Future Armor Customizations

Augmented Reaction (1,000cr). This functionality can only be built into medium or heavy armor, and includes a heads-up-display, proximity alert systems, and other electronic devices designed to improve the reaction time of the wearer. Augmented reaction armor grants a +1d6 bonus to Initiative checks.

Ablative (500cr). Highly effective, ablative armor absorbs damage by vaporizing when hit. Ablative armor starts with 2 additional points of SOAK. Its SOAK value reduces by 1 point with each hit, and the actual weight of the armor lessens by 5lb.

Cloak (10,000cr). Cloaking technology is expensive and uncommon. It renders the wearer almost invisible (+3d6 bonus to checks made to hide), although a perceptive viewer can make out a slight shimmering.

Gravitic (4,000cr). Gravitic armor is used in high, low or zero gravity situations using artificial gravity field generators. The wearer of gravitic armor is unaffected by zero, high, or low gravity.

Kinetic (1,000cr). Kinetic armor is able to sense when the wearer is in free-fall and reduce his falling speed to ensure a gentle landing. The wearer does not take falling damage, but must still make an AGILITY check to land on his feet.

Reflective (400cr). Reflective armor is a cheap, efficient way to deflect beam weapons. However, it is highly visible, and not suitable for stealth-based operations. Reflective armor grants 5 SOAK vs. heat damage, but inflicts a -2d6 penalty to checks made to hide. Reflective armor cannot be combined with camouflage or chameleon properties.

Silent (2,000cr). Silent suits add sonic dampening technology in the form of miniature field generators. These field generators cannot be used on heavy armor. Silent suits grant a +1d6 bonus to AGILITY checks to be stealthy, and – as a side-effect – provide 5 SOAK vs. sonic damage.

Spikes (80cr). This medieval looking adjustment looks intimidating and exotic; however, their primary purpose is to cause damage to opponents who attempt to grab the wearer. Any attempt to grab the wearer of spiked armor causes the attacker 1d6 piercing damage.

Thermal (250cr). Thermal armor both protects against cold environments, and also grants 5 SOAK vs. cold (cryo) damage.

Camouflage (300cr). Camouflage armor is an easy and cheap way to blend into the surroundings. Camouflage can be applied to any armor, and must be selected for a specific terrain (desert, snow, jungle, night). Wearing the correct camouflage armor for the terrain grants a +1d6 bonus to checks to hide. This does not stack with the chameleon property.

Chameleon (5,000cr). The ultimate in camouflage, chameleon armor uses nanotechnology to rapidly change color to react to its environment. Chameleon armor grants a +2d6 bonus to checks to hide. This does not stack with the camouflage property.

Nanorepair (5,000cr). Nanorepair armor is able to repair itself, and is especially useful when combined with ablative armor. It repairs itself by 1 point every turn.

Thrusters (5,000cr). Thrusters built into heavy armors can enable spectacular jumps. With an action, the wearer can safely jump 30’ up or across with no attribute check required.