Force Field Technological Devices


Most of these devices can be built with the Force Field Theory II all Techs have, a few very high level devices need more. The abbreviation 'F.F.' is used in some places for 'Force Field'.
Personal Force Field Generator   L=2
Physical Attack Form             L=-
Force Field Generator            L=2
Force Field Belt                 L=2
Restarting Physical Force Fields L=-
Force Field Tuner                L=2
Modulator Tuner                  L=2

Heavy Force Field Generator      L=3
Physical Force Field Belt        L=3
Heavy Force Field Tuner          L=3
Field (De)Focuser                L=3
Field Portal                     L=3
Specialist Field Modulator       L=3

Macro Force Field Generator      L=4
Fixed Force Field Generator      L=4
Field Modulator                  L=4
Field Demodulator                L=4
Matter Shield                    L=4
Energy Shield                    L=4
Prosthetic Field                 L=4
Fieldcloth                       L=4
Weather Shield                   L=4
Air Shell                        L=4
Macro Force Field Tuner          L=4
Heavy Air Shell                  L=4
Air Saucer                       L=4

Battle Field                     L=5
Air Shield                       L=5
Thermal Shield                   L=5
Field (De)Modulator              L=5
Heavy Air Shield                 L=5
Prosthetic Heavy Air Shield      L=5
Macro Air Shell                  L=5
Macro Air Saucer                 L=5
Personal Field Modulator         L=5

Defence Field                    L=6
Environment Shield               L=6
Macro Air Shield                 L=6
Prosthetic Macro Air Shield      L=6

Physical Environment Shield      L=7

Defence Environment Shield       L=8

Environmental Defence Field      L=9
Combat Environment Shield        L=9

Force Field Visibility

The visibility of most force fields is dependant on how much power they are using, including idling and when attacked. The personal varieties are visible as faint flickering only in low light levels, the heavy can be seen as flickering in normal light levels, and the fixed are clearly visible except in bright light. Matter and Energy Shields, and their varients, are invisible except when defending. An Invisibility Generator could be synchronised with a field to take its visibility down one step, e.g. a personal would be normally invisible, a heavy visible as a personal, etc.

Explanation of Force Field Devices

Personal Force Field Generator: a device the size of a small backpack, though as a heavy belt if can build 3rd level devices (a Personal F.F. Generator+). May be tuned to defend from one Attack Form at once, Attack Forms bar Damage function in both directions. Re-tuning takes one turn during which the generator does not function. The maximum number of attacks which use power up, which can be defended against in one round, is three (e.g. three blows on Damage) and the generator will not function if there is large, continuous metal objects in it (such as plate mail or sheet metal shield), however if L above 2nd just uses double (idling) power. Force fields will not overlap, the less powerful will not function or if both are equal then it is random which will work (nested force fields set on different Attack Forms are possible). The shape of the force field may be spherical or elliptical with the long axis twice the short axis. A force field may have three of the following Attack Forms (Damage, Energy and Physical (or Sonics if L below 3rd) are the standard ones):

Attack Form     Effect                  ep used
 Damage         (AC(9-Lx2), absorbs
                 1D(2L)/blow            L/blow
 Energy         Absorbs LD8/attack      Lx4/attack
 Sonics         +4 save/AC, absorbs
                 LD6/attack              " or 5/rnd
 Physical       no matter passes field
                 (L above 2nd)          10/turn
 Magnetic       treat as Energy or 
                 Sonics as approp.      as approp.
 Flicker/Light  blocks (Hand) Lasers,
                 AC2 V Lasers etc.      2/turn

The Damage Attack Form stops falling water and dust at no power cost. Damage absorbed from energy attacks (e.g. fireball, lightning, fire, laser, blaster) is before saving throws are considered. See Physical Attack Form, and see Restarting Physical Force Fields. Other attack forms may be developed. Energy usage(idling): personal- 1ep, 5'rad(L above 2nd)- 2ep, 10'rad(L above 3rd) 5ep/turn. The radius goes up to jumps and may be set for up to the maximum for the generator's L. Weight: backpack- 250gp, belt- 50gp.
Level: 2nd.

