Armor in the Age of Convergence

"I told those slaver creeps that I was going to beat all of them to death with my grippers. They laughed, so I started walking. One of them had a smartgun, but my PPD jacket took care of that. One of them had a laser but I've got the best shield on the market. Another one had a D-HEW, but my bodysock's got that faraday covering. They even tried stabbing me but my tunic's Martian Silk. Last thing I said to the ringleader before it was lights out for him forever was 'I spent a quarter of a billion Chits to be invincible and you've been smoking tong out of the barrels of your gun.' Then I caved in his skull with my combat helmet. The bill for the cleaners to get his brains off of my PPD jacket was astronomical but worth it."
Rifanid Skullcrusher Neamhan, Fond Memories, Memoir of a Soldier.

Always Bring Protection

Armor is very useful in combat. A single shot from even a simple laser can incapacitate or kill you . . . but armor might give you a second chance. Your armor’s Damage Resistance, or DR, subtracts directly from the damage inflicted by your enemies’ weapons. Armor requires no skill to use – you just wear it! (Exception: Battlesuits and spacesuits require Environment Suit skill) Effective armor is heavy, though. Its weight can hinder you (see Encumbrance and Move), reducing your Dodge – and also your Parry, if you use fencing weapons, Judo, or Karate. A swashbuckler who relies on agility to avoid injury might choose light or no armor! (As a guideline, your Dodge, Block, or Parry – and preferably two or all three of these – should be at least 12 if you plan to go unarmored.)

The best armor is expensive, too. You probably won’t be able to afford it without lots of Wealth. In some locations, armor might be vital. In others, social pressures discourage too much bulk.

Wearing Armor

There are some social and practical restrictions on wearing armor. Reaction Penalty A fully armored individual is someone who is expecting trouble . . . or looking to make trouble. He is unlikely to receive a warm welcome! In a noncombat situation, armor that covers the face or entire head gives -2 to reaction rolls. Nonconcealable armor with DR 2+ anywhere else (except the hands or feet) gives -1, or -2 if it isn’t flexible and covers the torso. These penalties are cumulative: plate armor and a full helm would give you -4! However, there is no reaction penalty if the NPC making the reaction roll.

However, there is no reaction penalty if the NPC making the reaction roll recognizes the wearer’s need or right to wear armor in the situation. Examples of socially acceptable armor include a soldier on campaign or at a competition; an astronaut wearing a vacc suit in space; or a paramedic or journo wearing body armor in a war zone.

Donning and Removing Armor

It takes three seconds per piece to don or remove most armor. It takes 30 seconds per piece for vacc suits or bat- tlesuits, except for their helmets. Exception: TL8+ flexible armor with insert panels and all TL9+ nonflexible armor have some form of “quick release” mechanism to drop the insert panel or let the user step out of the armor in only one second.

Combining and Layering Armor

You can freely combine multiple pieces of armor. They are layered in the following order, starting from the closest to the skin: Cybernetic Subdermal Armor, Bodyglove, Clothing, Armor, Outerwear, Swarmwear. Very few people wear ALL of these combined, but rather most will mix and match to satisfy their needs. As noted above, there are social penalties to being TOO protected in contexts where protection makes you stand out.

Ablation and Maintenance

Any attack that hits and rolls more than 5 on the damage roll before DR but after the hardness/divisor is applied reduces the DR of the armor by 1 for every damage above 5. This damage persists until the armor is repaired.

Areas of Concern

At a bare minimum, some sort of protection for a combatant's vitals should be at least considered. The areas covered by an individual armor piece are noted as: Eyes (e), Skull (s), Face (fa), Neck, (n) Arms (a), Torso (t) Vitals (v) Hands (h) Groin (g), Legs (l), and Feet (f). An individual piece of equipment may (and probably does) cover more than one of these, and that will be noted in the table. Multiple layers over a location add ALL of their bonuses to it, so wearing a body glove, combat chestplace, PPD jacket zipped closed, a hardlight shield emitter, and Sub-Dermal Cybernetic Armor while taking cover behind a traffic barrier adds the DR and armor divisors for ALL of that protection over your heart. The trick is balancing out how much you need protection vs. how mobile you have to be.

Additionally, High DR doesn’t provide much defense against chemical weapons, great heat, microbes, and so on. These dangers demand specialized protection that corresponds to particular advantages. Below are several common classes of “threat protection” used in descriptions of protective gear:

Climate Control: The equipment provides protection against climatic extremes equivalent to the Temperature Tolerance advantage. Climate control systems remove waste heat as well as providing insulation and air conditioning. They extend the wearer’s comfort zone to the range noted. If the suit is not sealed, treat as if it were merely air conditioned and insulated. If the wearer’s own comfort zone is greater, the equipment may fail before its user does! Cost +15%

Air Supply: The equipment provides air for the wearer. The air supply times listed are an approximation (different people use air at different rates), and assume an external pressure of one atmosphere or less. For game purposes, assume that most adults use about the same amount of air per hour, and that children under 12 use half as much. It takes 10 seconds to hook up a tank and two seconds to jettison it. Air refills are $5 per hour, but most vehicles with

life support systems incorporate air compressors that can top them up for free. Cost +20%

Glare-Resistant: The equipment screens out bright light. It is equivalent to Protected Vision, and works against the deleterious effects of “dazzle,” “flash,” and “strobe” weapons. Cost +2%

Hearing Protection: The equipment screens out noise, and is equivalent to Protected Hearing. Cost +2%

Radiation PF: The equipment has a radiation Protection Factor. Divide radiation by the PF before applying its effects, as if the user had Radiation Tolerance. Cost +60%

Pressurized: The equipment is resistant to pressures greater than one atmosphere. Pressurized comes in three levels, each equivalent in effect to a level of Pressure Support . This protects against crushing ocean depths and superdense atmospheres like those of Saturn and Jupiter. Everything has a limit, however, and even a tiny breach under extreme pressures can be instantly fatal. Cost +2000%

Sealed: Impervious to penetration by liquids and gases. This corresponds to the Sealed advantage. It prevents all harm from noncorrosive bioweapons, chemicals, and nano, as well as ordinary rust and waterlogging. Cost +850%

Vacuum Support: Protects the wearer or occupants from the deleterious effects associated with vacuum and decompression (other than lack of air). This corresponds with the Vacuum Support advantage. Cost +900%.

