A R M O R

Body armor comes in a variety of shapes and sizes, providing varying degrees of coverage and varying heaviness of materials. Three feats cover proficiency in the use of armor: Armor Proficiency (light), Armor Proficiency (medium), and Armor Proficiency (heavy).

Armor Table: Armor is described by a number of statistics, as shown on the table below.
Type: Armor comes in four types: impromptu, concealable, tactical, and advanced. Impromptu armor includes items that provide protection even though they weren’t designed for that purpose, such as leather biker’s jackets and football pads. Concealable armor is modern body armor designed to fit underneath regular clothing. It can be worn for extended periods of time without fatiguing the wearer. Tactical armor is modern body armor that fits over clothing and can’t be easily concealed. Its weight and bulk make it impractical to wear all the time, and it is generally only donned when a specific dangerous confrontation is likely. Because it is worn over clothing in tactical situations, tactical armor often has pockets, clips, and Velcro attachment points for carrying weapons, grenades, ammunition, flashlights, first aid kits, and other items. Advanced armor progresses past the previous three types with additional features, some obvious, some beyond the realm of imagination.
Hardness: The protective value of the armor.
Nonproficient Bonus: The maximum amount of the armor’s Hardness that can be applied to the wearer’s if the wearer is using armor with which he or she isn’t proficient (doesn’t have the appropriate feat).
Maximum Dex Bonus: This number is the maximum Dexterity bonus to Defense that this type of armor allows. Heavier armor limits mobility, reducing a character’s ability to avoid attacks. Even if a character’s Dexterity bonus drops to +0 because of armor, the character is not considered to have lost his or her Dexterity bonus.
Armor Penalty: The heavier or bulkier the armor, the more it affects certain skills. This penalty applies to checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble.
Speed: Medium and heavy armor slows a character down. The number in this column is the character’s speed penalty while in armor. Normal speed for unaltered human being is 30ft. SPECIAL: For Powered Armor, this number flips to the machine’s top speed, not speed penalty. For additional speed benefits (wheels), see the armor’s description.
Weight: This column gives the armor’s weight.
Cost: This is the purchase price to acquire the armor. This number reflects the base price and doesn’t include any modifier for purchasing the armor on the black market.
Restriction: the restriction rating for the armor, if any and the appropriate black market purchase modifier.
Power Suits: Powered armor has their own additional rules for physical abilities as well as their own hit points. See each suit for their own abilities.
Hit Points: The Hit Points of the suit.
Armor Penalty: A suit cannot pick pockets. Swim and Hide difficulty is -10 more than the number listed. Suits are waterproof but they don’t float. They are also all large.
Critical Defense: The suit will absorb this much amount of damage before translating the rest to the pilot.
Cost: The value on the open market.
Strength Bonus: The strength of the Power Suit.

L I G H T     A R M O R
For the character that doesn’t want to be bogged down by more cumbersome armor types, a leather garment or some sort of concealable armor is just the ticket.
Leather Jacket: This armor is represented by a heavy leather biker’s jacket. A number of other impromptu armors, such as a football pads and a baseball catcher’s pads, offer similar protection and game statistics.

Armor

Type

Hardness

Nonprof. Bonus

Max Dex Bonus

Armor Penalty

Spd.

Wt.

Cost

Rest.

Light Armor

Flight Suit and helmet

Tactical

2

+1

+6

–0

0

2 lb.

180

Lic (+1)

Leather jacket

Impromptu

1

+1

+8

–0

0

4 lb.

150

Light Undercover Shirt

Concealable

2

+1

+7

–0

0

2 lb

200

Lic(+1)

Metal Lace

Concealable

4

+6

+8

0

0

2lb.

5 500

Res(+2)

Skin Suit

Concealable

1

+1

+12

-0

0

2lb.

5000

Mil(+3)

Sticky Suit

Tactical

3

+8

+12

-0

0

4 lb.

2000

Lic (+1)

Medium Armor

Concealable Vest

Concealable

4

+2

+6

–3

-5

4 lb.

200

Lic(+1)

Flack Longcoat

Tactical

6

+3

+5

-4

-5

10lb.

