Armour Modifications
| MODIFICATION | CAPACITY | AVAIL | COST |
|---|---|---|---|
| Auto-Injector | [2] | 4 | 1.500Y +Chemical Costs |
| Chemical Protection | [Rating] | 6 | Rating x250Y |
| Chemical Seal | 6 | 12R | 3.000Y |
| Drag Handle | [1] | - | 50Y |
| Fire Resistance | [Rating] | 6 | Rating x250Y |
| Fresnel Fabric | [2] | 14R | Rating x1.000Y |
| Gel Packs | - | 6 | 1.500Y |
| Grey Mana Integration 1-3 | [Rating] | 6F | Rating x1.000Y |
| Grey Mana Integration 4-6 | [Rating] | 9F | Rating x2.000Y |
| Insulation | [Rating] | 6 | Rating x250Y |
| Nonconductivity | [Rating] | 6 | Rating x250Y |
| PAG modification | [6] | 6 | 500Y |
| Pulse Weave | [3] | +8R | 3.000Y |
| Radiation Shielding | [Rating] | Rating x2 | Rating x200Y |
| Response Interface Gear (RIG) | [2]+[1] | 8 | 2.500Y |
| Ruthenium Polymer Coating (Rating 1-4) | [4] | 16F | Rating x5.000Y |
| Shock Frills | 2 | 6R | 250Y |
| Shock Weave | [3] | 8 | 1.000Y |
| Thermal Damping | [Rating] | 10R | Rating x500Y |
| Universal Mirror Material (per m2) | [3] | 8F | Rating x250Y |
| Urban Explorer Daedalus | - | 4 | 75Y |
| YNT Softweave Armor | - | +4 | x2 |
Auto-Injector: An auto-injector is a small medical injection unit built into the armour and usually linked to the user’s biomonitor.
If one or more pre-programmed conditions are met (set by
the character with a Simple Logic + Computer [Mental] (1) Test),
or an instruction is received from the wearer, either manually
or through the user’s PAN, the auto-injector dispenses a
medication, drug, or chemical directly into the wearer’s
bloodstream. Each auto-injector carries five doses that can
hold one or more substances in any combination. Refilling the
injector takes 1 minute per dose.
Wireless Bonus: Activating a drug injection is a Free Action.
Chemical protection: Water-resistant, non-porous, impermeable materials, and a coating of neutralising agents protect the wearer against contact-vector chemical attacks (Toxins, Drugs and BTLs, p. 408 CRB). Add the rating of the Chemical Protection modification to tests made to resist contact-vector toxin attacks.
Chemical seal: Available only to full body armour
that includes a helmet, the chemical seal is an airtight
environmental control that takes a Complex Action to
activate (if you’re already wearing the armour, natch). It
provides complete protection against contact and inhalation
vector chemicals, but can only be used for a total
of an hour (the limit of the air supply) at a time.
Wireless: Activating the chemical seal is a Free Action.
Drag handle: A relatively simple modification, the drag handle is a strap anchored to the back of an armoured jacket, vest, or suit that allows an injured character to be dragged or carried with greater ease. The Drag Handle adds +2 dice to Lifting and Carrying Tests (p. 152, CRB) to move the character.
Fire resistance: Fire-retardant, nonflammable materials protect the wearer against Fire damage (p. 171 CRB). Add the full rating of the Fire Resistance modification to the Armour value when resisting Fire attacks or checking if the armour catches fire.
Fresnel Fabric: I’m not a big tech head, so I don’t know exactly how this stuff works, but it’s a neat addition for anyone looking to maintain lines of communication in difficult areas. According to my tech specialist, this material can focus and concentrate light or radio waves like the lens on a lighthouse, boosting the directional power of a signal.
Reduce the Noise penalty by the rating of the Fabric. The
Noise reduction is directional and the wearer needs to align
their body in the direction of the device they are trying to
connect with.
Wireless Bonus: Reduce the Noise penalty by 1 more.