Body Gloves

Body Gloves are skin-tight garments made of a stab resistant material meant primarily for use as underwear. Five varieties are currently in use: Monocrys, Nanoweave, Martian Silk, Bioplas, and Biomon. As the user prefers, they always cover the torso, usually cover the neck, legs, and arms, and almost never cover the hands, feet, or head.

Monocrys Bodyglove: This is a single-crystal weave of synthetic diamondoid fibers, also called “nanocrystal.” It is very light, but diamondoid materials melt at high temperatures, which means that monocrys is not particularly useful against beam weapons. Has a slightly rough texture, and is usually gray-to white scale but can be dyed.

Martian Silk Bodyglove: This is made from Martian Silk, a fabric produced on Mars for use in most of their clothing. MSBs are more expensive, but also more protective than Monocrys. Has a silky-smooth, almost frictionless texture, and is always red without expensive recoloring treatments.

Nanoweave Bodyglove: This armor is similar to reflex armor, but is reinforced for extra strength by woven carbon nanotubes. Nanoweave armor can be fitted with various accessories, using “smart” properties that can be engineered into it. Has a soft fabric texture, and is usually black but can be anywhere on the grayscale without dyes.

Bioplas Skin-suit: Bioplas is a strong, pseudo-alive smart matter material that is light and comfortable to wear. Like other bioplastic equipment, it can heal rips and tears if it has access to moisture and heat, such as sweat and body heat. Bioplas is also a popular material for swimwear and other sports clothing. Bioplas is flexible armor with a split DR. Unlike ballistic body armor, bioplas provides its full DR against burning and piercing damage, but gets only one-third DR vs. other damage types. Thus, it’s very effective against a bullet or most energy beams, but not that much use against a powerful blow or a vat of acid. Optionally, it can be purchased as 'transparent,' which makes it essentially undetectable for those places and times where armor might not be appropriate. Otherwise, it's a chitinous yellow-gray and smooth to the touch.

Biomon: Biomon is a special nanoweave, but monomolecular filament wires run through all of the tubes. When attached to an RI, SI, AI, or Cybernetic implant, they monitor the vital statistics of the wearer.

Bodyglove Table

ArmorLocationDRCostWeightBCLCNotes
Monocrys Bodysuitn, a, t, v, g, l12/4 (flexibile)$9006-3Hardness 2 vs. pi, pi+, pi++
Monocrys Hoodh12/4 (flexibile)$301-3Hardness 2 vs. pi, pi+, pi++
Monocrys Balaclavas, fa, n12/4 (flexibile)$451-3Hardness 2 vs. pi, pi+, pi++
Monocrys Onepiecet, v, g12/4 (flexibile)$4501-3Hardness 2 vs. pi, pi+, pi++
Monocrys Stockingsg, l12/4 (flexibile)$300-1-3Hardness 2 vs. pi, pi+, pi++
Monocrys Vestt, v12/4 (flexibile)$501-3Hardness 2 vs. pi, pi+, pi++
Martian Silk Bodysuitn, a, t, v, g, l6 (flexibile)$1,2006-3Hardness 2 vs. cut and all piercing
Martian Silk Glovesh6 (flexibile)$251-3Hardness 2 vs. cut and all piercing
Martian Silk Balaclavas, fa, n6 (flexibile)$251-3Hardness 2 vs. cut and all piercing
Martian Silk Onepiecet, v, g6 (flexibile)$80033-3Hardness 2 vs. cut and all piercing
Martian Silk Stockingsg, l6 (flexibile)$3502-3Hardness 2 vs. cut and all piercing
Martian Silk Vestt, v6 (flexibile)$802-3Hardness 2 vs. cut and all piercing
Nanoweave Bodysuitn, a, t, v, g, l9/3 (flexibile)$9006-4
Nanoweave Glovesh9/3 (flexibile)$301-4
Nanoweave Balaclavas, fa, n9/3 (flexibile)$451-4
Nanoweave Onepicet, v, g9/3 (flexibile)$4503-4
Nanoweave Stockingsg, l9/3 (flexibile)$3002-4
Nanoweave Vestt, v9/3 (flexibile)$502-4
Bioplas Skin Bodysuitn, a, t, v, g, l15/5 (flexibile)$1,8006B2Self-repair, 1/3 DR vs all damage but burning and piercing
Bioplas Skin Glovesh15/5 (flexibile)$601B2Self-repair, 1/3 DR vs all damage but burning and piercing
Bioplas Skin Balaclavas, fa, n15/5 (flexibile)$501B2Self-repair, 1/3 DR vs all damage but burning and piercing
Bioplas Skin Onepicet, v, g15/5 (flexibile)$9,0003B2Self-repair, 1/3 DR vs all damage but burning and piercing
Bioplas Skin Stockingsg, l15/5 (flexibile)$6,0002B2Self-repair, 1/3 DR vs all damage but burning and piercing
Bioplas Skint, v15/5 (flexibile)$4002B2Self-repair, 1/3 DR vs all damage but burning and piercing
Biomon Bodysuitn, a, t, v, g, l12/4 (flexibile)$9006A4Collects medical and stress data on wearer, may act as an MMI Jack
Biomon Glovesh12/4 (flexibile)$401A4Collects medical and stress data on wearer, may act as an MMI Jack
Biomon Balaclavas, fa, n12/4 (flexibile)$351A4Collects medical and stress data on wearer, may act as an MMI Jack
Biomon Onepicet, v, g12/4 (flexibile)$4503A4Collects medical and stress data on wearer, may act as an MMI Jack
Biomon Stockingsg, l12/4 (flexibile)$2002A4Collects medical and stress data on wearer, may act as an MMI Jack
Biomon Vestt, v12/4 (flexibile)$5002A4Collects medical and stress data on wearer, may act as an MMI Jack

Combat-Capable Clothing

Combat-Capable Clothing (or sometimes Combat-Capable Uniforms or CCUs) are jumpsuits, tunics, coveralls, or other simple garments made from combat-designed material. Nanoweave, Martian Silk, Monocrys, and Reflec

Nanoweave: As a clothing, Nanoweave is thicker, with several layers of material. It is still capable of being upgraded with 'features' and provides good basic protection. Roughly equivalent to quilted nylon in texture.

Martian Silk: Martian Silk is most often worn by Martians, though they do sell to anyone. As such, it typically carries traditional Martian styles such as tunics and trousers or coveralls. Even in layers thick enough for clothing, Martian Silk retains its smooth texture.

Monocrys: Monocrys clothing layers monocrystal weave with nanoweave, making a slightly less flexible cloth comparable to starched denim.

