So I have several questions about how to handle combat in with voidsuits.
This has come up quite a few time in our play already, so I'll mention the questions and the working answers that have come up.
What armour can be worn with a void suit?
my group has ruled that up to a light flak can be worn with the armoured void suit (selenite) and the AP stacks (total of 6), and that any non-power armour can be worn with an unarmoured voidsuit.
I'm have some problems with this interpretation, but it's worked okay so far.
What types of armour can be made voidworthy?
This hasn't really come up, but would be my solution to the first problem. With time and the trade (armourer) skill a void suit can be incorporated into a suit of armour. The inquistor's handbook describes incorporating a camo-cloak into armour, and this would be fairly analogous.
Can a void suit be damaged in combat, and what happens then?
In my group your void suit becomes damaged when a character becomes heavily wounded. The character is then exposed to the exposed to vacuum, with an oxygen source, and follows the rules on page 261. If in the vacuum of space a character has 2 rounds before taking damage from cold.
A void suit can be repaired with a repair kit and 2 successful Tech-Use or Trade (voidfarer) checks (each taking a round). After this the suit is considered repaired until the character suffers critical damage, at which point the suit must be repaired again.
I'm pretty happy with this rule, the only change I might make is making it
Lastly, How much long can normal void suit last in the void?
The book states that a selenite suit can last for 10 hours, but no time is given for a normal suit. I'd go with 5 hours at least.