Armor

  • Piecemeal “Hive Ganger” Armor
    • GURPS Basic Set, TL8 Tactical Vest + Trauma Plates, Page 284
    • TL 9 version multiplies DR by 1.5. Gangers wear armored coats, so the basic split DR of 12/5 (TL 9 multiplies by 1.5 as normal) applies to the arms and legs as well. These cost an additional +$300 (final modified TL 9 numbers are 18/7, Trauma Plate adds 34 to Torso only).
  • Standard Issue Imperial Guard Flak Armor
    • GURPS Ultra-Tech, TL 9 Reflex Tactical Vest + Trauma Plates, Page 172 (Table on 173)
  • Imperial Guard Carapace Armor
    • GURPS Ultra-Tech, TL 9 Heavy Clamshell Armor, Page 176
  • Adeptus Arbites/Imperial Guard Stormtrooper Armor
    • GURPS Ultra_tech, TL 10 Combat Hardsuit, Page 179 (Table on 180)
  • Assault Boots
    • GURPS Basic Set, TL 9 Assault Boots, Page 284
  • Helmet
    • GURPS Ultra-Tech, TL 10 Combat Infantry Helmet, Page 180

Powered Armor

  • Power Armor (used by Adepta Sororitas some rare high ranking Inquisition)
    • Based on: GURPS Ultra-Tech TL 10 Heavy Battlesuit, Page 184 (Table on 186)
    • DR 150/100 (Torso & Skull/Everywhere Else)
    • Basic Cost $310,000 (Campaign Cost is $810,000)
    • Weight: 550 lbs dead weight, when worn only the helmet and backpack counts for encumbrance (20 lbs helmet, 50 lbs backpack)
    • Features
      • Makes wearer bulky (SM+1)
      • Helmet
        • Filter Mask (filters out inhaled dangers)
        • Inertial Compass (+3 Navigation Land/Air/Sea)
        • Hearing Protection (Protected Sense: Hearing)
        • Hyperspectral Vision granting Visor (+3 Vision Checks or vision based Tracking/Forensics/Observation rolls)
        • Small Laser Comm (50 mile Line of Sight range)
        • Medium Radio (100 mile range, 1/10 if urban/underground, 1/10 if sending realtime video)
      • Suit
        • Independent Subsystems
          • Biomedical Sensors (+1 to Diagnosis rolls)
          • Trauma Maintenance (10 doses of drugs usually painkillers or stimulants)
          • Provisions Dispenser (1 week worth)
          • Tactial ESM (+1 to Electronics Operation (EW) rolls or grants skill at 12)
          • Waste Relief System
        • Armor plating’s construction grants:
          • Infared Cloaking (-8 to detection checks based on infared)
          • Radar Stealth (-8 to detection checks based on radar signals)
        • Exoskeleton
          • Lifting ST +20 & Striking ST +20
          • Basic Move +2
          • Super Jump 1 (x2)
      • Helmet On and Sealed
        • Climate Control (-459° F to 500° F)
        • Sealed with Vacuum Support
        • Radiation Protection (PF 5)
        • Pressure Support (10 atm.)
      • Backpack
        • 72 hour internal air supply (unlimited filtered air via helmet)
        • Portable Fusion Reactor (10 years of power for all systems)
  • Terminator Armor (used by some rare high ranking Inquisition)
    • GURPS Ultra-Tech TL 11 Dreadnought Battlesuit, Page 185 (Table on 186)

Armor

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