Post by CitizenX on Feb 23, 2016 5:58:17 GMT
Common Armor
Recycled Kevlar Clothing (Class I Armor), Availability: Common, Price: Cheap (per outfit)
Armor Value: 1d6, Location: All, Type: Kinetic, Option: Concealable, Vulnerability: Blade
Martial Arts Safety Gear (Class I Armor), Availability: Common, Price: Cheap (per outfit)
Armor Value: 1d6 (2d6 Blunt w/ insert), Location: All, Type: Blunt, Option: Armor Insert (+1d6 AV to Blunt Type attacks), Vulnerability: Kinetic
Stab Resistant Clothing (Class I Armor), Availability: Uncommon, Price: Cheap (per outfit)
Armor Value: 1d6, Location: All, Type: Blade, Option: Concealable, Vulnerability: Kinetic
SmartCamo Clothing (Class I Armor), Availability: Restricted, Price: Cheap (per outfit)
Armor Value: 1d6, Location: All, Type: Laser, Options: Concealable, SmartCamo Delta (+1d6 to stealth, requires armor to cover all locations for bonus), Vulnerabilty: Electric, Explosive, Drawback: Power Usage (1 Power Usage per round with SmartCamo active)
Ballistic Gel Armor (Class II Armor), Availability: Restricted, Price: Normal (per outfit)
Armor Value: 2d6 (3d6 Kinetic w/ insert), Location: Any, Type: Blunt, Kinetic, Option: Armor Insert (+1d6 AV against Kinetic Type attacks), Vulnerability: Blade, Movement Penalty: -1
Carbon Fiber Clothing (Class II Armor), Availability: Common, Price: Normal (per outfit)
Armor Value: 2d6, Location: All, Type: Fire, Kinetic, Option: Concealable, Vulnerability: Blade
EM Dispersion Matrix (Class II Armor), Availability: Uncommon, Price: Normal (per outfit)
Armor Value: 2d6, Location: All, Type: Electric, Sonic, Options: EM Shielding (protects against EM radiation and shields electronics), Vulnerability: Explosive
Composite Tactical Armor (Class III Armor), Availability: Restricted, Price: Costly (per outfit)
Armor Value: 3d6 (4d6 Kinetic w/ insert), Location: Any, Type: Kinetic, Explosive, Blunt, Options: Armor Insert (+1d6 to Kinetic), Vulnerability: Blade, Movement Penalty: -1
Ceramic Armor (Class IV Armor), Availability: Restricted, Price: Normal (per location)
Armor Value: 4d6 (6d6 Kinetic w/ plating), Location: Any, Type: Kinetic, Laser, Electric, Fire, Options: Reinforced Plating (+2d6 AV against Kinetic Type attacks), Thermal Masking (conceals body-heat against Thermal sensors), Vulnerability: Explosive, Blunt, Sonic, Movement Penalty: -2
Galvanic Plating (Class IV Armor), Availability: Restricted, Price: Normal (per location)
Armor Value: 4d6, Location: Any, Type: Electric, Fire, Laser, Sonic, Options: EM Sponge (absorbs EM energy that would disable electronics, works once per hour), Vulnerability: Chemical, Movement Penalty: -1
Polymer Shell (Class IV Armor), Availability: Restricted, Price: Normal (per location)
Armor Value: 4d6 (6d6 Fire w/ plating), Location: Torso, Type: Kinetic, Blade, Fire, Laser, Options: Reinforced Plating (+2d6 AV against Fire Type attacks), Vulnerability: Blunt, Explosive, Movement Penalty: -2
Alloy Plate Armor (Class V Armor), Availability: Restricted, Price: Normal (per location)
Armor Value: 5d6 (7d6 Kinetic w/ plating), Location: Any, Types: Blade, Blunt, Cryo, Explosive, Kinetic, Options: Reinforced Plating (+2d6 AV to Kinetic Type attacks), Vulnerability: Electric & Sonic, Movement Penalty: -2
High Density Plating (Class VI Armor), Availability: Experimental, Price: Costly (per location)
Armor Value: 6d6, Location: Any, Type: Blade, Blunt, Kinetic, Fire, Explosive, Laser, Options: None, Vulnerability: None, Movement Penalty: -2, Drawback: This Experimental High Density Armor can only be produced with precision Nanomanufacturing in laboratories, making it costly and slow to create. The supply for this armor is limited.