Physical Attack Form: will withstand attacks of less than 38 extrapolated STR (=Stone Giant, +10 STR/extra L (+1 Giant Class/L, e.g. +1L=Frost, +2L=Fire), see Extended Characteristics). It may be set to shut-down, rather than burn-out the Generator, if it would be penetrated; the advantage of allowing burn-out, rather than shut-down, is that the blow will be stopped. This Attack Form is air-tight to a basic five atmospheres pressure difference at L=3 (+15/extra L), and as a frame will have 2tns Max (x4/extra L) with AC5 and DR5, Heavy giving 3tns Max with AC4 and DR6, and at +1L Macro giving 15tns Max with AC2 and DR8. May not move from position if the force field intersects a fixed object while on Physical setting, living things intersecting the field may be harmed due to blocking liquid flows, at worst save V death ray.
Level: -.

Force Field Generator: see Personal Force Field Generator.
Level: 2nd.

Force Field Belt: see Personal Force Field Generator.
Level: 2nd.

Restarting Physical Force Fields: is needed if a force field with a Physical Attack Form takes a blow greater than it can withstand, and has been set to shut-down, rather than burn-out the Generator. A Generator which is burnt-out will need to be repaired, typically taking at least a game turn, one that is shut-down can be simply restarted, after at least one turn. If a quicker restart is required then a R/MM roll may be made to restart after D4 rounds, and if the roll fails then the Generator cannot be restarted by that Tech for a total of 10+D4 rounds. The is no cost in materials for parts to attempt a quicker restart. DMs may rule that maintenance is strongly recommended on a Generator which has been restarted, particularly several times. Note that if a Generator is a Reliable Device, such as an Air Shell, or even a Triple Redundant Device, each part can be restarted separately.
Level: -.

Force Field Tuner: switches the Attack Form of a Personal Force Field at the touch of a button, at +1L can switch a Heavy Force Field (a Heavy Force Field Tuner), at +2L a Macro Force Field (a Macro Force Field Tuner). Uses: none. Weight: 100gp.
Level: 2nd.

Modulator Tuner: a lower-powered varient of Force Field Tuner which is used for tuning Field Modulators and Demodulators. A standard F.F. Tuner could be used if desired with minimal changes (a R/MM roll at +25%). Uses: none. Weight: 10gp.
Level: 2nd.

Heavy Force Field Generator: similar to a Personal Force Field Gen but has a setting which defends from several Attack Forms. The maximum number of attacks which use power which can be defended against in one round is five, large metal objects do not effect the function. The shape of the force field may be spherical or elliptical with the long axis twice the short axis. A force field may have three of the following Attack Forms plus General (Damage, Energy and Physical are the standard ones):

Attack Form     Effect                   ep used
 Damage         AC(7-Lx2), blocks up to
                 10 points               (Dam-10)/blow
 Energy         Blocks 4D, absorbs
                 LD8/attack              Lx4/attack
 Sonics         Blocks/+6 AC, absorbs
                 LD8/attack               " or 10/turn
 Physical       No matter passes field   20/turn
 Magnetic       treat as Energy or 
                 Sonics as approp.       as approp.
 Flicker/Light  blocks (Heavy) Laser,
                 AC0 V Lasers etc.       4/turn
 
General:
  Damage        AC(9-Lx2), blocks up to
                 6 points                L/blow
  Energy        Blocks 2D, absorbs
                 LD6/attack              Lx4/attack
  Sonics        as personal force field  none
  Physical      Passed as Web            none
  Magnetic      as Energy or 
                 Sonics as approp.       as approp.
  Flick./Light  as personal force field  none

May interpenetrate rock, water etc with no damage to material or field, the field may not be contracted or expanded without switching off and re-setting the radius (1 round). Will block a Potential Field or Energy Beam if the generator is at least the L of the generator/transmitter using the Energy or General Attack Form. Other attack forms may be developed. Area: 2"rad (x2/extra L). Uses: idling- 5ep/1"rad/turn, blocking- 50ep/turn. Weight: 5000gp.
Level: 3rd.

