
Environmental & Mechanized Suits
Environmental and mechanized suits are worn gear that extend a character’s capabilities in the Cradle’s hostile environments and combat situations. These suits are treated as advanced armor and worn devices in the core rules — they count fully toward encumbrance (Carry Limit: Strength × 10 kg), stack with other worn pieces for Armor Value (personal max total AV 12), and provide Additional Modifiers (+1 to +5), Attribute Modifiers (AtMods), Gravity Rating Modifier (GRM) adjustments, or special effects such as environmental protection or integrated weapons.
All suits are environmental by default (sealed against vacuum, radiation, toxins, and extreme temperatures).
They require power (micro-fusion cell or batteries; track duration in hours or combat rounds).
Suits that add +Strength AtMod (powered assistance) impose no encumbrance penalty while functional. If power fails, the suit becomes dead weight — the character must succeed on a Mechanics Action Roll TN 15 to manually operate or remove it without penalty (failure = full encumbrance weight applies until repaired or removed).
Key Rules Integration
- Donning/Removal: 1 full Round (no Action or Move) or Vacuum Suit Action Roll TN 12 for quick donning/removal (1 Action).
- Power Duration: Standard 12 hours combat use / 48 hours standby. Refuel: Mechanics Action Roll TN 12, cost 0.5 oz gold. Overuse (beyond duration): Endurance Action Roll TN 18 or –1 to all Action Rolls (strain) until recharged.
- Encumbrance: Suits weigh 20–50 kg (double penalty in mismatched Gravity Rating per core rules). Over limit: –1 Move Rate per 20% excess. Powered +Strength suits ignore this while functional.
- AV & Damage: Stacks with other worn gear. Physical damage soaked fully, Energy damage soaked at half AV (round down, minimum 1 damage). Integrated weapons use personal damage scale (roll with Ranged/Melee Skill Rank Modifier; critical hits +1d4 damage).
- Attribute & Gravity Rating Modifiers: Apply as gear bonuses (e.g., +1 Strength AtMod, +1 Gravity Rating Modifier). Bulky suits may impose penalties (e.g., –1 Agility AtMod in low-gravity).
- Skills: Use Vacuum Suit (Average, Agility-based) for operations and repairs. Combat suits may add +1 to Athletics or Melee (powered assists).
- Economics: Prices in oz gold/platinum (apply local economy modifiers from d6 roll in Economics section). Black market: Streetwise Action Roll TN 18 for –20% cost (with risk of flaws).
- Experience Points & Levels: No direct impact, but suits enable new actions (e.g., high-gravity operations for Floaters) and improve survivability.
- Drawbacks: Damaged suits may add wound penalties (repair: Mechanics Action Roll TN 18). Environmental failure exposes wearer to hazards (e.g., radiation damage per Radiation Shielding Rate chart).
Suits are modular and can be mix-matched from gear lists (e.g., ECM Bracer, Jump Boots) for extra cost/weight.
Classification (by Primary Function; suits can mix functions via modules)
- Environmental: Basic protection (vacuum, radiation, toxins). Low weight, minimal penalties.
- Powered Assistance: Attribute or Gravity Rating Modifier boosts for labor or mismatched gravity. Moderate weight, minor penalties in extremes.
- Combat Enhanced: High AV, integrated weapons. Heavy weight, Agility penalties, but superior damage/soak.
Suit Profile Format
Suit Type: [e.g., XO-SKEL Suit]
Function: [Environmental / Powered Assistance / Combat Enhanced]
Cost: [oz gold / oz platinum]
Weight: [kg; counts fully toward encumbrance]
Power Duration: [hours combat / standby]
AV (Phys/Ener): [value] (Type: [e.g., Cerametal + Force Field])
Attribute Modifiers: [e.g., +1 Strength AtMod, –1 Agility AtMod]
Gravity Rating Modifier Adjustment: [e.g., +2 in 1G+; negates Floater penalties]
Integrated Weapons: [list with damage, e.g., Arm-Mounted Shotgun (4d6)]
Special Functions: [e.g., Sealed vs. vacuum/radiation (Radiation Shielding Rate 3), +4m Move Rate]
Penalties: [e.g., –2 Agility Action Roll in Zero-G, Overheat after 3 rounds burst fire]
Modules: [free / total; e.g., add Jump Boots for +500 oz]
Notes: [e.g., Gravity Rating-specific: Floaters only; Mechanics TN 18 repairs restore 1d6 suit-equivalent HP (suit HP = AV × 2)]Sample Suits
- Armored Vacuum Suit (Environmental)
Function: Basic sealed protection.
Cost: 20 oz gold / 80 oz platinum
Weight: 15 kg
Power Duration: N/A (passive)
AV (Phys/Ener): 6/2 (Type: Flexible Cerametal)
Attribute Modifiers: None
Gravity Rating Modifier Adjustment: +1 Vacuum Suit Action Roll (ignores Gravity Rating Modifier penalties in vacuum)
Integrated Weapons: None
Special Functions: Sealed vs. vacuum/toxins (Life Support 24 hours); +1 Zero-G Action Roll.
