Armor/Accessories
Anti-Laser Aerosol 150 1 can (30 bursts); Each burst creates a Equal to 2 .25 2 5 - -
cloud 3m in diameter that lasts for 12
turns (2 minutes; may vary if wind or
rain are present); Cloud effectiveness
declines over time, in 3-round
increments (1st 3 rounds: persons using
lasers are at -4 to hit and do minimum
damage; 2nd 3 rounds: -3 to hit, do 1/4
damage; 3rd 3 rounds: -2 to hit, do 1/2
damage; last 3 rounds: -1 to hit, do 3/4
damage; After the 12th round, the cloud
has dissipated; People in the cloud and
not wearing eye protection and
breathing gear may (5%) suffer a -4
REF and -4 Awareness
Arasaka Advanced 750 Helmet with retractable visor; Helmet Equal to 1 2 - 20 1d6 Brawling
Pilot Helmet covers area 1 at SP 20, SP 0 for face
(1-5 on front head shot); Includes
encrypted radio (6 channels, 5km
range); Visor has HUD, Anti-dazzle,
Tele-optics, Low-Lite, and Gun link
Arasaka Combat 250 Hard armored plates designed to Equal to 4.5 - 10 - -
Pads supplement a vest; Consist of shoulder, underlying
forearm, thigh, knee and shin guards, armor,
as well as boots; Add 10 SP hard armor Minimum 2
to areas 8, 10 and partial armor to areas
5-7, 9 (75% chance the pad is struck)
Arasaka Guardian 250 Covers areas 2-4 at SP 14 Equal to 2 2 - 14 - -
Vest
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Arasaka Heavy Police 280 Hard armor vest covers areas 2-4 at Equal to 3 3 - 20 - -
Vest SP 20; EV 1
Arasaka Motorcycle 480 Helmet covers area 1 at SP 20 (SP 0 to Equal to 1 1 5 20 1d6 Brawling
Officers Helmet face, hit on 1-4 on front head shot);
Retractable visor has Low-Lite and
Anti-Dazzle; Radio link (1 channel,
50m range)
Arasaka Motorcycle 265 Hard plate armor; Covers areas 2-4 at Equal to 2 2 - 18 - -
Officers Vest SP 18 (good against BFT as well)
Arasaka Pilot Helmet 500 Helmet with retractable visor; Helmet Equal to 2 1.5 - 20 1d6 Brawling
covers area 1 at SP 20, SP 0 for face
(1-5 on front head shot); Includes radio
link (1 channel, 50m range); Visor has
HUD, Anti-dazzle, and Low-Lite
Arasaka Police 300 Helmet with removable Equal to 3 1.5 - 25 / 1d6 Brawling
Helmet faceguard/mask; Helmet covers area 1 10
at SP 25, SP 10 for face (1-5 on front
head shot); NBC sealed; 1 Option
Space
Arasaka Police Riot 120 Hard armor gauntlets cover areas 5-6 at Equal to 4 2 - 15 - -
Gear Gauntlets SP 15
Arasaka Police Riot 350 Helmet with removable faceguard/ Equal to 4 2 - 25 / 1d6 Brawling
Gear Helmet mask; Helmet covers area 1 at SP 25, 20
SP 10 for face (1-5 on front head shot);
NBC sealed; 1 Option Space
Arasaka Police Riot 150 Covers areas 7-10 at SP 18; EV 1 Equal to 4 2 - 18 - -
Gear Pants
Arasaka Police Riot 560 Hard armor vest covers areas 2-4 at Equal to 4 5 - 30 - -
Gear Vest SP 30; EV 2; Includes shoulder-
mounted light bar
Arasaka Security 265 Covers areas 2-4 at SP 18 Equal to 2 2 - 18 - -
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Officers Vest
Arasaka Vest Inserts 55 Adds SP 5 hard armor to areas 2-4 Equal to
when worn under an Arasaka vest; overlying
Adds EV 1 armor,
Minimum 2
ARES Forearm 250 Padded armorplast sections across the Equal to 2 2 - 10 +1 Brawling or
Guards back of each forearm; 50% chance on MA
any strike to the arms it provides 10 SP
hard armor; +1 on all parry rolls; +1
damage on appropriate forearm strikes
ARES Form Fitted 700 Must be custom fitted; 1 week from Equal to 1 4 - 10 - -
Body Armor Level 1 order to delivery; Covers areas 2-10 at
Full Suit 10 SP
ARES Form Fitted 200 Must be custom fitted; 1 week from Equal to 1 2 - 10 - -