Physical Force Field Belt: see Personal Force Field Generator. Has the Attack Forms Damage, Energy and Physical.
Level: 3rd.

Heavy Force Field Tuner: see Force Field Tuner.
Level: 3rd.

Field (De)Focuser: see "Transport Devices".
Level: 3rd.

Field Portal: generates a Physical Force Field barrier within a frame up to 5'rad (x2/extra L), as a Personal Force Field Generator of equal L. This also does not allow gasses in or out up to 20 (Earth) atmospheres pressure (+15/extra L), but may be weakened as someone passes through it to the equivalent of Damage Attack Form, which if there is 1 atmosphere pressure difference allows approx. 0.23 cubic feet or 0.02 cubic metres (1% of an Air Store (see "Alchemical Devices")) of air to escape. At least 3 STR is required to slowly move through a 'Portal, 13 STR allows free movement (so it also keeps out flying insects). Allowing passing through may be automatic, there may be a (remote) switch, or it could be controlled by some form of sensor, or it could be switched between these. Note this is a wall rather than a sphere, and if the frame is broken at any point the barrier falls. Uses: idling- 10/turn, pass- 3ep. Weight: 100gp.
Level: 3rd.

Specialist Field Modulator: there are a number of specialist varieties of Field Modulator which act as a Field Modulator of +1L. These include: Light Modulator which modulates the field of a Shaped Light Generator, Bio Field Modulator which works for biological related fields such as the Organic Preserver, Force Field Modulator which only works for Force Fields (less than Macro, at +1L is the Macro Force Field (De)Modulator, which is as a (De)Modulator of +1L), Distort Modulator, Gravity Field Modulator (see Gravity Generator), Weather Field Modulator (see Weather Shield), Sensor Field Modulator used with sensor fields such as a Proximity Detector, Dimensional Field Modulator (for certain "Transport Devices"), Disintegrator Field Modulator, etc.
Level: 3rd.

Macro Force Field Generator: basically runs in General Attack Form. May intensify each particular aspect up to full strength in a round (instantly with 'Tuner). The idling power usage is doubled for every aspect increased to full strength. No maximum radius. The maximum number of attacks which use power that can be defended against in one round is seven, however Field Modulators may be used, each defends against an additional maximum of five attacks. The shape of the force field may be spherical or elliptical with the long axis twice the short axis. A force field may have three of the following Attack Forms (Damage, Energy and Physical are the standard ones):

Attack Form      Normal Effect              ep used
 Damage          AC(7-Lx2), blocks up to
                  8 points                  L/blow
 Energy          Blocks 4D, absorbs
                 LD8/attack                 Lx3/attack
 Sonics         Blocks/+6 AC, absorbs 
                 LD8/attack                 none or "
 Physical       Passed as x2 Web; air-tight none
 Magnetic       Treat as Energy or 
                 Sonics as approp.          as approp.
 Flicker/Light  Blocks (Heavy) Laser,
                 AC0 V Lasers etc           none

Attack Form     Enhanced Effect             ep used
 Damage         AC(6-Lx2), blocks up to
                 12 points                  (Dam-12)/blow
 Energy         Blocks 6D, absorbs
                 LD10/attack                Lx4/attack
 Sonics         Blocks                      none
 Physical       No matter passes field      none
 Magnetic       Treat as Energy or 
                 Sonics as approp      .    as approp.
 Flicker/Light  Blocks All Lasers,
                 AC-2 V similar             none

