Armour
Light Armour
Light armour is any armour that offers some protection, without being so bulky that it severely restricts movement. As it is like clothing, it does not require any operator skill to get the best use out of it.
Leather
10:1(cost), 0.1/4(wt), 11(CC)
Op: inactive, worn ◊ s2a: 4hp 1ep for main-act
Usage: +1(rst,prc), +1(rst,sls), +5(Agility,max)
Description: Combat armour made from thick leather, stiffened in places to maximise protection. Other protective gear, such as that worn by motorcyclists, can be substituted but with 3(Agility,max).
Leather, studded
Studded leather is similar to leather armour but it is heavily stiffened with studs or metal ribs.
30:1(cost), 0.1/6(wt), 11(CC)
Op: inactive, worn ◊ s2a: 6hp 1ep for main-act
Usage: +2(rst,prc), +2(rst,sls), +4(Agility,max)
Description: Combat armour made from thick leather, stiffened with studs and hard (usually metal) ribs.
Ballistic vest, light
120:1(cost), 0.1/7(wt), 12(CC)
Op: inactive, worn ◊ s2a: 7hp 1ep for main-act
Usage: +4(rst,prc), +4(rst,sls), +2(Agility,max)
Description: This is usually a vest with heavy metal plates sewn into the fabric, designed to protect the centre mass of the body from slug projectiles. The rst bonuses presented assume that you are also wearing a helmet.
Ballistic vest, medium
220:1(cost), 0.1/12(wt), 12(CC)
Op: inactive, worn ◊ s2a: 12hp 1ep for main-act
Usage: +5(rst,prc), +5(rst,sls), +0(Agility,max)
Description: Heavier version of the light ballistic vest. The rst bonuses presented assume that you are also wearing a helmet.
Cloth
800:1(cost), 0.1/6(wt), 12(CC)
Op: inactive, worn ◊ s2a: 6hp 1ep for main-act
Usage: +3(rst,prc), +3(rst,sls), +1(rst,fire), +1(rst,cold), +4(Agility,max)
Description: This is a complete suit of armour made of ballistic cloth, an advanced, nanotech-built combination of graphite and diamond.
Fibre, standard
5K:2(cost), 0.1/7(wt), 13(CC)
Op: inactive, worn ◊ s2a: 7hp 5ep for main-act
Usage: +4(rst,prc), +4(rst,sls), +1(rst,fire), +1(rst,cold), +3(Agility,max)
Description: This is a much more sophisticated version of cloth, where the diamond structure is in the form of an extremely fine chain of diamond links, making flexible fibres, designed to disperse many forms of kinetic energy, making hits on the wearer less effective.
Fibre, dress
9K:2(cost), 0.1/4(wt), 13(CC)
Op: inactive, worn ◊ s2a: 4hp 9ep for main-act
Usage: +4(rst,prc), +4(rst,sls), +1(rst,fire), +1(rst,cold), +4(Agility,max)
Description: Dress fibre armour has the appearance of bulky clothing, which is usually in the design of a military or service uniform.
Fibre, reactive
30K:3(cost), 0.1/2(wt), 14(CC)
Op: active (mishap(elec-3)), worn ◊ s2a: 2hp 30ep for main-act
Usage: +4(rst,prc), +4(rst,sls), +1(rst,fire), +1(rst,cold), +5(Agility,max)
Description: Reactive fibre is very advanced fibre armour with the appearance of normal clothing. It senses when a dangerous situation looms and bulks out to protect the wearer.
Mesh, standard
8K:2(cost), 0.1/7(wt), 13(CC)
Op: inactive, worn ◊ s2a: 70hp 8ep for main-act
Usage: +5(rst,prc), +5(rst,sls), +1(rst,fire), +1(rst,cold), +2(Agility,max)
Description: Mesh is an advance on fibre armour, where the diamond chains are sandwiched in a hyper-dense, exotic isotope of niobium. This sacrifices some flexibility for additional rst,prc and rst,sls protection.
Mesh, dress
14K:2(cost), 0.1/4(wt), 14(CC)
Op: inactive, worn ◊ s2a: 4hp 14ep for 1 main-act
Usage: +5(rst,prc), +5(rst,sls), +1(rst,fire), +1(rst,cold), +3(Agility,max)
Description: Dress mesh armour has the appearance of bulky clothing, which is usually in the design of a military or service uniform.
Mesh, reactive
48K:3(cost), 0.1/2(wt), 14(CC)
Op: active (mishap(elec-3)), worn ◊ s2a: 20hp 48ep for main-act
Usage: +5(rst,prc), +5(rst,sls), +1(rst,fire), +1(rst,cold), +4(Agility,max)
Description: Reactive mesh is very advanced mesh armour with the appearance of normal clothing. It senses when a dangerous situation looms and bulks out to protect the wearer.
Weave
12K:2(cost), 0.1/7(wt), 14(CC)
Op: episodic (mishap(elec-2)), worn ◊ s2a: 7hp 12ep for main-act
Usage: +2(rst,frc) +6(rst,prc), +8(rst,sls), +1(rst,fire), +1(rst,cold), +2(Agility,max)
Description: This is similar to mesh, but when undergoing rapid changes in force becomes momentarily rigid, affording the user resistance to force attacks without losing ease of use and flexibility.
Heavy Armour
Heavy armour offers more protection than light armour, but it is harder to move in it, and requires some practice (via the Aegis qualifier) to use it effectively in combat. This means that every physical skill check that you make in heavy armour is subject to the Aegis aspect:
generic-physical -> chk(C)= +M(Skill-Physical) + Aegis
If you are qualified in Aegis (as in you have placed a rank in that qualifier) then R = 0, so you can disregard the aspect, otherwise you suffer the -3 penalty for being unqualified in Aegis.
Shell
26K:2(cost), 0.1/15(wt), 14(CC)
Op: inactive, worn(Aegis) ◊ s2a: 15hp 26ep for rnd
Usage: +7(rst,frc) +7(rst,prc), +10(rst,sls), +2(rst,fire), +2(rst,cold), +2(rst,heat), +2(Agility,max)
Description: Shell armour is a variant on weave armour, where various part of the armour are rigid, improving the dispersive properties of the material, and greatly improving the force resistance.
40K:2(cost), 0.1/18(wt), 14(CC)
Op: inactive, worn(Aegis) ◊ s2a: 18hp 40ep for rnd
Usage: +8(rst,frc) +8(rst,prc), +10(rst,sls), +3(rst,fire), +2(rst,cold), +2(rst,heat), +0(Agility,max)
Description: A heavier version of shell sacrificing manoeuvrability for more protection.
Carapace
60K:2(cost), 0.1/17(wt), 14(CC)
Op: inactive, worn(Aegis) ◊ s2a: 17hp 60ep for rnd
Usage: +9(rst,frc) +9(rst,prc), +10(rst,sls), +3(rst,fire), +2(rst,cold), +2(rst,heat), +0(Agility,max)
Description: Carapace armour combines shell armour with solid niobium isotope, giving the armour impressive stopping power.