Body Armor Level 1 order to delivery; Covers areas 2-4 at
Vest 10 SP
ARES Form Fitted 1000 Must be custom fitted; 1 week from Equal to 2 5 - 14 - -
Body Armor Level 2 order to delivery; Covers areas 2-4 at /10
Full Suit SP 14, areas 5-10 at 10 SP
ARES Form Fitted 400 Must be custom fitted; 1 week from Equal to 2 3 - 14 - -
Body Armor Level 2 order to delivery; Covers areas 2-4 at
Vest SP 14
ARES Form Fitted 1500 Must be custom fitted; 1 week from Equal to 3 7 - 18 - -
Body Armor Level 3 order to delivery; Covers areas 2-4 at /12
Full Suit SP 18, areas 5-10 at 12 SP; EV 1
ARES Form Fitted 700 Must be custom fitted; 1 week from Equal to 2 4 - 18 - -
Body Armor Level 3 order to delivery; Covers areas 2-4 at
Vest SP 18
Armalite Full Metal 1500 Covers areas 2-10 with hard armor at Equal to 4 8 - 25 - -
Gear SP 25; EV 2
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Armalite MetalGear 300 Helmet with removable faceguard/ Equal to 4 1.5 - 25 / 1d6 Brawling
Helmet mask; Helmet covers area 1 at SP 25, 20
SP 20 for face (1-5 on front head shot);
2 Option Spaces
Armalite MetalGear 500 Covers areas 2-4 with hard armor at SP Equal to 4 4 - 25 - -
Torso Plate 25; EV 2
Armalite PASGT 2500 Covers areas 1-10 with hard armor at Equal to 4 10 - 25 - -
Military Metal Gear SP 25; EV 3; Equipped with
temperature control (3 hour battery
charge); 3 hour air supply
Armalite Police Issue 1900 Covers areas 2-10 with hard armor at Equal to 4 8 - 25 - -
Metal Gear SP 25, area 1 at SP 25 (face at SP 20,
hit on 1-5 from front head shot); Mask
is sealed against gas and other agents;
Visor includes Low-Lite and Anti-
Dazzle; EV 2; Helmet has 1 Option
Space
Armor Jacket, Heavy 250 Covers areas 2-6 at SP 20; EV 2 Equal to 2 3.5 - 20 - -
Armor Jacket, 200 Covers areas 2-6 at SP 18; EV 1 Equal to 2 3 - 18 - -
Medium
Armor Jacket, Light 150 Covers areas 2-6 at SP 14; EV 0 Equal to 1 2.5 - 14 - -
Armotech BURELOC 900 EV 2; Utility jumpsuit covers areas 2- Equal to 5, if 7 - 20/ 1d6 Brawling
Q-Armor 10 at SP 14 (soft); Heavy boots cover the character is 14/
areas 8 and 10 with hard armor at SP not with 23
18 (23 total); Helmet covers area 1 at BURELOC
SP 20 (including face); Mask will seal
against gas and other agents after a 1-
round delay (or manual activation);
Visor includes Target Laser; Low-Lite
and Image Enhance; Includes radio
link (1 channel, 50m range); Standard
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
EDF HASSAR Leg 500 Attached to the legs, hips, and lower Equal to 2 22 5 - +1d6 Brawling or
Augmentation Unit back of the HASSAR plate suit, these Kick MA
myomer-powered boosters (8 hours on
4 Large E-cells) give the wearer +5 to
MA, and allow him to leap 5m
horizontally, and spring 3m vertically
EDF Helmet 250 Semi-flexible helmet with built in 5 Equal to 4 1 - 20 1d6 Brawling
channel radio; Covers area 1 at SP 20
(Shot hits face on 1-4 on a head shot);
1 Option Space
EDF Torso Armor 420 Heavy armored vest used by EDF Equal to 4 3 - 20 - -
ground forces in the African theater;
Covers areas 2-4 at 20 SP (no coverage
for the neck, groin or shoulders)
Enfield Reactive 9000 Self contained system that allows its Equal to 4 9 10 20 1d6 Brawling
Armor Full Body wearer to be alerted when acquired by Helmet
Armor lasers or smart sights; When the
receptor detects an aiming spot it
displays all relevant information (such
as direction ad type of sight) on the
heads up display built into the helmet
(Removes all bonus for ambushing if
the attacker uses a laser or smart sight);
SP 20 in areas 2-4, SP 18 in areas 5-10
