Jump to content
Main menu
Main menu
move to sidebar
hide
Content
Game Mechanics
Game Mechanics Main
Player Handout
Characters
Character Advancement
Attributes and Skills
Rules
Combat and Injuries
Movement and Chases
Space Travel
Combat
Character Sheets
Links
Aliens
Aliens Main
Races
Creatures
The Force
The Force Main
Force Powers
Lightsaber Fighting Styles
Force Paths
Force Weapons
Artifacts
Lightsaber Construction
Droids
Droids Main
1st Degree Droids
2nd Degree Droids
3rd Degree Droids
4th Degree Droids
5th Degree Droids
Droid add-ons and Junk
Starships
Starships Main
Starfighters
Space Transports
Capital Ships
Space Stations
Tactical Space Weapons
Starship Modifications
Equipment
Individual Ships
Star Systems
Star Systems Main
Deep Core
Core Worlds
Colonies
Inner Rim
Expansion Region
Mid Rim
Outer Rim
Wild Space
Hutt Space
Corporate Sector
Unknown Region
Vehicles
Vehicles Main
Airships
Airspeeders
Beast Vehicles
Gliders
Ground Vehicles
Hover Vehicles
Landspeeders
Rotor Vehicles
Sail Barges
Skiffs
Speeder Bikes
Swoops
Walkers
Watercraft
Equipment
Equipment Main
Structures and Bases
Communications
Conveyances
Droid add-ons and Junk
Information
Medical
Protective Equipment
Security
Surveillance
Survival
Tools
Weapons
Weapons Main
Artillery
Blasters
Grenades & Explosives
Melee Weapons
Miscellaneous Weapons
Missile Weapons
Poisons
Ranged Weapons
Thrown Weapons
Weapons Accessories
Characters
Characters Main
Templates
Non-Player Characters
Stock Non-Player Characters
Story Lines
Story Lines Main
Conrad Deception
After the Fall
Collapsible World
Retrieval
Crossovers
Crossovers Main
Alien vs Predator
Andromeda
Babylon 5
Battlestar Galactica
Farscape
Halo
Mass Effect
Mobile Suit Gundam
Perry Rhodan
Robotech Defence Force
Serenity
Shadowrun
Space Balls
Star Control
Stargate
Starship Troopers
Star Trek
The Last Starfighter
Warhammer 40,000
Wing Commander
Home Brewed
Home Brewed Main
Aliens
Equipment
Starships
Quests
Star Systems
House Rules
Navigation
Main page
Community portal
Current events
Recent changes
Random page
Help
Episode D6: Star Wars D6 Wiki
Search
Search
Appearance
Log in
Personal tools
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
SPI Armor
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
[[File:Semi-Powered Infiltration armor.png|thumb|500px|right]] '''Name''': Semi-Powered Infiltration armor<br />'''Model''': UNSC Semi-Powered Infiltration armor<br />'''Type''': Military Unit Armor<br />'''Scale''': character<br />'''Coverage''': Full<br />'''Skill''': Powersuit Operation '''Mark I''': *'''Physical Protection''': STR+1D+2 *'''Energy Protection''': STR+2 *'''Dexterity and related skills Penalty''': -1 pip *'''Heads-Up Display''': Gives the wearer basic information including a targeting reticule, weapon information, ammo capacity, and basic health readout. (Ranged Weapon Skills +1D) *'''Vacuum Sealed''': The armor is vacuum-rated, capable of Extra-Vehicular Activity for seven minutes. *'''Thermal Cooling Systems''': The armor has an efficient cooling system and is <u>Very Difficult</u> to detect even with thermal scanners. System can run for 2D hours before failing; this modified by the external environment too. *'''Communications System ''' *'''Special Photo-Reactive Panels''': These mimic the surrounding textures. Hide Skill +2D; this is reduced to +1D while the user is moving. :*Requires 2D rounds after being hit by flashbang grenade or plasma hits to restore functionality. '''Mark II''': *'''Physical Protection''': STR+2D *'''Energy Protection''': STR+1D *'''Dexterity and related skills Penalty''': -1 pip *'''Heads-Up Display''': Gives the wearer basic information including a targeting reticule, weapon information, ammo capacity, and basic health readout. (Ranged Weapon Skills +1D) *'''Vacuum Sealed''': The armor is vacuum-rated, capable of Extra-Vehicular Activity for seven minutes. *'''Thermal Cooling Systems''': The armor has an efficient cooling system and is <u>Very Difficult</u> to detect even with thermal scanners. System can run for 2D hours before failing; this modified by the external environment too. *'''Communications System ''' *'''Special Photo-Reactive Panels''': These mimic the surrounding textures.''' '''Hide Skill +4D; this is reduced to +2D while the user is moving. :*Requires 2D rounds after being hit by flashbang grenade or plasma hits to restore functionality. '''Description''': Semi-Powered Infiltration (SPI) armor is an experimental armor system used by the United Nations Space Command. It was developed for use by the SPARTAN-IIIs. '''Overview''' Though more advanced than the Orbital Drop Shock Troopers' body armor, it is far less advanced and less powerful than the MJOLNIR Powered Assault Armor used by the SPARTAN-IIs. Its