50k with an endurance of only 4 hours. Communications range is 1km. So where do we go from here?
At TL8 suits are beginning mass production. Hundreds of units become thousands or more. Materials science significantly reduces the number of layers and mass of the suit. As suits become a platform the standard capabilities are more robust, and additional capabilities become more modular. Communications range is 5km. Basic models weigh 20kg, costing CR25k with an endurance of 8 hours. External modules for extended EVA, endurance, and other capabilities become available rather than separate purpose-built suits.

At TL10 suits become ubiquitous, personal, and even begin to have fashion elements along with additional capabilities. Basic models weigh 15kg, costing CR15k with an endurance of 12 hours. The communications range is 250km. There are some other changes.
They can be worn over clothing, though not as comfortably as traditional under suits. Body waste capabilities can remove and filter water almost perfectly providing significantly more endurance. Traditional under suits are necessary for that capability but it is present.
Hostile suits are used for more hostile environments. Analogous to the suits used today for lunar or EVAs. These suits weigh 25kg cost CR20k and extend the endurance to 18 hours and nearly double the armor protection for impact, energy, radiation, and corrosives.

TL7 Suit 40kg CR50k. Endurance 4hrs. Comms 5km. Armor-0

TL8 Suit 20kg CR20k. Endurance 8hrs. Comms 5km. Armor-2

TL10 Vacc Suit 15kg CR10k. Endurance 12hrs. Comms 50km. Armor-4

TL10 Hostile Suit 25kg CR20k. Endurance 18hrs. Comms 500km. Armor-7

TL12 Vacc Suit 10kg CR10k. Endurance 16hrs. Comms 1000km. Armor-7, Medkit. Inertial Locator. HUD. Nutrition 7 days. Armor is effective against all damage.

TL12 Hostile Suit 15kg CR15k. Endurance 24hrs. Comms 1000km. Armor-10. Medkit. Inertial Locator. HUD. Nutrition 7 days. Armor is effective against all damage.

At TL12 Suits are a fully mature and modular technology. Basic models weigh 10kg, cost CR10k with an endurance of 24 hours. At TL12 standard suits also include very basic nutrition for 7 days and integrated water reclamation with a standard medical kit and self-sealing capabilities up to 6 points of damage. Communications range is 1,000km and is capable of satellite communication.

At TL13 the Imperium Navy starts using a modular system that encompasses multiple capabilities. The basis for this system is the skin suit. The skin suit becomes the basic workday Naval uniform and foundation for all other capabilities. This suit encompasses basic life support with two hours of endurance without any additional equipment. It includes an automatic helmet and some limited self-sealing capability. Because the suit is worn constantly as a uniform, it allows a crewman to reach other resources and their locations in case of emergencies.

A duty suit can be added for EVA, during combat stations, damage control, and alert warnings. It provides 30 hours of life support and other increased capabilities that align with the "standard" TL13 vacc suit. There is also a Boarding Suit with significantly increased armor and environmental protection designed for Naval personnel exposed to combat situations like boarding and anti-boarding parties, damage control, and combat duties on craft that do not carry marines. An exoskeleton and grave belt accessories are commonly available. There are also other specific configurations that are possible but are not widely enough used to be discussed here.

TL13 IN Skin Suit 4kg CR7k, End 2hrs, Comms 500km, Armor-4, Medkit, Inertial Locator, HUD. Nutrition 7 days. Armor is effective against all damage.

TL13 IN Duty Suit +6kg CR3k. End 30hrs. Comms 5000km. Armor-7. Medkit. Nutrition 7 days. Armor is effective against all damage.

TL13 IN Hostile Suit +9kg CR8k, End 30hrs, Comms 5000km, Armor-14, Medkit, Inertial Locator, HUD. Nutrition 7 days. Armor is effective against all damage.

TL13 IN Boarding Suit +11kg CR10k, End 30hrs, Comms 5000km, Armor-11, Medkit, Inertial Locator, HUD. Nutrition 7 days. Armor is effective against all damage.

TL13 IN Exoskeleton +15kg/Effective CR30k 0, Adds no armor. Battery 24hrs. STR-18, DEX -2, END-18.
The exoskeleton is designed to support personnel in extreme gravity and assist with ammunition loading and heavyweight engineering tasks.

TL13 IN Grav Belt +6kg/Effective CR30k 0, Adds no armor. Battery 24hrs.
The Grav belt allows full flight capabilities and orbital insertion. It even allows the possibility of reaching orbit, although this is extremely dangerous.

TL13 Suit 8kg. CR8k. Endurance 30hrs. Comms 5000km. Armor-7. Medkit. Inertial Locator. HUD. Nutrition 7 days. Armor is effective against all damage.

TL15 Suit 4kg. CR6k. Endurance 30hrs. Comms 5000km. Armor-7. Medkit. Inertial Locator. HUD. Nutrition 7 days. Armor is effective against all damage.

TL15 Exoskeleton +10kg/Effective 0. CR100k. Adds no armor. Battery 24hrs. STR-20, DEX -2, END-20.
The exoskeleton is designed to support personnel in extreme gravity and assist with loading and heavyweight engineering tasks.

TL15 Grav Belt +3kg/Effective 0. CR20k. Adds no armor. Battery 48hrs.
The Grav belt allows full flight capabilities and orbital insertion. It even allows the possibility of reaching orbit, although this is extremely dangerous.

Combat Armor encompasses a standard suit and adds a combination of Hard and Soft Armors, NBC features, and weapons integration options. Chameleon capabilities are integrated into variants at TL12+. Otherwise, they must be purchased separately.

TL10 Combat Armor 25kg, CR35k, End 24hrs, Comms 500km, Armor-14, Medkit, Inertial Locator, HUD. Nutrition 7 days. Armor is effective against all damage.

TL12 Combat Armor 20kg, CR25k, End 30hrs, Comms 500km, Armor-14, Medkit, Inertial Locator, HUD, Weapons integration. Interface link. Nutrition 7 days. Armor is effective against all damage.

TL12 Grav Belt +10kg/Effective 0 CR50k, Adds no armor. Battery 24hrs.

TL14 Combat Armor 10kg, CR20k, End 30hrs, Comms 5000km, Armor-14, Medkit, Inertial Locator, HUD, Weapons integration. Interface link. Nutrition 7 days. Armor is effective against all damage.

Battle Armor adds increased protection, life support predictive targeting with increases to effective strength and endurance from exoskeleton capabilities. Troopers equipped with Interface jacks have no dexterity penalties while using the armor.

TL13 Battle Armor 30kg/Effective 0kg, CR250k, End 36hrs, Comms 5000km, Armor-21, Medkit, Inertial Locator, HUD, Weapons integration. Interface link. Nutrition 7 days. Armor is effective against all damage. STR 18, -3 DEX, END-18. DEX Penalty is 0 if the wearer uses interface. Vacc Suit 2+ lowers DEX penalty to -2, Suit 3+ lowers DEX penalty to -1.

TL15 Battle Armor 20kg/Effective 0kg. CR200k. Endurance 48hrs. Comms 5000km, Armor-25, Medkit, Inertial Locator, HUD, Weapons integration. Interface link. Nutrition 7 days. Armor is effective against all damage. STR-20, -1 DEX, END-20. DEX Penalty is 0 if the wearer uses interface. Vacc Suit 3+ also lowers DEX penalty to 0.

There are many configurations and models of different suits used across the Imperium and Charted Space. Far too many to discuss at length here. Players and GMs can also design and modify existing suits, reconfigure equipment, and install additional capabilities based on their own needs.

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