Reflec: Reflec is a light, highly-reflective armor of polished metallic fibers that reflects laser fire. It is basically useless against other attacks, but can be worn over other armor. Reflec has a split DR: It gets its full DR against microwaves and lasers (but not X-ray or gamma-ray lasers), but provides no protection against other weapons. Reflec is considered obnoxious to wear in public, as its white and reflective qualities can cause minor eye injuries if stared at too long. Largely manufactured on Neptune and Uranus. Reflec has a smooth plastic texture and crinkles slightly when it bends.

Capes: Capes can be used as passive defense, either as they hang over the shoulders, protecting the body below the neck from behind, or pulled forward to protect the body below the neck, or halfway, leaving the front exposed but protecting from the sides and back. They also obscure the body, preventing the targeting of specific locations. The cost noted is for a half-cape, which protects the torso and vitals. Double the cost and weight for a full cape that protects the body beneath the neck and above the feet. Halve the cost and weight for a quarter-cape, which is as long as a half-cape but protects and conceals from one side.

CCC/CCU Table

ArmorLocationDRCostWeightBCLCNotes
Nanoweave Shirt, Sleevedt, v18/6 (flexible)$251-4
Nanoweave Shirt, T or Sleevelesst, v, a18/6 (flexible)$201-4
Nanoweave Jacket, Bombert, v, a18/6 (flexible)$2202-4
Nanoweave Jacket, Longt, v, a, g18/6 (flexible)$3003-4
Nanoweave Trenchcoatt, v, a, g, l18/6 (flexible)$5004-4
Nanoweave Tunict, v, a, g18/6 (flexible)$2003-4
Nanoweave Coverallst, v, a, g, l18/6 (flexible)$1502-4
Nanoweave Caps18/6 (flexible)$801-4
Nanoweave Trousersg, l18/6 (flexible)$402-4
Nanoweave Work Glovesh18/6 (flexible)$801-4
Nanoweave Capespec18/6 (flexible)$1205-4
Martian Silk Shirt, Sleevedt, v12 (flexible)$350.5-3hardness 2 against all piercing and cutting
Martian Silk Shirt, T or Sleevlesst, v, a12 (flexible)$300.5-3hardness 2 against all piercing and cutting
Martian Silk Jacket, Bombert, v, a12 (flexible)$3501-3hardness 2 against all piercing and cutting
Martian Silk Jacket, Longt, v, a, g12 (flexible)$5001.5-3hardness 2 against all piercing and cutting
Martian Silk Trenchcoatt, v, a, g, l12 (flexible)$9002-3hardness 2 against all piercing and cutting
Martian Silk Tunict, v, a, g12 (flexible)$4501.5-3hardness 2 against all piercing and cutting
Martian Silk Coverallst, v, a, g, l12 (flexible)$2201-3hardness 2 against all piercing and cutting
Martian Silk Caps12 (flexible)$940.5-3hardness 2 against all piercing and cutting
Martian Silk Trousersg, l12 (flexible)$481-3hardness 2 against all piercing and cutting
Martian Silk Work Glovesh12 (flexible)$900.5-3hardness 2 against all piercing and cutting
Martian Silk Capespecial12 (flexible)$2002.5-3hardness 2 against all piercing and cutting
Monocrys Shirt, Sleevedt, v, a24/8 (flexible)$352-2Hardness 2 against all piercing
Monocrys Shirt, T or Sleevelesst, v24/8 (flexible)$322-2Hardness 2 against all piercing
Monocrys Jacket, Bombert, v, a24/8 (flexible)$5504-2Hardness 2 against all piercing
Monocrys Jacket, Longt, v, a, g24/8 (flexible)$5956-2Hardness 2 against all piercing
Monocrys Trenchcoatt, v, a, g, l24/8 (flexible)$9008-2Hardness 2 against all piercing
Monocrys Tunict, v, a, g24/8 (flexible)$1806-2Hardness 2 against all piercing
Monocrys Coverallst, v, a, g, l24/8 (flexible)$1754-2Hardness 2 against all piercing
Monocrys Caps24/8 (flexible)$452-2Hardness 2 against all piercing
Monocrys Trousersg, l24/8 (flexible)$584-2Hardness 2 against all piercing
Monocrys Work Glovesh24/8 (flexible)$882-2Adds +1 sw damage for punching

Hardness 2 against all piercing
Monocrys Capespecial24/8 (flexible)$18010-2Hardness 2 against all piercing
Reflec Shirt, Sleevedt, v, a20/0 (flexible)$121-3
Reflec Shirt, T or Sleevelesst, v20/0 (flexible)$81-3
Reflec Jacket, Bombert, v, a20/0 (flexible)$1082-3
Reflec Jacket, Longt, v, a, g20/0 (flexible)$1323-3
Reflec Trenchcoatt, v, a, g, l20/0 (flexible)$2084-3
Reflec Tunict, v, a, g20/0 (flexible)$1103-3
Reflec Coverallst, v, a, g, l20/0 (flexible)$652-3
Reflec Caps20/0 (flexible)$121-3
Reflec Trousersg, l20/0 (flexible)$222-3
Reflec Work Glovesh20/0 (flexible)$221-3
Reflec Capespecial20/0 (flexible)$1695-3

Combat Armor

Combat Armor consists of either a nanoweave harness or a Carbexene skeletal harness, the latter of which may or may not be powered. On this harness is assembled armored plates which typically connect with each other via a web of nanoweave or Martian Silk, ensuring flexibility while still maintaining some protection between plates.

Combat Armor trades weight for protection almost directly, and comes in three 'grades,' each of which multiply the weight and cost of the armor but correspond to the hardness rating of the DR starting at (2) and ranging to (4) and (6).

For Combat Armor, the Manufacturer matters. There are four major manufacturers of Combat Armor variants: Vanguard Dynamics, Celestial Securities, YSLU, and Gentleman's Creed Traditional. The numbers noted on the tables below are for the basic models of these armors. For every additional armor divisor, double both the cost and the weight.

VD: As a military contractor, the VD Combat Armor Harness is iconic to soldiers in the Age of Convergence. It's the armor of professional soldiers, and modular enough for add-ons and attachments. VDCA is typically angular, menacing, and effective. They have two models of Combat Armor, one for light called the Paris Light Infantry Armor (PLIA) and one for heavy infantry called the Hektor Shock Trooper Armor (HSTA).