main benefit is that it is drastically cheaper to produce than the MJOLNIR armor. The SPI armor was designed with an emphasis on stealth rather than on raw power. It features special photo-reactive panels that mimic the surrounding textures, effectively being the UNSC equivalent to the Covenant's Active camouflage systems. It has been described as "part legionnaire mail, part tactical body armor, and part chameleon" by both Tom-B292 and Dr. Catherine Halsey. '''Mark I''' The SPI Armor Mark I was used by the SPARTAN-IIIs of Alpha Company. It featured hardened plates and photo-reactive panels. Though advanced compared to standard UNSC infantry armor, it could only take a few glancing blows before failing. It featured full body armor with an enclosed helmet and heads-up display, and a supply of oxygen; though only enough for seven minutes, compared to the MJOLNIR armorโs oxygen supply of ninety minutes. It was also equipped with a cushioning layer of liquid nanocrystals that provided more ballistic protection than three centimeters of Kevlar diamond weave, without the bulk. The featured photo-reactive panels gave the SPARTANs of Alpha Company a rough equivalent to Active camouflage. The camouflage patterns, however, shifted irregularly and imperfectly, which made the photo-reactive panels inferior compared to the Covenant's Active camouflage technologies. '''Mark II''' The SPI Armor Mark II was a more advanced version of the SPI Mark I, first used by the drill instructors of Beta Company, and then by the SPARTANs of Beta Company. They had new photo-reactive coating to boost their camouflaging properties. There were also numerous experimental refits to the ballistic gel layers, upgraded software suites, and other functions. Although the new photo-reactive coating could mimic a wide range of electromagnetic radiation, it was still sensitive to overload, so the wearer would still be vulnerable for several seconds after a flashbang or plasma hit while the panels reset. It was proposed in 2537 for Alpha Company, but the request was denied because the armor was over budget. After Alpha Company's pyrrhic victory in Operation: PROMETHEUS, the Mark II SPI armor was approved for mass production. At the time of Gamma Company's augmentation, system adjustments (upgrades including improved ballistics gel inner layer, updated software suites and new photo-reactive panels) were being beta tested, and were scheduled to be installed within a year of the augmentation procedure. '''Advantages''' *The armor is significantly cheaper and easier to mass-produce than MJOLNIR armor. *The system includes photo-reactive panels that act as an Active camouflage for the wearer. *The armor is easier to transport, because it is not as bulky or as heavy as the MJOLNIR armor. *The armor has an efficient cooling system and is significantly difficult to detect even with thermal scanners. *The faceplate has an automatic 5x zoom ability. '''Disadvantages''' *It had no energy shielding system, unlike the SPARTAN-IIs' MJOLNIR Mark V and Mark VI models, making the user far more vulnerable to enemy fire and a major contributor to the high fatality rate of the SPARTAN-III's. The exception to this limitation could be found in the SPARTAN-III Headhunters: their experimental armor was known to be equipped with energy shields, due to their elite nature and value. However, power must be drawn from the energy shields to recharge the suit's Active camouflage module. *It does not grant the SPARTAN-IIIs enhanced strength, speed or agility, unlike MJOLNIR. *Since the photo-reactive plates take time to recover after explosions such as a flashbang grenade and plasma hits, the SPARTAN-III is visible until the plates recover. With the exception of the Headhunters' suits, the SPI armor does not feature true Active camouflage systems. *It is made of a less durable, less dense alloy than MJOLNIR armor: Kelly-087 dented Holly-G003's chest plate with her fist when first encountering the SPARTAN-IIIs. *The SPI armor has an air supply that will last only seven minutes, while the MJOLNIR has an air supply which can sustain a wearer for ninety minutes. *The SPI armor cannot be used for long periods of time without the cooling system failing. *It lacks the ability to support an onboard Artificial intelligence construct, unlike the Mark V, Mark VI, and all further MJOLNIR generations. '''Source''': *[http://halo.wikia.com/wiki/Semi-Powered_Infiltration_armor Halo Wiki: Semi-Powered Infiltration armor] *thedemonapostle
Summary:
Please note that all contributions to Episode D6: Star Wars D6 Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Episode D6: Star Wars D6 Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
SPI Armor
Add topic