2200

Lic(+1)

Light-duty vest

Tactical

5

+2

+5

–4

-5

8 lb.

250

Lic(+1)

Pressure Suit

Tactical

5

+1

+2

-4

-5

20lb.

1500

Lic(+1)

SWAT Raid

Tactical

5

+2

+6

-4

-5

20 lb

3000

Res(+2)

Tactical vest

Tactical

6

+2

+4

–5

-5

10lb.

250

Lic(+1)

Type 2902

Tactical

5

+2

+10

-2

0

15 lb

8000

Mil(+3)

Heavy Armor

Armored Spacesuit

Tactical

7

+2

+1

-6

-10

25 lb

5 000

Mil(+3)

Forced Entry Unit

Tactical

9

+3

+0

–8

-10

20lb.

300

Lic(+1)

Land warrior armor

Tactical

6

+3

+3

–3

-10

10 lb

2000

Lic (+1)

Special Response Vest

Tactical

7

+3

+1

–6

-10

15lb.

250

Lic(+1)

Powered Armor (All powered armor are classed as advanced)

Armor

Hardness

Max Dex Bonus

Hit

Points

Armor Penalty

Spd.

Critical Defense

Cost

Str.

Rest.

Dazhdbog Arm Suit

20

0

70

-10

30

40

35000

30

ILL(+4)

Forced Entry Arm-Slave

15

4

40

-4

45

20

35000

24

Mil(+3)

Fuchikoma. Standard

10

6

30

Spcl

30/200

20

50000

20

Mil (+3)

Fuchikoma, Military

15

6

55

Spcl

30/265

30

70000

24

Mil (+3)

GSDF RCPS Armored Suit

15

3

50

-5

40

30

35000

24

Mil (+3)

GSDF Tactical Arm-Slave X100

20

3

70

-8

30

30

40000

30

Tachikoma

15

6

50

Spcl

30/265

30

65000

22

Mil (+3)

Light Undercover Shirt: Designed for deep undercover work in which it’s critical that the wearer not appear to be armed or armored, this garment consists of a T-shirt with a band of light protective material sewn in around the lower torso.
Skin Suit: The skin suits offers little protection. What it does offer, however, is therm-optic camouflage. They require the subject not have any more clothing to disrupt the signal. Wearing clothing halves its abilities. The Skin suit works in harsh environments and even works when wet. Like all therm-optics, the character gains a +20 bonus on Hide checks if moving, or a +40 bonus on Hide checks when not moving (even though opponents can’t see you, they might be able to figure out where you are from other visual clues plus therm-optics are not perfect). This bonus is cut in half if the character attacks another in melee or ranged. A built in power source lasts for 5 minutes (50 rounds) before draining. Anyone attacked by an invisible target is denied their Dexterity bonus to Defense. Turning therm-optics on or off is a move action.
Sticky Suit: Basically, this suit gives the wearer the capacity to scale walls with ease. Nano - filaments give the suit the capacity to stick to any surface and hold there with reliability. It attaches itself on its own power with Str 18. For the wearer, it offers a +30 competency bonus to all climb checks.
Undercover Vest: Covering a larger area of the torso, this vest provides better protection than the light undercover shirt—but it is also more easily noticed. It is best used when the armor should remain unseen but the wearer doesn’t expect to face much scrutiny, granting a +2 bonus on Spot checks to notice the armor.