CS: VD's only real competitor in teh military space, CS caters more towards militias and police than professional soldiers. As such, their designs are more rounded, 'friendlier' and have less space for the tactiCool type equipment. Their model is called the Crisis Response Armor 07.

YSLU: YSLU designs are no-frills basic designs made to be modular and manufacturable at any fabricator. Their combat model is named the CnX-03, but people have grown to derisively calling it the Pauper's Pans.

GCT: GCT designs call back to historic armors from ancient history; from Pickelhaub to the kabuto, from the mempo to the galea, their designs are definitive examples of form over function.

Combat Armor Helmets

PLIA: The PLIA Combat Helmet platform has a slot for an RI or an SI and a built-in communicator. It can attach a clear bioplas visor. The visor has a HUD to assist in spotting and aiming. The visor sports a voice modulator that can amplify or distort a voice.

HSTA: The HSTA Combat Helmet has a slot for an RI or an SI. This helmet offers a clear visor more protective faceplate with a rebreather.

CRA-07: The CRA-07 helmet is sleek and rounded, and features and attachable faceplate. The helmet can slot an RI and has an uplink to Celestial Securities' Panoptes System, which is an information aggregator focused on collecting information on individuals, particularly criminals. The faceplate filters out irritants and most gasses but is not a rebreather.

CnX-03: The CnX-03 helmet is a simple helmet with a multi-spectrum visor. A button on the side of the helmet can choose between EM, IR, UV, and VS. The mask filters out irritants and most gasses but is not inherently a rebreather. The helmet can slot an RI. Instead of a faceplate, the CnX-03 can slot a gelchrys matrix visor with a comm HUD to interact with the on-board RI.

GCT: GCT offers a number of options for helmets and faceplates, including a 'Crusader's Greathelm' and a mempo visor.

TypeLocationDRCostWeightBCLCNotes
PLIA Helmets24(2)$2623A4RI, SI, AI, MMI compatible
PLIA Visore, f10/5(2)$1801-4Only half as effective against beam weapons

HUD, +2 to Aim and spot
HSTA Helmets36(2)$4506B4RI, SI, AI, MMI compatible
HSTA Faceplatee, f36(2)$3003-4Rebreather
CRA-07 Helmets30(2)$3124B4RI, MMI compatible
CRA-07 Faceplatee, f30(2)$2502-4Filter 2
CnX-03 Helmets25(2)$2504B4RI, MMI compatible
CnX-03 Visore, f9/3(2)$1801-4Only one third as effective against beam weapons

HUD, +1 to aim and spot
CnX-03 Faceplatee, f25(2)$2002-4Filter 1
GCT Helmets22(2)$1,0004B4Comes in a variety of styles, none are materially different.
GCT Faceplatee, f22(2)$8003-4
GCT Mempoe, f20(2)$9502-4
GCT Chain Veilf18 (flexible)$3002-4
GCT "Star Hero" Visors, e, f30/10(2)$1,1003A4Only one third as effective against beam weapons.

Combat Armor Torso Protection

PLIA: The PLIA Chestplate is 'Clamshell Armor,' at a command from the wearer, clamps on the sides of the armor release and hinges on the shoulders swivel the chestplate forward and the backplate back, allowing for rapid donning and doffing of the chestplate. A pair of pauldrons that house slots for skill chips for the armor's RI as well as just being thick chunks of armor. The back can slot a jump pack giving 0-G and limited aeriel maneuverability. The jump pack prioritizes stealth and maneuverability over power.

HSTA: The HSTA Chestplate requires more finesse to get out of, likely a VDCA-Rig. The chestplate features thick, interlocking plates, a medical applicator for pre-loaded Combat Stims, and an optional jump pack that can be easily detached and staged after use. The pack is optimized for brief, intense periods of vertical or lateral flight, more useful for jumping onto a rooftop or charging an enemy than maneuver. The pauldrons can outfit a MAW attachment for use in battering down doors and breaking through enemy formations. This weapon does thr+2d cr! dkb.

CRA-07: The CRA-07 Cuirass has a medical monitoring suite that can inject Meddick in response to any injury detected that might require it. The pauldrons can detect 'unfriendly hands' and deliver a nasty shock to anyone touching the armor (aside from the one wearing it). This shock automatically hits anyone touching the armor and deals 1d-1 burn sur with an Affliction of: HT-2 or stun.

CnX-03: The CnX-03 Chestpiece is a solid design with shield generators in the pauldrons.

GCT: GCT offers Dragonscale Armor, which features a sheet of interlocking plates, and a banded-mail design as their standards. They also offer a "chainmail bikini" design advertised for personal bodyguards of 'those who know how to live well.'

ChestpieceLocationDRCostWeightBCLCNotes
PLIA Clamshell Platen, t, v, g60 (2)$70012A3don/doff in 3 rounds
PLIA Jump Packt (rear)20 (2)$5006B3Flight, Space Flight
PLIA Pauldron$3004A3contains multi-tools
HSTA Chestplaten, t, v, g90 (2)$1,00018B2Stim applicator
HSTA Pauldrons$2,0004B2contains a MAW
HSTA Jump Packt (rear)30 (2)$60012C2Super Jump, Glide, Forward Charge, Flight (Only Space Flight)
CRA-07 Cuirassn, t, v, g70 (2)$85015B3Injects Meddick in response to bleeding wounds. (Meddick must be pre-loaded, can store up to 3)
CRA-07 Pauldron$4804B3Can electrify the carapace of the armor.
CnX-03 Chestpiecen, t, v, g65 (2)$60012A4
CnX-03 Pauldron$2004A4generates a Class-A Hardlight Bubble Shield
GCT Dragonscalen, t, v, g55 (2)$2,50020-4
GCT Banded Mailn, t, v, g40 (2)$2,00018-4
GCT Chainmail Bikiniv, g30 (2)$1,3003-4
GCT Chainmail Bikini Collarn30 (2)$3001A4Grants the Voice Advantage.

Combat Armor Arm Protection

PLIA: PLIA bracers contain a 90 ft. grappler, and an incorporated Holdout Screamer.

HSTA: The HSTA arm protection consists of gauntlets, lower and upper arm armor connected at the elbow, and servos that increase arm ST.

CRA-07: CRA-07 Armguards consist of gauntlets, bracers, and upper arm bracers. The bracers have a Holdout Crippler incorporated in the wristguard, and a dispenser for fluid restraints.

CnX-03: CnX-03's Armguards consist of gauntlets and upper arm bracers. The gauntlets have a rail system that can accommodate any underbarrel weapon or tool.