The field must be at least 50% embedded in solid material for it to work or at least 25tns (500kgpwt) must be within field. If embedded the field may not be moved or changed in radius without shutting down and complete re-tuning (1D6 turns, 2D4 rounds with computer aid, M.F.F Control program). The Damage Attack Form stops falling water and dust at no cost. Totally blocks Potential Fields and Energy Beams of lesser or equal L at no cost, those of +1 L as a Heavy F.F.Gen. Other attack forms may be developed. Note that is device was previously called a Fixed Force Field Generator. Uses: idling- 1"rad- 10ep, +10ep/doubled radius per turn. Weight: 50,000gp.
Level: 4th.

Fixed Force Field Generator: see Macro Force Field Generator.
Level: 4th.

Field Modulator: works with a field-generating device to give finer control over it's fields. A relative of the Field (De)Focuser. Gives precise control over a Field of up to equal L, controlling it's shape (really complex shapes may require multiple Modulators), and may open/close openings in it (of fixed diameter 1", or varying between a tenth to a third of the field diameter). Note the increased maximum number of attacks for Macro Force Fields (and other varieties with big enough fields, adds base maximum -2), but there may not be more than one Modulator per 1" square facing, e.g. a 1"dia F.F. sphere has six 1" facings as if a cube, a 2"dia 24, a 4" 96, etc; Modulators do not need to be distributed evenly. If there is one Modulator per 1" square facing then each may be controlled individually, for example each opened as a 1" diameter opening separately. Additionally Fields may be re-'modulated' to make a standard Field Demodulator function at -2L. Requires a round to tune (instant if pre-tuned, or using a Modulator Tuner). Must re-tune if Attack Form is changed. Modulated fields have a faint but visible ripple. See Specialist Field Modulator. Uses: control- none, modulation- 10% of idling ep of Field. Weight: 50gp.
Level: 4th.

Field Demodulator: acts so as to neutralise (if desired) Fields of lesser L it is in contact with, or allow passage through those of equal L. May be specially constructed at +500gp cost (sometimes called a Field Demodulator+) so as to ignore the -2L from Fields being modulated (see Field Modulator), this in addition requires very skilfully operation (at least Force Field Technology or Theory III, thievish skills would help). In some respects this is the 'hi-tec' version of lock picks. Requires a round to tune (instant if pre-tuned, or using a Modulator Tuner). Must re-tune if Attack Form is changed. Uses: neut- 2x(idling) ep of Field or 3xL of Field, pass- idling ep of Field. Weight: 50gp.
Level: 4th.

Matter Shield: a personal defence force field which idles on almost no power, gives AC-2 or AC0 and -3 damage/blow; +2AC and -1 damage/blow per extra L. Against edged, fast weapons, e.g. sword, bolt, shot; +2AC. May not be active in any other Force Field; damage is only blocked from a maximum of 5 attacks/round. The field protects up to 6inches from the body and may only be used by living creatures as it interacts with their living aura. Uses: 2ep(+2ep/extra L)/blow or (damage not blocked)ep/blow. Weight: 50gp.
Level: 4th.

Energy Shield: a personal defence force field which idles on almost no power, and is set in 3D8 increments to absorb energy attacks. Basic max: 9D8, +3D8/extra L. May not be active in any other Force Field; damage is only blocked from a maximum of 5 attacks/round. The field protects up to 6inches from the body and may only be used by living creatures as it interacts with their living aura. Uses: 5ep/3D8/attack. Weight: 50gp.
Level: 4th.

Prosthetic Field: see "Weapon Devices".
Level: 4th.

Fieldcloth: see "Alchemical Devices".
Level: 4th.

Weather Shield: see "Environmental Devices".
Level: 4th.

Air Shell: see Air Shield.
Level: 4th.

Macro Force Field Tuner: see Force Field Tuner.
Level: 4th.

