As with weapons, T5 doesn't give you a list of armor you can buy, but instead gives you a set of rules from which to make custom armor. This is a little involved it you have to do it on paper, but fortunately the same folks who make the online "gunmaker" tool also made an "armormaker" (which you've probably seen if you looked at the gunmaker tool already). Before getting started with the armormaker tool, here are some notes on armor, and some starting limitations for our game.
In T5 "Armor" is a catchall term for any kind of protective gear. In true T5 rulebook form, "Armor" is also specific type of "Armor" (yes really. p225 if you care).
T5 armor can be "powered" or "un-powered", "braced" or "un-braced" and "morphic" or "non-morphic." "Powered" armor has enhanced physical capabilities, "Braced" armor is structured internally to withstand force (like recoil), and "Morphic" just means its similar in shape to the user. Here are some examples:
Leather Armor (un-powered, un-braced, morphic)
Plate Mail (un-powered, braced, morphic)
Fallout 4 Power Armor (powered, braced, morphic)
Power Loader Ripley uses to kill the Xenomorph Queen in "Aliens" (powered, braced, non-morphic)
Here are the 5 basic types of armor along with power, bracing and morphic characteristics:
Dress - Ultimate battle armor. Powered, Morphic and Braced.
Suits - Basic protective suits (hazmat, vacc., etc.) Un-powered, Morphic and Un-braced
Armor - Anything powered and morphic that isn't "Dress." Powered, Morphic, Un-braced
Unit - Like Ripley's Power Loader, more of a machine. Powered, Non-Morphic, Braced or Un-Braced
Item - Standalone pieces of equipment like shields or helmets. Powered or Un-Powered, Morphic or Non-Morphic, Braced or Un-Braced.
armor provides one or more of the following protections:
Armor - protection against bullets, frag and physical blows
Cage - protection against Electromagnetic Pulse (EMP)
Flashproof - protection against Flash (bright light)
Radproof - protection against Radiation
Soundproof - protection against sonic attacks
PsiShield - projection from psionic activity (we're not using psionics)
Insulated - protection against heat, cold and shock (electrical)
Sealed - protection against harmful liquids and gasses
Note for our game: If you have "Insulated" armor, we'll have to specify whether its thermal (hot and/or cold) and/or electrical.
Using the amormaker tool is just like using the gunmaker tool. Go to the link (Traveller 5 Armor Maker) and select from the pulldowns:
Stage - Burden - (blank) - Descriptor - Type
I've listed the various options below, although there are some on the tool that aren't in T5. Starting limitations for our game:
Stage - Standard, Basic, Improved, Modified
Burden - Vlight, Light, Medium, Small
Descriptor - Assault, Combat, Combat Env, Environ, Exploration, Hazmat, Hot, Labor, Police, Prospector, Protected, Vacc
Type - Suit (keeping it all low-caliber to start with)
Armor Descriptors:
None/Blank - armor has no modifications or effects
Carrier - armor item for carrying weapins/gear (must be specific for weapons)
Assault - Relatively light, for short term operation
Battle - Protection against most battlefield threats
Boarding - Tailored for Zero-G operations
Cold - Protection against low temp environments
Combat - Medium term operations
Drop - Structured to protect against temp extremes from orbital entry and battlefield dangers
Environ - Protects against typical enviro threats, temp, vacc, flash
Combat Environ - Same as Environ but with some standard battlefield protections
Exploration - Long term use against typical world surface environmental threats
Hazmat - protection against hazardous materials
Hostile Environ - Extreme Environ
Hot - Protection against high temp environments
Police - Protection against "police" type hazards
Prospector - Hostile Environ with included survey and search tools
Sapper - Combat Environ with combat engineer functions (?)
Vacc - Protection against vaccuum
Labor - Provides enhanced strength
Armor Burden:
Disposable - Manufactured from inexpensive material. Not meant to last more than a few days
Heavy - Significantly heavier than standard with improved durability and protection
Light - Armor is significantly lighter than standard, but with less protection and durability
Medium - Standard weight, durability and protection
Vlight - Very light, significant reduction in protection
Oversize - Oversized armor, about double that of standard (must always be powered)
Titan - Even bigger than Oversize (about 3x standard armor)
Armor Stage: (effects based on technological cycle)
None/Blank - No effects based on stage
Advanced - armor is significantly better than standard. Increased damage.
Alternate - armor uses alternate technology to achieve effects
Basic - armor is stripped down design with greater weight but reduced cost
Early - armor is preliminary design available through mass production but still some flaws
Enhanced - armor includes additional features
Experimental - armor is hand made test model
Improved - armor has minor improvements
Modified - armor features improvements
Ultimate - armor is best possible for type
Prototype - armor is hand made
Remote - armor is remotely operated.
Standard - Same as None