GCT: GCT has a set of quilted sleeves that attach to armor, which look fantastic but are somewhat lackluster on a battlefield, and a set of chainmail bracers for their Chainmail Bikini set.

ArmorLocationDRCostWeightBCLCNotes
PLIA Bracersa36 (2)$1,2003B3Contains 90 ft. grappler and an on-board Holdout Screamer
PLIA Gauntletsh36 (2)$2002-4
HSTA Bracersa55 (2)$2,00012C3Increases Arm ST by 4
HSTA Gauntletsh55 (2)$5009-4
CRA-07 Bracersa40 (2)$8008B3Contains an on-board Holdout Crippler
CRA-07 Gauntletsh40 (2)$3504-4
CnX-03 Bracersa38 (2)$2008A-C4Can mount an underbarrel gun or tool.
CnX-03 Gauntletsh38 (2)$1504-4
GCT Quilted Sleevesa12 (flexible)$8003-4
GCT Chainmail Bikini Bracersa20 (2)$1,2002-4

Combat Armor Leg and Groin Protection

PLIA: PLIA leg protection contains servo-boosters that can push the wearer to 1.5x their normal running speed.

HSTA: HSTA leg protection has few frills other than a stable platform that allows a mere mortal to hold up the armor. Multiplies Carry Weight by 2.3.

CRA-07: CRA-07 leg protection has a jump feature that gives the wearer the Super Jump 3 Advantage.

CnX-03: The CnX-03 leg protection can be linked to an RI, SI, or AI, likely contained in the suit's helmet. If so connected, the computing intelligence can aid in dodging attacks, giving the user the Enhanced Dodge +1 Advantage.

GCT: The GCT has a set of greaves, a set of quilted trousers, a 'technobarbarian loincloth,' and a set of chainmail thigh-high flexible greaves.

TypeLocationDRCostWeightBCLCNotes
PLIA Leg Prol36 (2)$2806B41.5 x Speed
HSTA Greavesg, l55 (2)$50024C4Carry Weight x 2.3
Cra-07 Greavesg, l40 (2)$32018B4Super Jump 3
CnX-03 Leg Prol38 (2)$22014B4+1 Enhanced Dodge
GCT Greavesg, l25 (2)$8008-4
GCT Quilted Trousersg, l14 (flexible)$2602-4
GCT Technobarbarian Loinclothg12 (flexible)$1201-4
GCT Chainmail Thigh Highsl, f18 (flexible)$6005-4

Combat Armor Boots

PLIA: PLIA Combat Boots are durable, with armor on the toe, sole, and ankles. They have gravplating in the soles, allowing a PLIA-clad combat soldier to cling to the outside of Starships or to maintain their personal gravity in low-gravity environments. Move is normal with the Vacc Suit skill or Perfect Balance and halved without.

HSTA: HSTA Assault Boots are armor plated, and designed to link directly into leg armor. They have smart-grip cleats, giving a +1 to climb and an extra d pi+ of damage for a kick, or a +4 to climb and an extra +3 pi+ per die to kick damage if connected to an RI, SI or AI.

CRA-07: The CRA-07 'flatfoot' has armor on the toes and on the sole, with terminating nanites programmed to detect and rapidly disintegrate dangerous obstructions such as caltrops or mines. If the suit is connected to an RI, SI or AI, then these nanites are active. When stepping on a potentially dangerous obstruction, the intelligence connected to the boots rolls an (IQ-complexity of the device) or obstruction (Caltrops and other low-tech stationary weapons are Complexity 0). If the boots win, the obstruction is 'eaten' harmlessly. Police have figured out that kicking locks can trigger the nanites, and they've become essential for dynamic entries. Less known (and humane) is that the boots can turn kick damage into thr+2 corr dkb damage.

CnX-03: CnX-03 boots have a system that YSLU calls "Hazard-Responsibe Foam Mitigation." The boots have compressed nanofoam that responds to common foot Hazards intelligently (so long as the boots are connected to a RI, SI, AI or an MMI). If the boots encounter a fire hazard, the foam is fire retardant and allows for 1 minute of DR 25 fire protection. If the boots are in 0G, the foam is sticky and allows movement of 1/3 speed along a surface, or 1/2 if the wearer has Vacc Suit skills. Finally, if an explosion is detected beneath the boot (such as a landmine) it releases a foam that diffuses and dampens the explosion, adding 25 DR (ablative, hardness 2). Regardless of the actual damage taken, the user suffers all knockback effects. A fully charged boot has three uses, and a nanite colony in the heel restores one use every 8 hours.

GCT: GCT has three models of "combat boots" on the market in addition to the custom options: A set of armored boots complete with sabatons, a surprisingly popular set of layered nylon combat boots with steel toes and soles that saw their heyday in pre-unified Earth, and a set of knee-high 'gladiator' sandals meant to complement the Technobarbarian loincloth and the Bikini Armor.

BootslocationDRCostWeightBCLCNotes
PLIA Combat Bootsf36 (2)$1506C31G personal gravity (toggled)
HSTA Assault Bootsf55 (2)$30014C3Innate Attack
CRA-07 Flatfootf40 (2)$20010B2See Desc.
CnX-03 Reactive Bootsf38 (2)$10011A4Foam Mitigator
GCT Armored Boots w/ Sabatonsf8$5606-4Genuine Steel
GCT PUE Combat Bootsf4$503-4
GCT Gladiator Sandalsf2$2,1001-4DR is bottom-only

Battlesuit

A battlesuit is like combat armor, but more reliant on the skeletal harness. It can handle heavier plates at the cost of flexibility, and the space between plates is covered by smaller, interlocking plates. Battlesuits are the best protection an infantryman can have. Three levels of Battlesuit exist, with level one being a heavy infantry soldier and level three being one step down from a Cataphract. Martian Arms and Vanguard Dynamics make all three levels of battlesuit, while Celestial Securities has a light battlesuit model, and Pheonix Bioengineering make an unusual Battlesuit out of Bioplastic, and YSLU makes a bare-bones medium model designed to be portable and put on and taken off rapidly. Unlike Combat Armor, Battlesuits aren't cross compatible. Every battlesuit features a PPD system, at least one hardlight shield emitter, medical and stim injectors, a HUD, a slot for an RI, SI, AI or MMI, and strength and speed boosters. They support their own weight (and then some) and don't add to encumbrance unless their electronic systems are taken offline. This is referred to as being "FoKed," pronounced "Focked," meaning the "Fate of Kings." This is a gallows humor reference to ancient kings being buried in stone sarcophagi. Being FoKed is a harrowing, horrific experience even for short amounts of time, akin to being buried alive if the Pilot isn't strong enough to move the unpowered suit, which is unlikely for the heaviest suits.