M E D I U M     A R M O R
Most medium armor (except for the archaic chain mail shirt) is not terribly heavy, but nonetheless provides a significant amount of protection—at the expense of some speed.
Concealable Vest: Standard issue in many police forces, this vest provides maximum protection in a garment that can be worn all day long under regular clothing. While it may go unnoticed by a quick glance, it is usually visible to anyone looking closely for it, granting a +4 bonus on Spot checks to notice the armor.
Light-Duty Vest: A lightweight tactical vest designed for extended use by riot police and forces on alert for potential attack, this armor sacrifices a degree of protection for a modicum of comfort—at least compared to other tactical body armors.
SWAT Raid: Similar to the 2902, the SWAT Raid does not have Therm-Optics but it is a medium incursion defense setup with good stopping power. Its full cover helmet contains a guided camera that extends from the side. It can look around corners or peer through vents. It can extend up to three feet and requires a DC25 Spot with a casual check. Built in encryption maintains security with communication.
Tactical Vest: The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available.
Type 2902: A more effective combat suit with equipped therm-optic, it became the main combat choice for members of Section 9. Like all therm-optics, the character gains a +20 bonus on Hide checks if moving, or a +40 bonus on Hide checks when not moving (even though opponents can’t see you, they might be able to figure out where you are from other visual clues plus therm-optics are not perfect). This bonus is cut in half if the character attacks another in melee or ranged. A built in power source lasts for 30 minutes (50 rounds) before draining. Anyone attacked by an invisible target is denied their Dexterity bonus to Defense. Turning therm-optics on or off is a move action.

H E A V Y      A R M O R
For the best protection money can buy, go with heavy armor, but watch out for the armor penalty.
Forced Entry Unit: The most powerful basic protection available is built into this suit, which consists of a heavy torso jacket with ceramic plates over the chest and back, neck and groin guards, arm protection, and a helmet. Heavy and cumbersome, this armor is generally only donned by tactical officers heading into a dangerous assault.
Special Response Vest: Built like the tactical vest, but incorporating groin and neck protection as well as a ceramic plate over the chest, this armor provides additional protection in battles against heavily armed opponents.
Land Warrior Armor: The Land Warrior combat system was a major Information Age step in the ongoing effort to increase the efficiency of the individual solder. The primary benefits of Land Warrior armor are found in its communications and sensor gear; each Land Warrior armor has a built-in computer that is capable of sending and receiving text and image transmissions (via a display built into the armor), including images captured from the scope of a linked OICW assault rifle or TacMil sniper rifle. Additionally, the display can be linked to the scopes on those weapons to provide real-time representations of what the scope can see, allowing the wearer to fire around corners with ease. In addition to the communications and data equipment, the armor functions as standard infantry battle armor complete with bullet-resistant plating and Kevlar protective gear. The armor allows for instantaneous transmission of coordinates and targeting information, allowing teams of Land Warrior-capable soldiers to communicate and coordinate with ease and efficiency.
Space Suit: The standard space suit used by NASA and other space programs is a completely enclosed environment suit capable of sustaining life in extremes of temperature and a lack of breathable air. The suit is large and bulky, composed of a thick body suit and helmet with a transparent mask, all parts of which are capable of deflecting micro-meteors and other space-borne projectiles. Inside the suit, internal air tanks and environmental filters maintain temperature and pressure. Additionally, a communications system not only allows for radio transmissions to the space shuttle but also allows internal sensors to monitor biological functions that can be observed from mission control. The space suit is poor combat armor, but allows for movement and action in space.