Gel Packs: This stuff looks silly but can save your life. Gel packs look like a bunch of take-out soy sauce packets layered all over your clothes or armour. They come in a variety of colours and can even be custom ordered with different colours in each packet to make a pattern or just add a little flare. The gel hardens for an instant to absorb some of the force of impact but then gets all squishy again if it isn’t punctured. If the gel makes contact with air it turns dusty and brittle immediately.
Installed externally, gel packs require no Capacity and increase the Armour Rating of whatever they are added to by 2. Since gel packs solidify for a brief instant, they increase the possibility that the wearer will be knocked down by an attack. When comparing the Physical Limit of a character using armour with gel packs to the DV of an attack to determine knockdown (see Knockdown, p. 194, CRB), lower the character’s Physical Limit by 2.
Grey Mana Integration: Not actually made of
any sort of mana, Grey Mana is the product of
research by the so-called Grey Brothers, formerly
of Manadyne and Boston Manatech. Experiments
with orichalcum, reagents, paracritters,
and Awakened plants and minerals yielded technology
which, when integrated with armour or
clothing, severely dampens magic around it. This
affects the ability of the wearer to use magic as
well as affecting any magic cast at them.
Add 1 bonus die per rating of Grey Mana integration
to resist any targeted magical attacks
or effects, including area of effect and beneficial
magic. Any Awakened character wearing armour or
clothing with grey mana integration suffers a dice
pool penalty to any skill test involving their Magic
attribute equal to the rating and permanently reduces
the Force and hits of any spell the wearer
is currently sustaining by 1. Note that Grey Mana
modifications cannot be hidden from Astral Perception
and are quite distinct from mundane and
Awakened objects.
For Grey Mana integration ratings 4 and above,
armour with a chemical seal is required. Grey Mana
integration cannot be improved or reduced once
installed; for example, an armour jacket with grey
mana integration rating 3 cannot be improved to
Rating 4, neither can it be reduced to 2.
Insulation: Thermal fibers and heat-retentive materials protect the wearer against Cold damage (p. 170 CRB). Add the full rating of the Insulation modification to the Armour value when resisting Cold attacks.
Nonconductivity: Electrical insulation and non-conductive materials protect the wearer against Electricity damage (p. 170 CRB). Add the full rating of this modification to the Armour value when resisting Electricity attacks.
Pulse Weave: Talk about a flashy suit! This stuff transforms a suit into one large flashpak. Like a nightclub in motion.
Anyone facing the pulse weave suit receives a –4 dice pool
modifier on tests to make direct physical attacks on the wearer
(flare compensation reduces this modifier to –2). The pulse
weave offers a number of charges equal to its rating; it needs
fifteen minutes to recharge.
Wireless Bonus: Increase the Attack Test penalties by 1.
Radiation Shielding: Do I need to express what this is for and who needs it? I think not. If you’re working in an area that’s pumping out the rads, you’ll need this worked into your gear.
Each point of Radiation shielding provides 1 extra die for resisting Radiation damage (see p. 152 R&G).
Response Interface Gear: This stuff is kind of fun, especially for those logged in to access live broadcasts during Desert Wars engagements, urban brawl games, or combat biker matches. It’s a full sim-suite and monitoring system. As of July 1, it also carries the official Miracle Shooter line, which comes with the feedback software to give soft simulations of hits during Miracle Shooter matches.
It acts as a combination trode net, sim module, and sim rig that
connects to the wearer’s PAN. It allows records of each soldier’s
actions and situations to be passed up the chain of command, as well
as accessing the user’s natural senses for use as sensor channels. This
system takes up 2 Capacity slots in the armour and 1 Capacity slot in the
helmet; a RIG must be installed in both armour and helmet to work, and it
only operates while all the armour is worn.
Wireless Bonus: +1 Mental Limit on Perception Tests.
