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| Cybernetic Armour |
S
|
Description |
Cost
|
IL
|
| Chrome Cover | N | For body plating |
500
|
2
|
| Critical Shielding | M | Cover critical areas on torso |
2,000
|
D6
|
| Head Shed | C | Subdermal skull armour |
350+
|
Varies
|
| Plastic Cover | N | For body plating |
400
|
2
|
| Skullcap | C | Covers head, AP varies |
Varies
|
Varies
|
| Stealth Cover | N | For body plating, reduces IR |
1,000
|
2
|
| Subdermal Armour | V | On torso, AP 15/10 SDP 150 |
1,500
|
D6
|
| Torso Plate | C | Torso mounted body armour |
2,000
|
Varies
|
| Torso Sectional Armour | C | Skin mounted armour modules |
1,000+
|
Varies
|
Chrome Cover: for that true cyborg look. This covers the bodyplates with a rust proof chrome which never dulls. It looks better than plastic.
| Chrome Cover | N | For body plating |
500
|
2
|
Critical Shielding: covers the critical areas on torso. The armour is implanted sub-dermally and requires a very hard [25] notice task to spot. The wearer gains 6/4 AP and 60 SDP when their HITS drop to below their normal endurance rating. The armour does not come into play until the majority of HITS are lost, as previous damage is considered to be brusing, stun and shock.
| Critical Shielding | M | Cover critical areas on torso |
2,000
|
D6
|
Head Shed: A lesser form of the skull cap is implanted under the scalp and covers the forehead and the back of the head. It is not very noticeable and is not easy to feel under the skin. The armour is graded as some materials are tougher than others:
|
AP
|
SDP
|
IL
|
Cost
|
Notice
|
|
4/2
|
40
|
D3
|
350
|
30
|
|
8/4
|
80
|
D4
|
600
|
25
|
|
12/6
|
120
|
D6
|
1,000
|
20
|
If the wearer is physically examined, then the notice task rating to spot the armour is reduced by five points.
| Head Shed | C | Subdermal skull armour |
350+
|
Varies
|
Plastic Cover: comes in a variety of colours and patterns for bodyplating. The covering is made a part of the armour and does not fade or scratch.
| Plastic Cover | N | For body plating |
400
|
2
|
Skullcap: covers all the head except the face and neck. The skullcap is bolted to the head and all hair growth is prevented by a chemical treatment. The "cap" is often chromed, although matt black versions are not uncommon. As with other cybernetic armour, different skull caps are available:
|
AP
|
SDP
|
IL
|
Cost
|
|
10/8
|
100
|
D4
|
500
|
|
12/10
|
120
|
D6
|
1,000
|
|
14/12
|
140
|
2D4
|
1,800
|
| Skullcap | C | Covers head, AP varies |
Varies
|
Varies
|
Stealth Coating: covers the bodyplating with the same covering used in stealth aircraft and in colour shifting paints. The coating reduces IR emissions by bleeding them slowly and camouflages the user giving a +2 to all hide / sneak tests. Stealth coat should also be applied to cyberlimbs or other stealth covering used so the user blends in.
| Stealth Cover | N | For body plating, reduces IR |
1,000
|
2
|
Subdermal Armour: armours the torso by a subdermal implant of high impact semi-flexible armour. It protects the chest, back, lower torso and rear of the wearer. Because the armour is just under the skin, the wearer will take at least one HIT of damage. The armour is not completely hidden and is available in a number of ratings:
|
AP
|
SDP
|
IL
|
Cost
|
Notice
|
|
8/4
|
80
|
D3
|
1,500
|
30
|
|
12/8*
|
120
|
D4
|
2,200
|
25
|
|
16/12*
|
160
|
D6
|
3,000
|
20
|
-1 and -2 RP respectively if the user wears more armour (AP clothing is exempt).
The notice heading is the perception task rating, although this may be modified depending on the wearer's state of dress: -10 if naked; -5 if wear thin/tight clothes or +5 if heavily armoured.
| Subdermal Armour | V | On torso, AP 15/10 SDP 150 |
1,500+
|
D6
|
Torso Plate: is bolted to the torso and back giving excellent protection. The armour is graded:
|
AP
|
SDP
|
IL
|
RP
|
Cost
|
|
8/6
|
80
|
2D6
|
-1
|
2,000
|
|
12/10
|
120
|
3D6
|
-2
|
3,000
|
|
16/14
|
160
|
4D6
|
-3
|
4,000
|
|
20/18
|
200
|
5D6
|
-4
|
5,000
|
NB: Any additional armour worn over this plating will incur a further -1 RP, although armour clothing is exempt.
The only problems with plating are that it is inflexible, encumbering and most importantly you cannot take if off (quickly). Any medical treatment performed on the wearer is increased by +5 difficulty. Should the user wish to remove the armour, they must succeed a difficult [20] cybertech roll (only average is someone else is doing it). This process has a base time of sixty minutes.
| Torso Plate | C | Torso mounted body armour |
2,000
|
Varies
|
Torso Sections: is a more subtle form of plating. It is mounted on the skin rather than under it, although it is split into sections. This makes it lighter and less encumbering. Unlike subdermal armour, the wearer takes no damage unless the trauma penetrates.
|
AP
|
SDP
|
IL
|
RP
|
Cost
|
Notice
|
|
10/8
|
100
|
D6
|
0
|
1,000
|
25
|
|
14/12
|
140
|
2D6
|
-1
|
2,000
|
20
|
|
18/14
|
180
|
3D6
|
-2
|
3,000
|
15
|
NB: should the user wear any more armour, other than armoured clothing, they incur an extra -1 RP. As with other concealable armours, the notice heading refers to the difficulty of spotting the implant. The chances for this are modified, thus: -10 if naked; -5 if wear thin/tight clothes or +5 if heavily armoured.
| Torso Sectional Armour | C | Skin mounted armour modules |
1,000+
|
Varies
|