Heavy Air Shell: a variation on the Heavy Force Field Physical setting which does not allow gasses in or out up to 20 (Earth) atmospheres pressure (+15/extra L). Given a linked Field Modulator protects from heat/cold or radiation by blocking up to 2D (similar to the General Attack Form, for no extra power), but gives no protection from these beyond this, however is strong enough that it could be used as a Vehicle Frame (see "Mechanical Devices"), with 3tns Max (x4/extra L), giving AC4 and DR6 against physical attacks. Includes the equivalent of a fixed-purpose Field Modulator which can create a single opening of up to 5'rad (x2/extra L), maximum size a third of the field radius (width), which could be co-ordinated with a Field Portal. In addition has a setting where the whole field acts as a Field Portal for the purpose of passing it, but this setting means it cannot be used as a Vehicle Frame. The 'Shell can also be designed so that it is a disc shape, where the height is a third of the width, reducing internal volume but also power usage, called an Air Saucer. Even if the power supply is cut-off the field remains for 1+D3 rounds. This device is considered to have double redundancy. Area: 3"rad (x2/extra L). Uses: 5ep/1"rad/turn, disc- 7.5ep/6"width/turn. Weight: 5000gp.
Level: 4th.

Air Saucer: see Heavy Air Shell.
Level: 4th.

Battle Field: a personal defence and combat force field which is similar to a Matter Shield. Acts as a 'Shield (which may not be active in any other Force Field; damage is only blocked from a maximum of 5 attacks/round) and as form-fitting Prosthetics (see "Weapon Devices") both of -1L. Uses: idling- none, Shield- 2ep(+2ep/extra L)/blow or (damage not blocked)ep/blow, Prosthetics- 5ep/turn(+5ep/extra L) if used. Weight: 100gp.
Level: 5th.

Air Shield: a variation on the Personal Force Field Physical setting which is form-fitting and does not allow gasses in or out up to 5 (Earth) atmospheres pressure (+15/extra L). Additionally includes the equivalent of a Breather Mask. Does not protect from heat/cold or radiation and is most sensibly used with a Thermocloth suit, or a Thermal Shield. Also gives AC6 and DR3 against physical attacks, and sound is deadened across the field (a Transducer gets round this problem). A version may be built at -1L, which does not include the Breather Mask equivalent, which does not allow free movement as it is a 5'radius sphere with the same problems as a Force Field on Physical setting (called an Air Shell, but usable as if a vehicle frame with 2tn Max, AC5 and DR5). Seperately built Prosthetics of -1L without the frame could be added, in the form of a 100gpwt harness of sensors and motors which uses the Field as a frame. Even if the power supply is cut-off the field remains for 1+D3 rounds. This device is considered to have double redundancy. Uses: 2ep/turn. Weight: 150gp (including 100gpwt air supply).
Level: 5th.

Thermal Shield: a form-fitting force field varient which is only effective against heat and cold. If there is continuous heat or cold doing up to 7D6 or 25HP a turn this is stopped completely, more than this is halved to a further maximum of -25, i.e. damage beyond 75HP is not reduced. Further defends against heat and cold attacks, including breath weapons, giving half damage (maximum -50) against at most 5 attacks/round. Uses: idling- 1ep/turn, continuous- 5ep/turn, attack- 10ep/attack. Weight: 50gp.
Level: 5th.