MA/LBS-4 "Polemus": The Martian Arms Light Battle Suit Model 4 is the workhorse of the Nemain Clan. It features two shoulder mounted Smartguns,, a retractible Needler and a retractible Molecular-Ceramic Broadsword mounted on the wrist. The suit is designed for speed and vicious skirmishing attacks.

MA/MBS-9 "Kydoimos": The Marian Arms Main Battle Suit Model 9 is designed to maneuver around a battlefield, taking hits and smashing enemy positions. It features two extra Hardlight Shield Emitters which can project an extra curved barrier to the front, and a sensor suite that scans the enemy position and marks them for all linked battlesuits as well as a central command post.

MA/HBS-6 "Ares": The Martian Arms Heavy Battle Suit Model 6 is made for Nemain commanders, who traditionally work in twos. One will lead from the front and the other will coordinate from t rear. They all want to be in front, naturally. It features four Hardlight generators, which project four HL barriers behind the suit, drawing enemy fire and providing cover for the units they are leading.

VD O-1 "Pict": The Vanguard Dynamics O-1 Pict is a light battlesuit featuring O-G maneuverability functions.

VD 0-2 "Berserker": The Vanguard Dynamics 0-2 Berserker has a retractible Smart LSW, with the ability to rig a pair of linked drums located on the lower back to a belt feeder. The arms feature a punch-assist with MAW Strikers built into the gauntlet.

VD 0-3 "Immortal": The Vanguard Dynamics 0-3 Immortal heavy battlesuit Features a gravity jump-pack that can rise up to a 5-shot Railgun. Reloading this weapon takes outside intervention.

CS Sentinel-3LBS: The third generation model, the Celestial Securities Sentinel-3 Light Battlesuit is meant as as law enforcement "weapon of last resort." It features a C-ADW, a shoulder mounted Smart Turret, a D-HEW mounted on the other shoulder (equivalent to a underbarrel-mounted D-HEW), and a dispenser for fluid restraints in the gauntlets. The entire shell of the battlesuit can be electrified with the same ten settings as a D-HEW.

PBE Guyver: Named after its inventor, Takaya Guyver, the Guyver suit was designed as part of Guyver's obsession with super-heroes. The armor is attached via an umbillicus that connects along the spine, under the clothing. The effect looks like a slight hump under clothing. Once bonded, with a mental command the armor can excrete bioplastic plates, covering the user in (HT+45) seconds. The outer clothing only survives this if it's stretchy, or tailored for the battlesuit itself. This battlesuit can repair both itself and its wearer, it has retractible wristblades equivalent to Molecular-Ceramic Shortswords on each wrist, and a complete feeding system that conveys the Universal Digestion advantage.

YSLU "Minuteman": The Minuteman was designed to be dawned and doffed within a minute. It's a basic platform with no built in weapons, but it has a number of weapon slots capable of mounting any underslung or holdout weapon, and a shoulder mount for a turret. The only weapon incorporated into the design is a Laser Carbine attached to the arm.

BattlesuitLocationDRCostWeightShield (DR/HP)Aim AssistSTBasic SpeedBCLCNotes
Polemusall120 (6)$1,750,00080010/40+5+10+10H2Two Smartguns, a Needler, and a mollecular broadsword.
Kyodoimosall140 (8)$2,250,0001,60015/60+8+12+8I1Marks enemies, an extra HL shield in front 40 HP
Aresall160 (10)$3,500,0002,40020/80 (each)+10+16+6J0+MProjects up to four independent barriers behind that each make a 1x2 yard barrier within 60 feet for friendlies to use as mobile cover.
Pictall120 (6)$1,500,00080010/40+6+8+12H2Flight (O-G only)
Berserkerall140 (8)$2,000,0001,60015/60+8+10+10I1LSW w/belt option, MAW Fists
Immortalall160 (10)$3,000,0002,40020/80+12+14+8J0+MSuper Jump 2, 5-shot Railgun.
Sentinelall120 (10)$1,500,0002,00015/60+4+8+10I2C-ADW, Smart Turret, D-HEW, fluid restraints, electrified carapace
Guyverall100 (10)$1,200,0008008/30+2+6+16G2Regeneration (Fast), two Mollecular-Ceramic Shortswords, Universal Digestion
Minutemanall130 (10)$1,000,0001,60012/50+4+8+8I3Two shoulder mounts, three wrist mounts, one chest mount, one back mount, two hip mounts, and a Laser Carbine attachment.

Personal Point Defense Jackets

PPD jackets are jackets worn over clothing and armor. They must be the outermost layer of garment. The jackets themselves are Monocrys, Nanoweave, Martian Silk, or Retro-Reflective. They are covered at regular intervals, usually 6-8 inches, with studs the Size of a thumbnail. These studs are actually tiny laser turrets, which use the jacket's on-board SI to detect incoming projectiles and focus fire laser and pressor beams onto them, causing them to burst, deform in flight and miss, or lose enough momentum to harmlessly bounce off the wearer's chestplate. This system is the best defense against smartguns and gyrocs, and as part of a combination of defenses to blunt the impact of Gravitic Slingers. These garments come in the following styles, from least to most protective: LBV, bomber jacket, jacket, long coat, and trechcoat. Any of these styles can come with an optional hood for better head protection.

Use the CCC/CCU table above for the stats of the jackets, add 1 weight for each location the garment covers. When an enemy projectile would hit a protected location, make a defense roll based on the IQ of the RI, SI, or AI controlling it, or in the case of a Cybernetic or MMI control the IQ of the connected character. Note: if using MMI or Cybernetics, the character must be aware of and facing the projectile's angle of attack. If the defense succeeds, the projectile is pushed away and disabled, possibly hitting a target behind the protected character. If the defense rolls is successful by three or more, the projectile is instead destroyed harmlessly. If the attack would hit a part adjacent to the areas protected by a character's PPD, they may still attempt a defense, but the roll is IQ-3.

A PPD costs $3,000 for each limb covered.

See Personal Point Defense Technology for more details and specifics.

