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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

To qualify as leather armour, the material must be thick and stiffened in places, either as a result of it being made to function as armour, or it has other protective properties, such as the protective gear worn by motorcyclists. The listing below applies to leather that is made as combat armour, for other uses, use 3(Agility,max).

Armour, leather

10:1(cost), 0.1/4(wt), 11(CC)
Op: inactive, worn
s2a: 40(hp), 1(ep) in 1 main-action
+1(rst,prc), +1(rst,sls), +5(Agility,max)

Leather, studded

Studded leather is similar to leather armour but it is heavily stiffened with studs or metal ribs.

Armour, leather

30:1(cost), 0.1/6(wt), 11(CC)
Op: inactive, worn
s2a: 60(hp), 1(ep) in 1 main-action
+2(rst,prc), +2(rst,sls), +4(Agility,max)

Ballistic vest, light

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. Because the ballistic vest does not cover the whole body there is a 50% chance on each hit, that the resistance will not apply.

Ballistic vest, light

120:1(cost), 0.1/7(wt), 12(CC)
Op: inactive, worn
s2a: 70(hp), 1(ep) in 1 main-action
+4(rst,prc), +4(rst,sls), +2(Agility,max)

Ballistic vest, medium

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. Because the ballistic vest does not cover the whole body there is a 50% chance on each hit, that the resistance will not apply.

Ballistic vest, medium

220:1(cost), 0.1/9(wt), 12(CC)
Op: inactive, worn
s2a: 90(hp), 1(ep) in 1 main-action
+5(rst,prc), +5(rst,sls), +0(Agility,max)

Cloth

This is a complete suit of armour made of ballistic cloth, an advanced, nanotech-built combination of graphite and diamond.

Cloth

800:1(cost), 0.1/6(wt), 12(CC)
Op: inactive, worn
s2a: 60(hp), 1(ep) in 1 main-action
+3(rst,prc), +3(rst,sls), +1(rst,fire), +1(rst,cold), +4(Agility,max)

Fibre, standard

This is a much more expensive version of cloth, where the diamond structure is in the form of flexible fibres, designed to disperse many energy forms, making hits on the wearer less effective.

Fibre, standard

5K:2(cost), 0.1/7(wt), 13(CC)
Op: inactive, worn
s2a: 70(hp), 5(ep) in 1 main-action
+4(rst,prc), +4(rst,sls), +1(rst,fire), +1(rst,cold), +3(Agility,max)

Fibre, dress

Dress fibre armour has the appearance of bulky clothing, which is usually in the design of a military or service uniform.

Fibre, dress

9K:2(cost), 0.1/4(wt), 13(CC)
Op: inactive, worn
s2a: 40(hp), 9(ep) in 1 main-action
+4(rst,prc), +4(rst,sls), +1(rst,fire), +1(rst,cold), +4(Agility,max)

Fibre, reactive

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.

Fibre, reactive

30K:3(cost), 0.1/2(wt), 14(CC)
Op: inactive, worn
s2a: 20(hp), 9(ep) in 1 main-action
+4(rst,prc), +4(rst,sls), +1(rst,fire), +1(rst,cold), +5(Agility,max)

Mesh, standard

This is a hyper-dense, flexible, mesh made from an exotic isotope of niobium, which is resistant to pierce weapons.

Mesh, standard

8K:2(cost), 0.1/7(wt), 13(CC)
Op: inactive, worn
s2a: 70(hp), 8(ep) in 1 main-action
+5(rst,prc), +5(rst,sls), +1(rst,fire), +1(rst,cold), +2(Agility,max)

Mesh, dress

Dress mesh armour has the appearance of bulky clothing, which is usually in the design of a military or service uniform.

Mesh, dress

14K:2(cost), 0.1/4(wt), 14(CC)
Op: inactive, worn
s2a: 40(hp), 14(ep) in 1 main-action
+5(rst,prc), +5(rst,sls), +1(rst,fire), +1(rst,cold), +3(Agility,max)

Mesh, reactive

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.

Mesh, reactive

48K:3(cost), 0.1/2(wt), 14(CC)
Op: inactive, worn
s2a: 20(hp), 48(ep) in 1 main-action
+5(rst,prc), +5(rst,sls), +1(rst,fire), +1(rst,cold), +4(Agility,max)

Weave

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.

Weave

12K:2(cost), 0.1/7(wt), 14(CC)
Op: inactive, worn
s2a: 70(hp), 12(ep) in 1 main-action
+2(rst,frc) +6(rst,prc), +8(rst,sls), +1(rst,fire), +1(rst,cold), +2(Agility,max)

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 skill roll that you make in heavy armour is subject to the Aegis aspect:

chk (C) = d20 + M(Any) + R(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 Aegis.

Shell

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.

Shell, light

26K:2(cost), 0.1/15(wt), 14(CC)
Op: inactive, worn(Aegis)
s2a: 150(hp), 26(ep) in 1 rnd
+7(rst,frc) +7(rst,prc), +10(rst,sls), +2(rst,fire), +2(rst,cold), +2(rst,heat), +2(Agility,max)

Shell, heavy

40K:2(cost), 0.1/18(wt), 14(CC)
Op: inactive, worn(Aegis)
s2a: 180(hp), 40(ep) in 1 rnd
+8(rst,frc) +8(rst,prc), +10(rst,sls), +3(rst,fire), +2(rst,cold), +2(rst,heat), +0(Agility,max)

Carapace

Carapace armour combines shell armour with solid niobium isotope, giving the armour impressive stopping power.

Carapace

60K:2(cost), 0.1/17(wt), 14(CC)
Op: inactive, worn(Aegis)
s2a: 170(hp), 60(ep) in 1 rnd
+9(rst,frc) +9(rst,prc), +10(rst,sls), +3(rst,fire), +2(rst,cold), +2(rst,heat), +0(Agility,max)