P O W E R E D     A R M O R
Power armor possesses advanced built in sensors. Its standard capabilities include:
--Infrared at 120 feet
--See invisible objects at 30 feet.
--While Powered armor operate, they separate the pilot from the outside world. As long as the hull is “unbroken”, the Pilot is immune to all Poisons and Gas effects.
--Acid, cold, fire and lightning resistance 10
--They must have direct input from manual controls. Even though the pilots may be hacked, the machine’s control cannot by wrested from them from outside sources.
--Pilots cannot wear any armor heavier than light while in a suit. Their suits are form fitting and tight.
--As a full action, the Pilot can eject. The pilot can auto destruct the suit or it falls prone at that point.
--Any PC in power armor receives combat experience as his PC power level +1.
--Except for the Tachikomas/Fuchikomas and the Dazhdbog , Powered armor have normal hands for holding weapons.
Combat with Powered Armor: If the attacker scores a critical hit on a powered armor, the Critical Defense is halved. The moment the suit’s hit points are at half, the next hit that deals damage to the Pilot in any amount compromises the integrity of the sealed environment and is susceptible to gas and poison attacks. All further attacks until it is repaired that penetrate to the pilot also can affect him if there are additional rules to the strike
For someone to hurt the Pilot, they must strike the suit, do enough to penetrate the hardness, and overcome the critical defense.
When Powered Armor’s Hit Points reaches zero, it still works but no longer protects its pilot as well. Note: If an armor had 1 HP and is struck, it gets all the advantages and defenses of THAT attack and these penalties occur after that attack is resolved.
Critical Defense is 0
Speed is ½ of listed.
Hardness is reduced by 5 (min 0).
Max Dex Bonus is ½ of listed.
Strength is reduced by 5.
All weapon bonuses are reduced to 0
When the powered armor is reduced to -20 hit points, it stops working altogether. It falls prone, non-functioning. At -30, it explodes, causing 10d10 of physical and fire damage (one damage, two types) to the pilot if she is inside (REF DC 30) and 5d10 to everything within 20 feet (REF DC 25). Hopefully, the pilot has ejected before this happens.
Russian Dazhdbog Arm Suit: Based on the Type 1 GSDF, the Dazhbog designers made no attempt to emulate the human body with the design. It features huge arms, secondary rear mounted appendages for accelerated movement and an external mounted weapon system. The Dazhbog cannot hold weapons like the other suits with its oddly shaped hands. However, its arm length gives it an additional +5 foot reach. On its back is a mounted 7.62 Gattling Cannon that spins around to fire between the two massive legs. Because of the shape of the suit, the suit is not controlled through a slave-system like the 303 but is piloted exclusively from controls in the large torso. Its rear appendages contain support arms for the main gun. When braced, the weapon has no firing difficulty. However, if not braced or if the suit is moving, it incurs a –4 penalty when firing the cannon.


Jet assists allow momentary boosts of speed. Every ten rounds the suit can accomplish one of the following:
--A +15 inherent bonus to Jump rolls
--A 40 foot speed increase that lasts for one full combat round. This does not stack with the running action.
--A +3 Dodge bonus to Defense. This must be done on the pilots combat round and lasts until their next round.

Forced Entry Arm-Slave: The most widely used arm-suit in the Public Sector is the Forced Entry unit, widely used by Public Security and Law Enforcement SWAT teams. The military also found uses for the model in certain areas, especially in urban environments. Its small, mobile design proved especially useful. It was original, most likely, designed to combat the compact think tanks from Kenbishi. The FE unit’s most striking feature is its arm shield. It offers an additional +2 to Hardness. The shield has 30 Hit Points. If the shield takes more than 30 points of damage, it is rendered useless and can no longer offer its +2 bonus to Hardness
The Force Entry’s standard load out is a built-in 20 mm Machine Cannon.

Fuchikomas: Standard Equipment and abilities:
-- Thermoptic Camouflage. The suit gains a +20 bonus on Hide checks if moving, or a +40 bonus on Hide checks when not moving. This bonus is cut in half if the character attacks another in melee or ranged. Water contamination or physical attack on the tank has a 40% chance of shorting out the camo for 2d10 minutes. Anyone attacked by an invisible target is denied their Dexterity bonus to Defense. Turning therm-optics on or off is a move action.
--+10 to climb checks
--+15 to Jump checks
--+5 to Balance and Tumble.
--Fuchikomas are able to walk along walls, even roofs, with their wheel pads. The trade off is their lack of Tachikoma wires.
-- 12.7mm gattling gun with 1000 rounds
--10 Smoke canisters.
--As long as the hull is “unbroken”, the Pilot is immune to all Poisons and Gas effects.
-- Cold, Fire, Electric Resistance 20
--Nightvision 100 ft.
--Arms and legs have Str 20
--They have wheeled movement of 265 but are then classified as a vehicles for vehicle combat but can stop on a dime.