and sealed SP 20 helmet (Helmet has
built in respirator with 30 minutes of
air; Smartgoggles with targeting scope,
anti-dazzle, and infra-red imaging, 15
channel encrypted military radio; and
interface plugs on each side to allow
the connection of smartguns or live
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
BMAC is x3
Gibson Battlegear 50/ Heavy armored plates; Covers 1/2 (On Equal to 3 1/plate - 25 - -
Armor Plates Plate any hit, 50% chance the plate takes
damage before the location) of 1 pip of
hard armor per plate; EV 1 per 2 plates
Gibson Battlegear 150 Average Edgerunner armored Equal to 1 .5 - 14 - -
Battle Armor balaclava; Provides SP 14 fireproof
Balaclava armor to area 1
Gibson Battlegear 520 Average Edgerunner leather knee Equal to 1 .5 - 4 - -
Battle Armor Boots boots; Provides SP 4 fireproof armor to
area 8 and 10
Gibson Battlegear 260 Average Edgerunner leather gloves; Equal to 1 .1 - 4 - -
Battle Armor Gloves Provides SP 4 fireproof armor to the
hands (1 on 1d10 for an arm hit)
Gibson Battlegear 1200 Average Edgerunner helmet; Provides Equal to 3 1 - 25 - -
Battle Armor Helmet SP 25 fireproof armor to area 1,
including face; 2 option slots
Gibson Battlegear 385 Average Edgerunner armored leather Equal to 2 2.5 - 16 - -
Battle Armor Jacket jacket; Provides SP 16 fireproof armor
to areas 2-6
Gibson Battlegear 300 Average Edgerunner Heavy armored Equal to 3 3 - 25 - -
Battle Armor Leg thigh guards; Covers areas 7 and 9 at
Plates SP 25 from the front (1-5 on a shot
from the flank, none from the rear)
Gibson Battlegear 1000 Average Edgerunner eye protection; Equal to 1 .2 5 8 - -
Battle Armor Covers the user’s eyes with a wrap-
OptiShields around armored visor; SP 8 to eye area
(1-3 on 1d10 for a front head shot);
Protects the eyes from all irritant
gasses; Includes Anti-Dazzle as
standard; Can hold two cyberoptic
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Hard Corp Multi- 4500 Hard armor plates over a monocrys Equal to 5 10 - 35 - -
Polymer Mk. III backing; Covers area 2-10 at SP 35;
EV 3
Hard Corp Multi- 1500 Hard armor; Covers area 1 at SP 40; Equal to 5 1 - 40 - -
Polymer Helmet Includes a 6-channel headset radio
with an 8km range, and a HUD with 4
Optical options) 2 Option Spaces
Heavy Leather Jacket 50 Average Generic Chic leather jacket; Equal to 1 2 - 4 - -
Covers areas 2-6 at SP 4
Heavy Leather Pants 50 Average Generic Chic leather pants; Equal to 1 1 - 4 - -
Covers areas 8-10 at SP 4
Hydra Jumpsuit 350 SP 20 Heavy jumpsuit in green, with a 5 3 - 20 - -
stylized “H” of belt and web-gear
straps; Covers areas 2-10 at SP 20,
with an SP 20 Hood for area 1
IEC Security Officers 265 Covers areas 2-4 at SP 18; Actually an Equal to 2 2 - 18 - -
Vest Arasaka vest manufactured under
license
IEC Helmet 200 Covers area 1 at SP 20 (Face at SP 12; Equal to 3 .7 - 20 / - -
8-10 on 1d10 from front); Visor 12
includes Anti-dazzle
IEC Memory Plastic 6000 When a specific electrical current is Equal to 4 5 5 5/18/ - -
Combat Suit mark II flowing through it, this Combat Suit 25
looks like a flight suit due to its
composition of a memory plastic
polymer held together by cotton and
kevlar-elastic (SP 5 to areas 2-10; EV
0); When the power (supplied through
several strip batteries in the lower back
region) is turned to low current, the
polymer reverts to its natural solid state
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Kevlar Vest
Militech Arms 200 Camouflaged armored jacket; Covers Equal to 5 1.5 - 6 - -
PASGT Kevlar Jacket areas 2-6 at SP 6; EV 1