Hardlight Shield Emitters

HSEs are ring-shaped devices that go around the head, neck, arms, or wrists of the user, or sometimes as part of a machine that can be dropped to generate mobile cover. Hardlight freezes photons in place with a stasis field, creating a shimmering barrier. This barrier is extremely effective against lasers and other directed-energy weapons, but only blunts incoming physical attacks from projectiles. Hardlight Shield Emitters are less useful against slower-moving physical attacks, such as Molecular-Ceramic Blades.. The protection of a Hardlight Shield is ablative against beam weapons, and the tremendous power output required will rapidly drain the batteries of the emmiter, particularly attacks from Particle Rippers and other Particle Weapons.. They project themselves either as a flat barrier or a bubble, as noted in the description of the device. Some devices (namely certain battlesuits) have emmiter arrays that project curved hardlight barriers that can protect from three sides. With the help of an SI or better, they can 'strobe' to allow friendly fire to pass through.

In the case of flat barriers emitted from a worn emitter (The Shield Bracelet and Hardlight Buckler) the shield helps all your active defense rolls (Block, Dodge, and Parry) with no particular effort. You can also use a shield actively to block. Your Block active defense is 3+half your Shield or Cloak skill, dropping all fractions. For instance, Shield-11 would give a Block of 3+(11/2) = 8.5, which rounds down to 8. In general, you can block any melee attack, thrown weapon, projected liquid, or muscle powered missile weapon. You cannot block Gravitic Slingers, beam weapons, or Gyroc/smartguns, these come too fast. You may attempt to block one attack per turn. Your passive bonus to defense from the shield still applies even against these weapons and if you've blocked from this turn, provided that you've still got the shield facing the right direction.

Hardlight usually looks like an intense heat-shimmer with more of a vibratory than wavering quality. Optionally, the emitters can be programmed to allow one color of light through as an aesthetic preference. This doesn't have any tangible effect other than the visuals, but some Commando units will use the colors as part of their IFF.

HL Shields provide their DR against beam weapons, which must 'burn through' them before penetrating. For fast moving physical attacks such as gyrocs, smart guns, grav slings, etc, the DR is converted to 1/100th of their DR as a divisor added to their normal divisor.

See Personal Shield Technology for options and more details.

Sub-Dermal Cybernetic Armors

SDCA is a must-have cybernetic for combative cyborgs. Thick plates of bioplas are implanted all along the sub-dermis, providing a comfortable protection that fits perfectly underneath all other types of armor. It comes in four levels; Low, Medium, High, and Carapace. Can be implanted on any limb, on the torso, on the skull and face, or even just the vitals. Groin and eyes are not valid locations.

Low: Flexible bioplas armor provides 20 DR (Flexible). Undetectable, $180 per limb to be protected, $200 for the torso. LC 4.

Medium: Rigid bioplas armor provides 20 DR (2). Detectable with touch, $220 per limb to be protected, $800 for the torso. LC 3.

High: Hard Carboplas armor provides 30 DR (4). Detectable with close examination. $400 per limb to be protected, $1,200 for the torso. LC 2.

Carapace: Hard organically-bonded HelioCarbide provides 30 DR (6). Detectable with a glance. $600 per limb to be protected, $3,000 for the torso. LC 1.

Swarmwear

Swarmwear is originally an invention of Titanium Star Enterprises, but has since been democratized after it was reverse engineered by Yute, Seneca, Lister Unified.

Swarmwear is a swarm of microbots-larger than nanites but nearly small enough to be mistaken for fluid. A central RI, SI, AI, or Cybernetic Implant controls their exact configuration. They are roughly half the size of a flea and use electrostatic levitation to float, alternating positive and negative charges to maintain lift and separation as well as to keep together. The charge comes from tiny capacitors inspired by mitochondria, which are charged as electrons are shared between them. They are oblong spheres made of rigid bioplastic, filled on the inside with ionized hydrogen and VrGraphene monofilaments hosting remarkably simple micrcircuitry; most of the processing is done by the intelligence controlling them. THe outer shell is covered with monofilament cilia which are remarkably strong when gripping each other.

Swarmwear can be an extremely unsettling fashion statement, but surprisingly effective ablative armor with some strike-back power. Any cloud of aerial microbots can be programmed to hover in close formation around their master, forming a body suit, a trailing cloak, or a veil and cloak. The swarm will not cover the eyes or mouth unless commanded to do so. Swarmwear does not interfere with movement: the swarm tracks the user’s body with its sensors and adjusts to his motion.

Up to four square yards of swarms can combine around a SM 0 person. Swarmwear is usually a single color (depending on the swarm’s own paint scheme). Chameleon swarms can change to multiple colors or patterns if desired. A one-square yard swarm is wispy; a two-square yard or larger swarm covering a single person will be opaque. Swarmwear can only act upon the wearer or anyone touching him. A person using swarmwear can’t move any faster than the swarm’s top speed (unless they land on him, which prevents them from performing their normal functions). If the intelligence running the swarm decides to, it can attempt a sacrificial dodge for the wearer.

The cost is measured in square yards, which are what it would cover if the swarmwear was laid out in a flat square. In reality, it's worn in several configurations depending on the user's dynamic need. It takes roughly one square yard to cover a limb or two square yards to cover a torso. The configurations are: Outerwear, carapace, cape, and halo.

Configurations

Outerwear: The microbots link together to cover a limb, providing a dynamic, ablative defense.

Carapace: The microbots link together in a rigid, honeycomb lattice.

Cape: The microbots form an attachment resembling a gorget, pauldron or shoulderpads and arrange themselves in a capelike structure.

Halo: The microbots detach from each other, forming a hazy cloud. While less protective from attacks than outerwear or a carapace configuration, it does dampen incoming attacks, interferes with video recordings, and can even assist with stealth.

Configuration Table
ConfigurationLocationDRWeight (as burden)Notes
Outerwear1 limb/yard1/yard0.8/yardflexible
Carapace1 limb/2 yards4/yard(2)1.6/yard
Cape (All-around)t, a, v, l1/yard0.5/yardflexible
Cape (Behind)t, a , v, l (from behind only)1/yard0.5/yardflexible
Haloall1/2 yards0flexible, ablative

Attacks

A major benefit of Swarmwear is that it can, in a pinch, be used as an attack. To use the Swarmwear as an attack, it can cover the knuckles to aid in brawling or grappling, it can be used to swarm an enemy with which you are in contact as a clinigng attack, and it can be overcharged to electrify.

Swarmwear Gloves: Swarmwear in a glove configuration adds the usual DR to hands. Additionally, it adds a +1 Equipment Bonus to Brawl and Grapple checks.