Heavy Air Shield: a variation on the Heavy Force Field Physical setting which is Personal and does not allow gasses in or out up to 20 (Earth) atmospheres pressure (+15/extra L). Additionally includes the equivalent of an Air Cycler of -2L. Protects from heat/cold or radiation by blocking up to 2D (similar to the General Attack Form), but gives no protection from these beyond this. Also gives AC4 and DR6 against physical attacks, and sound is deadened across the field (a Transducer gets round this problem). If set to 1"rad and linked to a Field Modulator then the equivalent of a single Field Portal of -2L may be generated. Note the need to shut off the field for one round to change its radius between personal and 1"rad, and the problems with moving if it intersects objects. If a harness is added with sensors and motors then can act as (full Lesser) Prosthetics of -2L given Biological Theory I, three extra weeks work (+1 week/extra L) and +1500gp cost (+500gp/extra L), a Prosthetic Heavy Air Shield. Alteratively seperately built Prosthetics of -1L without the frame could be used. Unless this device is miniturised or the prosthetics option is used then use in more than a tenth G is probably not practical, with prosthetics in about a quarter G. Even if the power supply is cut-off the field remains for 1+D3 rounds. Also see Heavy Air Shell. This whole device, including the Air Cycler, is considered to have double redundancy. Area: personal or 1"rad. Uses: cycler- 1ep/human/2 turns, personal- 2ep/turn, area- 7.5ep/turn, pass portal- 3ep, prosthetics- as (lesser) prosthetics. Weight: 5400gp (including 2xsupply), harness- 100gp.
Level: 5th.

Prosthetic Heavy Air Shield: see Heavy Air Shield. Weight: 5500gp.
Level: 5th.

Macro Air Shell: a variation on the Macro Force Field Physical setting which does not allow gasses in or out up to 35 (Earth) atmospheres pressure (+15/extra L). Given a linked Field Modulator (a Macro Force Field Modulator is not required) protects from heat/cold or radiation by blocking up to 4D (similar to the basic General Attack Form, for no extra power), but gives no protection from these beyond this, however is strong enough that it could be used as a Vehicle Frame (see "Mechanical Devices"), with 15tns Max (x4/extra L), giving AC2 and DR8 against physical attacks. Includes the equivalent of a fixed-purpose Field Modulator which can create six openings of up to 5'rad (x2/extra L), maximum size a third of the field radius (width), which can be true openings or treated as if each contains a Field Portal of -2L. In addition has a setting where the whole field acts as a Field Portal for the purpose of passing it, but this setting means it cannot be used as a Vehicle Frame. The 'Shell can also be designed so that it is a disc shape, where the height is a third of the width, reducing internal volume but also power usage, called an Macro Air Saucer. Even if the power supply is cut-off the field remains for 1+D3 rounds. Note that unlike a Macro Force Field does not need to be at least 50% embedded in solid material, or require at least 25tns (500kgpwt) within field, for it to work. This device is considered to have double redundancy. Uses: 1"rad- 10ep, +10ep/doubled radius per turn, disc- half, pass portal- 3ep. Weight: 50,000gp.
Level: 5th.

Macro Air Saucer: see Macro Air Shell.
Level: 5th.

Field (De)Modulator: acts as both a Field Modulator and a Field Demodulator of -1L. The specially constructed version at +500gp cost which can ignore the -2L from Fields being modulated is called a Field (De)Modulator+. Uses: neut- 2x(idling) ep of Field or 3xL of Field, pass- idling ep of Field, control- none, modulation- 10% of idling ep of Field. Weight: 50gp.
Level: 5th.

Personal Field Modulator: acts as highly specialised Field Modulator the only purpose of which is to reshape the linked Field so that it is Personal, i.e. form-fitting. This will require shutting off the field for one round to switch it between personal and area. If the shaped Field is Physical then it will still be air-tight (assume a base 20 (Earth) atmospheres pressure at the minimum L, +15/extra L) but will have an AC and DR rather than be impenetrable, as it must flex to move, equal to the equivalent Damage Attack Form AC -3, and the minimum equivalent Damage Attack Form DR. For example for a Heavy Force Field I (L=3) the AC is 7-Lx2 or AC1, -3 gives AC4, and the DR on the General Damage Attack Form is 6; assume DR is L for Personal Force Fields. A field shaped in this way with a Physical component may be used to act as the frame for Prosthetics of -1L on the Field, using 100gpwt of motors and sensors in the form of a harness, and discarding the frame. This is an alternative way of producing a personal air-tight Field from a Physical Field, with a prosthetic option. There may also be a field polarisation option using a seperate Field Modulator to give some protection from heat/cold or radiation, see Heavy Air Shell and see Macro Air Shell. This device does not remove the requirement for a Macro Force Field to have an anchor mass. The power used by the Field will be for its minimum radius. Uses: none. Weight: 50gp.
Level: 5th.