Recycled Kevlar Clothing (Class I Armor), Availability: Common, Price: Cheap (per outfit)
Armor Value: 1d6, Location: All, Type: Kinetic, Option: Concealable, Vulnerability: Blade
Martial Arts Safety Gear (Class I Armor), Availability: Common, Price: Cheap (per outfit)
Armor Value: 1d6 (2d6 Blunt w/ insert), Location: All, Type: Blunt, Option: Armor Insert (+1d6 AV to Blunt Type attacks), Vulnerability: Kinetic
Stab Resistant Clothing (Class I Armor), Availability: Uncommon, Price: Cheap (per outfit)
Armor Value: 1d6, Location: All, Type: Blade, Option: Concealable, Vulnerability: Kinetic
SmartCamo Clothing (Class I Armor), Availability: Restricted, Price: Cheap (per outfit)
Armor Value: 1d6, Location: All, Type: Laser, Options: Concealable, SmartCamo Delta (+1d6 to stealth, requires armor to cover all locations for bonus), Vulnerabilty: Electric, Explosive, Drawback: Power Usage (1 Power Usage per round with SmartCamo active)
Ballistic Gel Armor (Class II Armor), Availability: Restricted, Price: Normal (per outfit)
Armor Value: 2d6 (3d6 Kinetic w/ insert), Location: Any, Type: Blunt, Kinetic, Option: Armor Insert (+1d6 AV against Kinetic Type attacks), Vulnerability: Blade, Movement Penalty: -1
Carbon Fiber Clothing (Class II Armor), Availability: Common, Price: Normal (per outfit)
Armor Value: 2d6, Location: All, Type: Fire, Kinetic, Option: Concealable, Vulnerability: Blade
EM Dispersion Matrix (Class II Armor), Availability: Uncommon, Price: Normal (per outfit)
Armor Value: 2d6, Location: All, Type: Electric, Sonic, Options: EM Shielding (protects against EM radiation and shields electronics), Vulnerability: Explosive
Composite Tactical Armor (Class III Armor), Availability: Restricted, Price: Costly (per outfit)
Armor Value: 3d6 (4d6 Kinetic w/ insert), Location: Any, Type: Kinetic, Explosive, Blunt, Options: Armor Insert (+1d6 to Kinetic), Vulnerability: Blade, Movement Penalty: -1
Ceramic Armor (Class IV Armor), Availability: Restricted, Price: Normal (per location)
Armor Value: 4d6 (6d6 Kinetic w/ plating), Location: Any, Type: Kinetic, Laser, Electric, Fire, Options: Reinforced Plating (+2d6 AV against Kinetic Type attacks), Thermal Masking (conceals body-heat against Thermal sensors), Vulnerability: Explosive, Blunt, Sonic, Movement Penalty: -2
Galvanic Plating (Class IV Armor), Availability: Restricted, Price: Normal (per location)
Armor Value: 4d6, Location: Any, Type: Electric, Fire, Laser, Sonic, Options: EM Sponge (absorbs EM energy that would disable electronics, works once per hour), Vulnerability: Chemical, Movement Penalty: -1
Polymer Shell (Class IV Armor), Availability: Restricted, Price: Normal (per location)
Armor Value: 4d6 (6d6 Fire w/ plating), Location: Torso, Type: Kinetic, Blade, Fire, Laser, Options: Reinforced Plating (+2d6 AV against Fire Type attacks), Vulnerability: Blunt, Explosive, Movement Penalty: -2
Alloy Plate Armor (Class V Armor), Availability: Restricted, Price: Normal (per location)
Armor Value: 5d6 (7d6 Kinetic w/ plating), Location: Any, Types: Blade, Blunt, Cryo, Explosive, Kinetic, Options: Reinforced Plating (+2d6 AV to Kinetic Type attacks), Vulnerability: Electric & Sonic, Movement Penalty: -2
High Density Plating (Class VI Armor), Availability: Experimental, Price: Costly (per location)
Armor Value: 6d6, Location: Any, Type: Blade, Blunt, Kinetic, Fire, Explosive, Laser, Options: None, Vulnerability: None, Movement Penalty: -2, Drawback: This Experimental High Density Armor can only be produced with precision Nanomanufacturing in laboratories, making it costly and slow to create. The supply for this armor is limited.