Penalties: None
Modules: 2 free / 4 total (e.g., Mag-Boots, Breather Mask)
Notes: Standard Extra-Vehicular Activity gear; Radiation Shielding Rate 2 (basic radiation soak). - Heavy Labor Exo-Suit (Powered Assistance)
Function: Labor enhancement in harsh environments.
Cost: 2,000 oz gold / 8,000 oz platinum
Weight: 35 kg
Power Duration: 12 hours combat / 48 standby
AV (Phys/Ener): 8/4 (Type: Reinforced Cerametal)
Attribute Modifiers: +2 Strength AtMod (lifting/salvage)
Gravity Rating Modifier Adjustment: +1 in 0.5–1.5G (stabilizes for Hoppers/Bricks)
Integrated Weapons: Plasma Cutter (3d6 energy, handheld)
Special Functions: +3 Salvage/Fabricate Action Roll; sealed vs. radiation/dust (Radiation Shielding Rate 4); carry limit +50 kg (no encumbrance penalty while powered).
Penalties: –1 Agility AtMod (bulky); double encumbrance if power fails.
Modules: 3 free / 6 total (e.g., Fuel Scoop analog for power, Cargo Points)
Notes: Asteroid operations optimized; repairs as Mechanics TN 12 (restore 2d6 suit-equivalent HP = AV × 2). - XO-SKEL Suit (Powered Assistance; Gravity Rating-specific for Floaters)
Function: High-gravity adaptation for Floaters.
Cost: 2,500 oz gold / 10,000 oz platinum
Weight: 25 kg
Power Duration: 12 hours combat / 36 standby
AV (Phys/Ener): 5/3 (Type: Lightweight Cerametal + Basic Force Field)
Attribute Modifiers: +1 Strength AtMod, +1 Health AtMod
Gravity Rating Modifier Adjustment: +2 in 1G+ (negates Floater –1/–3 penalties; simulates Zero-G feel)
Integrated Weapons: None (add modules like Vibro-Short Sword)
Special Functions: Inertial dampening (ignore falls/knockdown); sealed vs. vacuum/radiation (Radiation Shielding Rate 3); +2 Endurance Action Roll vs. fatigue; carry limit +40 kg (no encumbrance penalty while powered).
Penalties: –1 Agility AtMod in Zero-G (over-assist); power failure exposes to Gravity Rating Modifier penalties.
Modules: 4 free / 7 total (e.g., Jump Boots +4m Move Rate, Infrared Goggles)
Notes: Floater-optimized; increases suited height to 2.3–2.5m; Mechanics TN 18 repairs. - Ironclad Assault Suit (Combat Enhanced; Gravity Rating-specific for Stompers)
Function: Heavy assault amplification for Stompers.
Cost: 3,500 oz gold / 14,000 oz platinum
Weight: 50 kg (loaded 65 kg)
Power Duration: 12 hours combat / 48 standby
AV (Phys/Ener): 10/5 (Type: Thick Cerametal + Ablative Layer)
Attribute Modifiers: +2 Strength AtMod, +1 Health AtMod
Gravity Rating Modifier Adjustment: +1 in 0.5–1G (negates Stomper –1 penalties; +30% stability)
Integrated Weapons: Choose 2 arm + 1 shoulder (e.g., Arm-Mounted Shotgun 4d6, Railgun 5d6+2 ignores half AV, Missile Pod 4d6 area)
Special Functions: Recoil compensation (+2 Ranged Action Roll for heavy weapons); sealed vs. toxins/radiation (Radiation Shielding Rate 4); carry limit +100 kg (no encumbrance penalty while powered).
Penalties: –2 Agility AtMod (bulky; –20% Move Rate in low-G); overheat TN 15 Health Action Roll after 3 burst rounds or –2 Action Rolls.
Modules: 5 free / 8 total (e.g., Plasma Cannon module +420 oz, Energy Shield Belt)
Notes: Stomper-optimized; increases suited height to 1.7–2.0m; critical hits may sever limbs on natural 18 (vorpal option); repairs restore 2d6 × Rank (suit-equivalent HP = AV × 3 for durability). - Combat Exo-Suit (Combat Enhanced; General)
Function: Balanced combat protection for any Gravity Rating.
Cost: 2,800 oz gold / 11,200 oz platinum
Weight: 40 kg
Power Duration: 10 hours combat / 40 standby
AV (Phys/Ener): 9/4 (Type: Composite Cerametal + Force Field)
Attribute Modifiers: +1 Strength AtMod, +1 Agility AtMod
Gravity Rating Modifier Adjustment: +1 universal (mitigates mismatches)
Integrated Weapons: Light Machinegun (3d6+1) or Vibro-Short Sword (3d6 vorpal)
Special Functions: +1 Initiative; sealed vs. vacuum (Life Support 12 hours); absorb 10 damage/turn (shield); carry limit +60 kg (no encumbrance penalty while powered).
Penalties: –1 Move Rate over encumbrance; –2 Action Rolls if power fails.
Modules: 4 free / 6 total (e.g., ECM Bracer +3 Stealth vs. sensors)
Notes: Versatile; Radiation Shielding Rate 3; suits Bricks/Hoppers best; Mechanics TN 15 repairs.