Militech Arms 150 Camouflage armored pants; Covers Equal to 5 1.5 - 6 - -
PASGT Kevlar Pants areas 7-10 at SP 6; Large cargo pockets
and pouch attachment points
Militech Arms 200 Covers areas 7-10 at SP 10; EV 1; Equal to 5 2 - 10 - -
PASGT-PI Combat Attachment points for pouches,
Kevlar Pants Mk. II grenades and etc…
Militech Arms 300 Covers areas 2-4 at SP 16; EV 1; Equal to 5 2.5 - 16 - -
PASGT-PI Combat Attachment points for pouches,
Kevlar Vest Mk. II grenades and etc…
Militech Arms 250 Hard armor plated pants; Covers areas Equal to 5 3 - 12 - -
PASGT-II Heavy 7-10 at SP 12; EV 2
Assault Pants
Militech Arms 400 Hard armor vest covers areas 2-4 at Equal to 5 3 - 20 - -
PASGT-II Heavy SP 20; EV 2
Assault Vest
Militech Arms 50 50% chance it covers area 1 at SP 4; Equal to 1 .2 - 4 - -
Protective Headgear Fully concealable under any hat,
Insert helmet, or other full-head covering
MonoMesh® Gloves 300 The primary use for MonoMesh cloth Equal to 1 .2 - 6 - -
has always been in gloves, since they
allow people to safely handle
monowire; A standard pair of
MonoMesh gloves is SP 6 Black or
Khaki armor cloth with Mesh Weave;
This allows the wearer to handle
Monowire with complete safety, even
under tension
Motorcycle Helmet 80 Helmet with lift-up visor; SP 10, SP 4 Equal to 1 1 - 10/4 1d6 Brawling
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Nomad Metal Plate, 4000 Hard armor covers areas 1-10 at SP 35; Equal to 4 20 - 35 +1d3 on Brawling or
Full Suit EV 6, SP 0 to face (hit on 1-4 on front Punch, MA
head shot) +1d6 on
Kick
Nomad Metal Plate, 400 Hard armor covers area 1 at SP 35, SP Equal to 4 2 - 35 1d6 Brawling
Helmet 0 to face (hit on 1-4 on front head
shot); 2 Option Spaces
Nomad Metal Plate, 800 Hard armor covers areas 7-8 or 9-10 at Equal to 4 4 - 35 +1d6 on Brawling or
Legging SP 35; EV +1 if worn with a second Kick MA
legging or torso plate, +2 for 2
leggings and torso plate
Nomad Metal Plate, 400 Hard armor covers areas 5 or 6 at SP Equal to 4 2 - 35 +1d3 on Brawling or
Sleeve 35; EV +1 if worn with a second Punch MA
sleeve, torso plate, or both
Nomad Metal Plate, 1200 Hard armor covers areas 2-4 at SP 35; Equal to 4 6 - 35 - -
Torso EV 3
Nomad Moto-Cross 750 Covers areas 2-10 with hard armor at Equal to 1 8 - 16/ - -
Armor SP 16, SP 25 vs. BFT; EV 2; Looks 25
like old-style motocross armor and
riding leathers
Nomad Motorcycle 100 Helmet with lift-up visor; SP 8, Equal to 1 1.2 - 8 1d6 Brawling
Helmet including flip-up visor; 2 Option
Spaces
Nomad Reinforced 1650 Black leather jacket and pants, lined Equal to 3 10 - 20 - -
Leather Armor with medium Kevlar; shoulder pads,
elbow guards, forearm guards, thigh
guards, shin guards and knee pads of
hardened Kevlar and metal add extra
protection; covers areas 2-10 at SP 20,
with no EV
Nomad Smart Helmet 800 Helmet with lift-up visor; SP 18, Equal to 2 1.5 - 18 1d6 Brawling
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Raider Medium 1500 Pants and boots of Kevlar-lined leather, Equal to 2 2.5 - 18/ - -
Armor: Paingiver with metal knee pads and Kenbishi 10
Protective Wear armguards; protects
areas 7 and 9 at SP 18 soft, areas 8 and
10 at SP 18 hard, and areas 5-6 at SP
10 soft
Raider Medium 2000 Sleeves and pants of Kevlar-lined Equal to 3 7 - 18 - -
Armor: Throwdown leather, metal breastplate with spiked
metal shoulder pads, and metal shin
guards over heavy Kevlar-leather
boots; covers areas 4, 5-7 and 9 with
SP 18 soft armor, and 2, 8 and 10 with
SP 18 hard armor at EV 2
RetroTech Medieval 3500 Reinforced plate and chain; EV 6; Equal to 3 30 - 14 1d3 Brawling