Defence Field: a personal defence and combat force field which functions as a combined Battle Field of -1L (i.e. a Matter Shield and Prosthetics both of -2L) and an Energy Shield of -2L. Additionally it can store 250ep (x2/extra L) in the field, as an Auric Accumulator of -2L. At +3L and double cost acts in addition as an Environment Shield of -3L (called a Environmental Defence Field); Force Field Theory III is needed to do this. The Matter or Energy Shield functions may not be active in any other Force Field; damage is only blocked from a maximum of 5 attacks/round. Uses: 2ep(+2ep/extra L)/blow or (damage not blocked)ep/blow, 5ep/attack/3D8 increment, if use prosthetics- 5ep/turn (+5/extra L). Weight: 100gp.
Level: 6th.

Environment Shield: acts as an Air Shield of -1L (without Breather Mask capability), a Thermal Shield of -1L and an Air Regenerator (see "Environmental Devices") of -2L. At +1L also functions as a Matter Shield of -3L, and at +2L also functions as an Energy Shield of -3L (neither of these may be active in any other Force Field). At +3000gp cost at +3L also functions in addition as Prosthetics (see "Weapon Devices") of -3L (called a Combat Environment Shield); Force Field Theory III is needed to do this. Uses: idling/air shield/continuous heat or cold/air regen- none, heat/cold energy attack- 5ep/attack, Matter/Energy Shield- as 'Shield, Prosthetics- as Prosthetics. Weight: 50gp.
Level: 6th.

Macro Air Shield: a variation on the Macro Force Field Enhanced Physical setting which is Personal and does not allow gasses in or out up to 20 (Earth) atmospheres pressure (+15/extra L). Additionally includes the equivalent of an Air Regenerator of -2L. Protects from heat/cold or radiation by blocking up to 4D (similar to the basic General Attack Form), but gives no protection from these beyond this. Also gives AC2 and DR8 against physical attacks, and sound is deadened across the field (a Transducer gets round this problem). If set to 3"rad and linked to a Field Modulator then the equivalent of up to six Field Portals of -3L may be generated. Note the need to shut off the field for one round to change its radius between personal and 3"rad, and the problems with moving if it intersects objects. If a harness is added with sensors and motors then can act as Prosthetics of -2L given Biological Theory I, four extra weeks work (+1 week/extra L) and +2000gp cost (+500gp/extra L), a Prosthetic Macro Air Shield. Alteratively seperately built Prosthetics of -1L without the frame could be used. Unless this device is miniturised and the prosthetics option is used then use is probably not practical, with just the prosthetics in about a tenth of a G. Even if the power supply is cut-off the field remains for 1+D3 rounds. Note that unlike a Macro Force Field does not need to be at least 50% embedded in solid material, or require at least 25tns (500kgpwt) within field, for it to work. Also see Macro Air Shell. This whole device, including the Air Regenerator which is normally so, is considered to have double redundancy. Area: personal or 3"rad. Uses: regenerator- 1ep/human/turn, personal- 4ep/turn, area- 15ep/turn, pass portal- 3ep, prosthetics- as prosthetics. Weight: 51,000gp, harness- 100gp.
Level: 6th

Prosthetic Macro Air Shield: see Macro Air Shield. Weight: 51,100gp.
Level: 6th.

Physical Environment Shield: see Environment Shield.
Level: 7th.

Defence Environment Shield: see Environment Shield.
Level: 8th.

Environmental Defence Field: see Defence Field.
Level: 9th.

Combat Environment Shield: see Environment Shield.
Level: 9th.