Clinging Attack: If in contact with an enemy, Swarmwear can be 'donated' to the enemy. It remains on the enemy until it's collected by the intelligence reestablishing control. It becomes a nightmare to deal with, forcing itself into the eyes, mouth, breathing apparatus to smother the enemy. If the enemy succeeds at a HT+1 roll, they can breathe but have the sneezing,coughing, and choking irritating condition. If they fail, they begin suffocating. Additionally, they can link together and squeeze, preventing normal movement of the ribs to allow breath. A self-contained air system such as a space suit can prevent either of these attacks. However, the Swarmwear has a ST of 8 and must be overcome each round for the target to move. This is rarely a truly fatal attack, but it is debilitating. Unless the enemy has a power source to draw on, the Swarmbots have enough power to operate independently for 30 seconds.

Electrical Charge: The user can also 'overcharge' the Swarmwear, destroying many of the microbots but delivering a nasty electrical shock in a pinch. It deals 1d burn sur damage to the opponent and itself. Roll once and apply the damage to both. For every 5 damage dealt to the Swarmwear destroys a yard. To use the Electrical Charge during a Clinging Attack, physical contact must be made with the enemy.

Mods

Chameleon: The bioplastic shell of the microbots that make up a chameleon swarm are able to affectuate color changes by utilizing different amperages, allowing the swarm to aid in stealth. This tends to fall apart within three yards, but it is invaluable for hiding from overhead drones or static security devices.

Lattice Reinforcement: Increases the DR of any configuration by +2/yard but reduces flexibility—treat movement through the area as one level higher encumbrance. Cost: x4. LC: 4

Neural Sync: Ties the microbots directly to a cybernetic neural interface, allowing for thought-speed configuration shifts and precision manipulation. Can change configuration as a mental action once per turn; +1 to parry/block with Swarmwear-covered limbs. All microbots (regardless of the number of layers) count against the user's cybernetics limit. Cost: x2. LC: 4.

Sonic Disruptor Threads: Emits high-frequency resonance pulses when struck, disrupting melee attacks. Grants 2 DR for melee attacks targeting Swarmwear-covered locations. Cost: x3. LC: 4

Photonic Scattering Layer: Emits controlled bursts of bright light. As a mental action, the flashing lights can establish a dazzling pattern, fouling aim actions. Cost: x4. LC: 2

Ractive Coagulation: When a blow lands, the Swarmwear can stiffen around the impact point, diffusing the kinetic energy. Gain +1 DR/yard versus blunt and projectile damage. Cost: x2. LC: 4

Tactile Mesh Feedback: Gives the wearer enhanced tactile sensitivity through distributed sensors. +2 equipment bonus to pickpocketing, lockpicking, or detecting hidden objects by touch. Cost: x3. LC: 3

Hostile Environment Shielding: Allows Swarmwear to seal exposed skin and reinforce exposed joints with thermal and chemical insulation. +5 to HT rolls to resist fatigue loss from environmental hazards such as high or low heat (but not burning or freezing). While having at least two yards of HES Swarmware can protect the wearer from vacuum for up to ten minutes, it doesn't assist in breathing, meaning that they immediately begin suffocating. Cost: x2. LC: 4

Redspace Diffusion Fibers: Integrated harmonics that subtly disrupt or mask Redspace presence signatures. Puts a -2 to electronics Operations Rolls to detect Redspace energies. This is a signature feature of the Swarmwear employed by the Hellfire Cabal, and is, notably, illegal for anything other than scientific research. Cost: x5. LC 0+S.

Eye Protection

Eye Pro in the Age of Convergence is dynamic and active, some even utilizing an on-board or connected Recursive Intelligence that responds to light by darkening or lightening intelligently, maintaining full visibility while preventing harm or glare from light. These glasses are impact resistant, laser resistant, and some can slot added features. All Eye Pro gives the Protected Sense (Vision) Advantage.

Nanotubes: Nanotubes are simple carbon lenses that can respond to negligible electricity by aligning themselves along their poles, allowing more or less light in instantly. Nanotubes can function on their own (poorly) but do much bettter with outside guidance. Nanotubes add +25% to the cost and has a hardness of 4.

Bioplas: Bioplas doesn't need an intelligence to change, as the semi-living plastic changes chemical composition in response to light. It changes back to clear more slowly. If changing suddenly from brightness to dark, you lose penalties to vision at a rate of -1 every ten seconds. Bioplas adds 0% to the cost, can repair itself, and has a hardness of 2.

HUD: Nanotube Eye Pro can also feature a HUD. If slotted with an RI, they add +1 AIM and can relay basic information. If connected to an SI, they add +3 AIM and can intelligently identify enemies and allies. If connected to an AI, they add +6 to Aim and can relay complex information including health readouts and predictive tactics (potentially.) Nanotube sunglasses with a HUD feature are considered the most basic MMI for receiving information from a support AI. A HUD modification adds +50% to the cost.

Lenses: Lenses that sit directly on the surface of the eye. They can still connect to outside intelligences for the purposes of HUD or intelligent light response, but obviously cannot slot an on-board chip. DR 0, $30.

Eye Assist: A single lens that covers one eye, almost always for use with a HUD attachment. Popular with Perfected Path zealots. DR 5 (one eye only), $60.

Sunglasses: Two large lenses set in a frame. An RI can slot into the earpiece, and some wraparound versions can slot the bulkier SI platform in the back of the head. DR 8 (eyes), $120.

Wraparounds: A single lens that covers both eyes and wraps around to the temples. If slotted with an RI or better, provides the 360 degree Vision Advantage. DR 10 (eyes), $250.

Goggles: A thicker pair of lenses with a block attachment. Vulnerable to EM, but can hold a number of features. As a standard, goggles can have up to 3x zoom, IR, UV, and EM sight modes, and a communicator to provide information to allies in real time. DR 14 (eyes), $555

Hit Chart
CRA-07
HSTA
PLIA
GCT Heavy Combat Armor with Mempo
CnX-03 Armor GCT's 'Chainmail Bikini" Combat Armor
Polemus LBS
Kydoimos
Ares
Pict
Berserker
Immortal
Sentinel
Guyver
Minuteman
Retro-Reflective PPD Jacket Shield Bracelet
Bubble Shield Helping Hands Microbot
Bioplas Skin-Suits
Martian Silk
Reflec Trenchcoat
Nanoweave Coveralls and Cape
Martian Silk Bodyglove under a Monocrys Long Jacket
Monocrys bodyglove under a clear bioplas jacket
Item type
Armor

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