Armor, Standard Covers areas 1-10 at SP 14 hard armor
RetroTech Medieval 10600 Reinforced ornate full plate; EV 6; Equal to 3 30 - 14 1d3 Brawling
Armor, Maximilian Covers areas 1-10 at SP 14 hard armor
Revolution Genetics 350 Bio-plastic organism that acts as Equal to 2 .5 - 10 - -
Bio-plastic Armor, T- armor; Regenerates 1 SP of damage
Shirt per hour (damage from Burn and
energy weapons will not heal); Covers
areas 2-4 at SP 10
Revolution Genetics 600 Bio-plastic organism that acts as Equal to 2 1.5 - 14 - -
Bio-plastic Armor, armor; Regenerates 1 SP of damage
Light Jacket per hour (damage from Burn and
energy weapons will not heal); Covers
area 2-6 at SP 14
Revolution Genetics 800 Bio-plastic organism that acts as Equal to 3 2 - 18 - -
Bio-plastic Armor, armor; Regenerates 1 SP of damage
Medium Jacket per hour (damage from Burn and
energy weapons will not heal); Covers
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Thresher First Step 18000 Requires user to have a Neural Equal to 5 75 - 40 / +1d6 Brawling or
TH.0004 Processor, Machine/Tech Link, and 35 / Punch MA
Interface Plugs; Power-assisted armor; 30
Covers area 1-4 at 40 SP, areas 5-6 at
30 SP and 7-10 at SP 35, all hard;
Power assist myomer fibers and
medium exo-frame cause the suit to
have no apparent weight to the wearer
(3 hours on 4 Large E-cells); Face
mask is NBC sealed, with 2 hours of
air; Visor has Anti-Dazzle; 2 Shoulder-
mounted spotlights
USAF Armored Flight 2400 Water/air tight g-suit with flexible Equal to 3 4 5 15 / 1d6 Brawling
Suit torso and shoulder plates (Kevlar 10 / Helmet
wrapped steel plates woven into a 20
flexible harness) and a state of the art
flight helmet equipped with Targeting
Scope, Low Light, Thermograph,
Image Enhancement, and Tele-optics;
Covers areas 2-4 with hard armor at SP
15 (SP 10 in shoulders) and area 1 with
SP 20, including faceplate
USAF Space Marine 3000 Power-assisted sealed armor; for use in 5 10 5 25 - -
Battlesuit space or planetary missions; Covers
areas 1-10 at SP 25, SP 20 for the face
plate of the helmet (1-4 from the front),
all hard; Radiation SP 6; 0 EV due to
woven myomer strength enhancement
built into the suit (+1 to Strength Feat,
8 hours on 4 Large E-cells); Requires
the use of a Seburo Datafilm; Helmet
has built in Biomonitor, 5km 6 channel
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Sneaksuits
Arasaka “Blackjack” 10000 Requires user to have a Neural 4 5 5 16 - -
Stealth Armor Processor, Machine/Tech Link, and
Interface Plugs (or equivalent); -4 to
Awareness to detect a wearer in
darkness, shadows, or low-light
conditions, -1 per 10m between wearer
and observer, using visual or Infrared
systems; -4 to Awareness to detect a
non-moving wearer under normal
lighting conditions, -1 per 10m
between wearer and observer, for any
observers within a designated 90
degree arc; -2 to Awareness to detect a
moving wearer, -1 per 10m between
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
use
Seburo Therm-Optic 8000 The wearer becomes virtually invisible 5 .2 5 - - -
Camouflage to both visual detection and
IR/Thermography when the suit is
activated; A slight blur can be seen
when the wearer is in motion; As long
as the wearer stays still they are
virtually impossible to detect (-6
against visual awareness when
standing still and -5 when moving); No
EV penalties apply; This suit is usually
worn under some type of armor, which
must be taken off before use
Techtronica ECM 7000 +4 to ECM/ECCM for jamming 4 5 25 15 - -
Sneak Suit sensors