Military Style Fuchikoma: Standard Equipment and abilities:
-- Thermoptic Camouflage. The suit gains a +20 bonus on Hide checks if moving, or a +40 bonus on Hide checks when not moving. This bonus is cut in half if the character attacks another in melee or ranged. Water contamination or physical attack on the tank has a 40% chance of shorting out the camo for 2d10 minutes. Anyone attacked by an invisible target is denied their Dexterity bonus to Defense. Turning therm-optics on or off is a move action.
--+10 to climb checks
--+15 to Jump checks
--+5 to Balance and Tumble.
--Fuchikomas are able to walk along walls, even roofs, with their wheel pads. The trade off is their lack of Tachikoma wires.
--D ual 20mm auto grenade launchers OR Twin 20mm Machine cannons.
--7.62mm minigun.
--As long as the hull is “unbroken”, the Pilot is immune to all Poisons and Gas effects.
-- Cold, Fire, Electric Resistance 20
--Nightvision 100 ft.
--Arms and legs have Str 24
--They have wheeled movement of 265 but are then classified as a vehicles for vehicle combat but can stop on a dime.

GSDF Combat Suit Type 303: The 303 is used by the Japanese Coast Guard and Navy. The suit is equipped with one 20mm Machine Cannon and one 40mm Grenade Launcher. This 303 is the premier top Arm-Slave model in service in the GSDF and found circulation throughout the globe. It’s weapons are hand held and, as a result, can be swapped with relative ease. The suit is controlled from direct physical input through mimicking identical appendages the pilot's arm goes through. These smaller appendages have hands as well and the “strings” can be cut from the slave arms to control just the small master ones. There is no strength bonus to the smaller masters. The suit also has therm-optic camo. The suit gains a +20 bonus on Hide checks if moving, or a +40 bonus on Hide checks when not moving. This bonus is cut in half if the character attacks another in melee or ranged. Water contamination or physical attack on the tank has a 40% chance of shorting out the camo for 2d10 minutes. Anyone attacked by an invisible target is denied their Dexterity bonus to Defense. Turning therm-optics on or off is a move action.
Jet assists allow momentary boosts of speed. Every ten rounds the slave can accomplish one of the following:
--A +20 inherent bonus to Jump rolls
--A 60-foot speed increases that lasts for one full combat round. This does not stack with the running action.
--A +4 Dodge bonus to Defense. This must be done on the pilots combat round and lasts until their next round.
Other than that, the 303 has no high-speed motive system, requiring it to transport over long distances by truck.

GSDF Type 1 Armored Suit: The Type 1 was a later slave model, known for its capacity of remote control operation. This option proved unpopular and eventually, all Arm-slaves had this option removed. The Type 1 was the last model produced with this capacity. It can be remote operated by cyberbrain link up or by manually entered remote control. Even though remote control robots still find circulation, large, armed ones, did not. Any damage dealt past the critical defense is still removed from the robot’s hit points. Piloting from remote hampers its abilities. Cyberbrain control incurs no penalties but manual remote suffers a –4 penalty to all rolls. The GSDF has no standard weapon load out. The Type 1 is also known for extended appendages, a design characteristic copied by the Russian Dazhbogs. The Type 1 has an additional 5-foot reach with its arms. Other wise, it has standard Power Armor abilities.

Tachikoma:Standard Equipment and abilities:
-- Thermoptic Camouflage. The suit gains a +20 bonus on Hide checks if moving, or a +40 bonus on Hide checks when not moving. This bonus is cut in half if the character attacks another in melee or ranged. Water contamination or physical attack on the tank has a 40% chance of shorting out the camo for 2d10 minutes. Anyone attacked by an invisible target is denied their Dexterity bonus to Defense. Turning therm-optics on or off is a move action.
--7.62 Chain gun
--20mm grenade launcher (swappable for a 12.7 Gattling Cannon)
--Wires. Tachikomas shoot out a semi-liquid material, which can latch onto walls or grapple opponents. The material solidifies almost instantly after firing. Tachikomas can fire up to 4 wires in a combat round (Range Inc 30, Max Range 100, Def 25, Hit Points 10, Hard 2). They need at least two connected to stay supported.

--+10 to climb checks
--+15 to Jump checks
--+5 to Balance and Tumble.
--As long as the hull is “unbroken”, the Pilot is immune to all Poisons and Gas effects.
-- Cold, Fire, Electric Resistance 20
--Nightvision 100 ft.
--Arms and legs have Str 20
--They have wheeled movement of 265 but are then classified as a vehicles for vehicle combat but can stop on a dime.