Test Mods
Type AR Encumbrance Penalty Damage Reduction
Light 2 0 0 1T (1N when Advanced)
Medium 4 1 -20 1N
Heavy 7 2 -30 1N (2N when Advanced)

Armour properties

When upgraded to Advanced, the minor armours above gain +2 AR and one of the properties below. Up to two more additional properties may be added to an Advanced armour by spending additional slots of your minor item allowance. Armour properties of the same type may not be stacked!

Plated
The armour gains +2 AR (+3 if heavy).

Flexible
The armour's Penalty is improved by 10, at the cost of reducing AR by 1.

Lightweight
The armour takes -1 Encumbrance, at the cost of two points of AR.

Silent
An armour's Penalty does not apply to Stealth checks if it has the Silent property. If it already has no penalty, +2 Stealth bonus while wearing it.

Shielded
Versus one particular type of damage (blunt, bladed, energy, kinetic, and so on) your total armour rating is increased by +4 (+5 if heavy).

Resilient
Medium or heavy only. The armour gains +1N damage reduction, at the cost of worsening the Penalty by 10 and adding one point of Encumbrance.

Utility
Light or medium only. The armour grants an additional Utility token and +10 to checks in a chosen Utility speciality.

Operative
Light armour only. The armour has -1 AR but gains two properties. However, it has 1 point of Energy: should this Energy be lost, the item is completely disabled until repaired.

Powered
Heavy armour only. The armour gains +4 AR and grants +2 Attribute to the wearer. However, it has 2 points of Energy: when a point is lost, its bonuses half. When it is all lost, Penalty increases by -20 and Encumbrance increases by 2. Powered bonuses count as implants for the purposes of psionics (i.e., a telepath cannot wear powered armour and decide that the bonus applies to their WIL).

Armour accessories

Worn armours may not be stacked under and circumstances; you cannot, say, purchase two suits of medium armour as minor items and wear both simultaneously. But you may add the effects of armour accessories, to whit, either accessories for armour or accessories that are armour. Each accessory costs 1 minor item slot and does not contribute to a worn armour's property limit. Unless otherwise stated, armour accessories can be purchased and used by characters even if they're not wearing armour. You may not stack the same armour accessory.

Aegis
+2 armour versus a particular source of damage (blunt, bladed, energy, etc).

Bracers
+2 armour in Melee.

Leathers
+1 armour.

Shield
Must be actively wielded. +2 armour, +4 with Block aspect.

Underarmour
+2 to Resistance checks versus mundane damage.

Gasmask
+4 to Resistance checks versus inhaled threats.

Stealth suit
As the Silent armour property.

Helmet
+1N damage reduction versus critical hits.

Uniform
+2 to Social when interacting with members or allies of a specific faction.

Example armours

Advanced Plate

Improved plate armour

Armour rating: 7
Damage reduction: 2N

Cost: Advanced

Restrictions: Encumbrance 1. This item confers a -30 Penalty to Agility checks.

Build: Heavy armour, Lightweight

League Battle Plate

The heaviest armour available to the Mercenary League

Armour rating: 11
Damage reduction: 3N

Cost: Advanced, plus 2 Minors

Restrictions: Encumbrance 3. This item confers a -30 Penalty to Agility checks.

Build: Heavy armour, Resilient, Plated, Flexible

Montakon Powered Armour

High-tech assault armour

Armour rating: 13
Damage reduction: 2N

Cost: Advanced

Restrictions: Encumbrance 2. This item confers a -30 Penalty to Agility checks.

Special: Grants +2 STR and +4 armour (already included in AR). This item has two Energy: losing 1 Energy halves these bonuses. Losing it all increases Encumbrance and Penalty to 4 and -30 respectively.

Build: Heavy armour, Powered

Dualist Spy Attire

Hidden covert gear used denied by the Duality Corporation

Armour rating: 5
Damage reduction: 1N

Cost: Advanced

Restrictions: None.

Special: Grants +10 to Tech checks and adds a Tech token. This item has 1 point of Energy: when this point is lost, the item is unusable until repaired.

Build: Light armour, Operative (Utility, Plated)

Umbra Field

High-tech forcefield

Armour rating: 3
Damage reduction: 1N

Cost: Advanced

Restrictions: None.

Special: Grants a +2 Stealth bonus and a further +4 AR versus energy damage. This item has 1 point of Energy: when this point is lost, the item is unusable until repaired.

Build: Light armour, Operative (Shielded, Silent)

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