Integrated Components

The following devices are integrated into combat suits (ignore listed Weight, and use suit DR at that hit location); some are also available as stand-alone devices (use listed DR and Weight).

Auto-Loader System
Standard and heavy battlesuits (but not light suits, HESs, or SCVs) have auto-loader systems that continuously top off the magazine(s) of weapons that are mounted and interfaced to the suit's computer. On any turn that a particular weapon isn't fired, the auto-loader resets the Shots to full, without any rolls or Ready maneuvers required of the wearer. The reload takes 1 turn, during which time the weapon can't be fired. Weapons with only one shot (e.g. the 64mm IML) can only fire once every other turn.

Hyperspectral Imaging Visor (p. UT61)
Advanced optics and image-enhancing electronics combine with HUD/Augmented Reality overlays to give the wearer a high-definition view, above and below the normal visible spectrum. This gives near-perfect night vision, and detects heat/IR and UV sources, as well as EM emissions.
Statistics: DR 10 (Eyes), Absolute Direction (Inertial Compass), Absolute Timing (Unit-Linked Chronometer), Accessory (HUD), Acute Vision 2, Detect (EM radiation; Analyzing; Precise), Hyperspectral Vision, Night Vision 9, Protected Sense (Vision), Telescopic Vision 2. Weight 1 lb.

Multi-Comms (p. UT43-44)
Intelligent comm-units form an encrypted link with teammates, and select the optimal mode to maintain secure communications and TacNet syncing.
Statistics: IR, Laser, and Radio Comms; Burst, Secure; Quantum channel option on laser comm. Range: IR, 500 yd; Laser, 50mi (Quantum Channel, 5mi); Radio, 10mi. Weight 1 lb.

Reflex-Cloth Uniform (p. UT172)
Marine uniforms are routinely made of ballistic smart-material that resists physical damage. This DR is overridden by (i.e. does not stack with) any heavier armor at a given hit location – all combat and powered armor assumes a layer of ballistic cloth padding; uniform DR only applies to damage taken when not wearing heavier armor.
Statistics: DR 12 vs. cutting or piercing, DR 4 vs. all other damage. Weight 8 lbs.

Stim-Pack Injector (p. UT189)
Many combat suits (some notable exceptions being suits belonging to medics, techies, and officers) are fitted with Stim-Packs, auto-injectors like those in a Trauma Maintenance system (p. UT189), which inject a synthetic adrenaline analog on command. At a cost of 2 FP up front, +2 FP/min to maintain, the Marine gets ST +4, Basic Speed +2.00, and On the Edge.

Suit Patches (p. UT188)
Every battlesuit includes a repair kit with 10 self-adhesive suit patches, which restore a breached environmental seal. (A Medic's or Techie's kit each include 100 suit patches.) Deploying a suit patch requires 2 hands, 3 Ready maneuvers, and a roll vs. Armoury (Battlesuit) +2 or Battlesuit+0.

Unit-Linked TacNet Computer (Hardware, p. UT22-23; Software, p. UT149-150; "Chrome Commandos," Pyramid 3.55) Standard in all Combat Suits. Small Computer (Fast, High-Capacity, Complexity 5, 10 TB); neural input, HUD/helmet-audio output. Runs embedded IFF Software (Hitting the Wrong Target is 6 or lower vs. teammates); Silhouette Software (loaded with databases for common Terran, Protoss & Zerg weapons, vehicles & species); TacNet Software (+1 to Tactics when coordinating with team); Targeting Software (+2 to skill when using a HUD-capable smart-gun and visor); and Target Tracking Software (Enhanced Tracking w/ Multiple Lock-Ons).

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