Ruthenium Polymer Coating: I’ll admit I loved Manhunt, that remake of the old flatvid with the alien hunting a bunch of mercenaries in the jungle. This stuff makes me think of that trid every time I activate our display. It’s high-tech camouflage at its finest. Add this to your favourite outfit and be ready to blend in anywhere.
This modification can be added to any armour or clothing, but it only gains its full benefits when applied to pieces that cover the wearer’s whole body, like full body armours or cloaks. The ruthenium polymers are controlled by a sensor suite incorporated into the armour or clothing that scans the surroundings and replicates images of the area at the proper perspectives, helping the wearer blend in. The effectiveness is based on the Rating of the sensor suite and the extent of the suit’s coverage. The base modifier to a Perception Test to spot the wearer is –(Rating), adjusted by the extent of the suit; full +2, almost full +1, half +0.
Shock frills: These strips of “fur” are electrically
charged when activated, standing on end and inflicting
Electricity damage to anyone that touches you. Use Unarmed
Combat to attack with the frills. The frills hold 10
charges; when attached to a power point, they recharge
one charge per 10 seconds.
Wireless: The shock frills can be activated or deactivated
as a Free Action. They can also recharge by induction,
recharging one charge per hour.
Shock Weave: This is great at keeping grope-y guys off you at Dante’s or giving a nasty surprise to the sec guard trying to take you down. Shock weave delivers a moderate shock to anyone making contact with the protected area.
Anyone entering a Grapple or Clinch with someone wearing
active Shock Weave armour must resist 8S(e) damage. The
wearer can also choose to take a Block Action when attacked
and intentionally block with an active Shock Weave plate on
their armour. This test needs to generate at least 2 hits (not 2
net hits) for the Shock Weave to be effective. A glitch means
the character accidentally zaps themselves. This armour
modification cannot be used offensively.
Wireless Bonus: The Block Test only needs to generate 1 hit.
Thermal damping: Designed to reduce your thermal
signature, these inner layers capture or bleed heat, so the
outer layers maintain a surface temperature equal to the
surrounding air. Add the rating to your limit on any Sneaking
test against thermographic vision or thermal sensors.
Wireless: The suit uses the extra information about your
surroundings and also gives you its rating as a dice pool
bonus to Sneaking tests against heat-based detection.
Universal Mirror Material: This is some strange stuff. I originally refused to carry it since it was intended to jam up technomancers. Since then some creative individuals have used it as a defensive technique. Depending on which way you direct the fabric, this stuff jams wireless signals.
This material provides a Noise penalty against anything inside the material equal to twice the material’s rating.
Urban Explorer Daedalus: Already a favorite among traceurs, the Daedalus
looks like the standard Urban Explorer Jumpsuit,
but it can deploy microfiber wings under each
arm and between the legs, creating an on-demand
wingsuit. Deploying the wings requires a Complex
Action. The Daedalus can hold up to 320 kilograms
aloft. The user can cover three meters horizontally
for every meter fallen and rolls Freefall +
Body to maneuver, with a threshold determined
by the gamemaster (p. 199, CRB). Like the Control
Vehicle action, this test must be performed once
per Combat Turn or the user loses control of her
descent. Losing control imposes –2 dice pool penalty
to all rolls, including the next Freefall + Body
test. Failures on consecutive Combat Turns result
in a cumulative penalty. Successfully hitting the
threshold eliminates the penalty. The maximum
safe speed a user can reach is 2R (p. 124, Rigger
). Although it is possible to make a hard bank to
come to a safe stop without assistance (threshold
4), the Daedalus comes equipped with a discreetly-
packed BASE parachute for the safety-inclined
runner. This parachute is a one-use item.
Note: Parachutes for this item cost 750¥.
YNT Softweave Armor: SoftWeave was developed by Yamatetsu Naval Technologies for sapients and the less common metavarients because it’s easier to mold and work into alternative designs than standard armour technologies. It works for the everyday Joe, and it also makes for lighter gear with more flexibility for modifications.
Armour made with this material has its available Capacity increased by half.