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Gear Cost Description Legality Class Weight SDP SP Weapon Attack

(EB) (kg) Damage Skill

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

Q-Armor is blue, with BURELOC


stenciled in yellow on front and back;
Officers name, SIN and bar-code
registry are on the name-tape over the
right breast
Armotech AV-I Armor 1300 EV 2; Heavy Combat jumpsuit covers Equal to 4 8 - 30 / 1d6 Brawling
areas 2-10 at SP 25 (soft); Heavy boots 25 helmet
cover areas 8 and 10 with hard armor
at SP 22 (30 total); Vest covers areas 2-
4 with hard armor at SP 22 (30 total);
Laminate Flak Pants cover areas 7-10
with hard armor at SP 22 (30 total);
Helmet covers area 1 at SP 30
(including face); Mask will seal against
gas and other agents after a 1-round
delay (or manual activation); Visor
includes Target Laser; Low-Lite,
Image Enhance and HUD (Times
Square +); Includes radio link (3
channels, 1.5km range); Standard AV-I
Armor is Urban Camouflage
throughout
Armotech AV-I Shield 150 Large ballistic nylon shield with Equal to 2 3 - 25 1d6+3 Brawling
acrylic window and firing port; Issued
in Urban Camouflage; EV 1
Armotech AV-II 900 EV 1; Heavy Combat jumpsuit covers Equal to 4 7 - 20/ 1d6 Brawling
Armor areas 2-10 at SP 20 (soft); Heavy boots 25/ helmet
cover areas 8 and 10 with hard armor 30
at SP 20 (25 total); Vest covers areas 2-
4 with hard armor at SP 20 (25 total);
Flak Pants cover areas 7-10 with hard
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

armor at SP 20 (25 total); Helmet


covers area 1 at SP 30 (including face);
Mask will seal against gas and other
agents after a 1-round delay (or manual
activation); Visor includes Target
Laser; Low-Lite, Image Enhance and
HUD (Times Square +); Includes radio
link (3 channels, 1.5km range);
Standard AV-II Armor is yellow with
black tiger stripes, with black boots,
gloves, vest and helmet with black
visor; Available off-the-shelf patterns
include: navy with orange tiger stripes,
with orange boots, gloves, vest and
helmet with orange visor; navy and
white urban camouflage, with black
boots, gloves, and helmet visor; black
and white urban camouflage, with navy
boots, gloves, vest and helmet with
navy visor; grey on grey urban
camouflage, with crimson gloves and
vest, crimson helmet with black visor,
and black boots; navy and black urban
camouflage, with black vest, navy
helmet with black visor, and black
boots; or solid black
Armotech AV-II 95 Small, round ballistic nylon shield in Equal to 2 1.5 - 20 1d6 Brawling
Shield flat black, grey, navy or orange
Armotech AV-III 1500 EV 3; Heavy Combat jumpsuit covers Equal to 4 10 - 30 / 1d6 Brawling
Armor areas 2-10 at SP 25 (soft); Heavy boots 29 helmet or
cover areas 8 and 10 with hard armor +1
at SP 25 (30 total); Vest covers areas 2- forearm
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

4 with hard armor at SP 22 (30 total);


Flak Pants cover areas 7-10 with hard
armor at SP 22 (30 total); ); Forearm
guards of padded armorplast (50%
chance on any strike to the arms it
provides 20 SP hard armor(29 total) ;
+1 on all parry rolls; +1 damage on
appropriate forearm strikes); Helmet
covers area 1 at SP 30 (including face);
Mask will seal against gas and other
agents after a 1-round delay (or manual
activation); Visor includes Target
Laser; Low-Lite, Image Enhance and
HUD (Times Square +); Includes radio
link (3 channels, 1.5km range);
Standard AV-III Armor is navy, with
grey boots and forearm guards
Armotech V-I Armor 500 Utility jumpsuit covers areas 2-10 at Equal to 2 4 - 20/ 1d6 Brawling
SP 10 (soft); Medium boots cover 10/ helmet
areas 8 and 10 at SP 14 (19 total); 19
Helmet covers area 1 at SP 20 (SP 0 to
face); Standard V-I jumpsuit is navy
blue, with a navy helmet and black
boots
Armotech V-II Armor 800 EV 1; Utility jumpsuit covers areas 2- Equal to 2 7 - 20/ 1d6 Brawling
10 at SP 10 (soft); Medium boots cover 14/ helmet
areas 8 and 10 at SP 14 (19 total); 10/
Concealed vest covers areas 2-4 at SP 14
14 (19 total); Helmet covers area 1 at
SP 20 (SP 0 to face); Standard V-II
jumpsuit is navy blue, with a navy
helmet, black boots, and navy vest
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

(worn under jumpsuit)


Armotech V-III 1200 EV 2; Utility jumpsuit covers areas 2- Equal to 4 7 - 20/ 1d6 Brawling
Armor 10 at SP 10 (soft); Heavy boots cover 23/ helmet or
areas 8 and 10 with hard armor at SP 22/ +1
18 (22 total); Vest covers areas 2-4 15 forearm
with hard armor at SP 20 (23 total);
Forearm guards of padded armorplast
(50% chance on any strike to the arms
it provides 10 SP hard armor(15 total) ;
+1 on all parry rolls; +1 damage on
appropriate forearm strikes); Helmet
covers area 1 at 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 (3 channels, 150m
range); Standard V-III jumpsuit is navy
blue, with a navy helmet and chrome
visor/mask, black boots, black vest,
and red forearm guards
Armotech V-IV 1500 EV 2; Combat armor jumpsuit covers Equal to 4 7 - 20/ 1d6 Brawling
Armor areas 2-10 at SP 16 (soft); Heavy boots 23/ helmet or
cover areas 8 and 10 with hard armor 22/ +1
at SP 20 (25 total); Vest covers areas 2- 15 forearm
4 with hard armor at SP 20 (25 total);
Helmet covers area 1 at SP 25
(including face); Mask I fully sealed
against gas and other agents, with a 30
minute air supply built in; Visor
includes Target Laser; Low-Lite and
Image Enhance; Includes radio link (3
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

channels, 150m range); Standard V-IV


armor is deep purple with black boots
Ballistex Marine 250 Covers areas 2-4 at SP 14; 4 swim Equal to 2 2 - 14/5 - -
Survival Vest bladders, each capable of supporting
30kg (120kg total) inflate if the vest is
fully immersed in water, or at the pull
of a cord (10% chance that one panel
will fail to inflate); The vest will
support this weight for 3d10+20 hours;
Swim bladders are SP 5, and are hit if
the vest takes 10 or more points of
damage on a single shot, or 50% of the
time if inflated; 5% chance per hit that
one of the inflation canisters explodes,
causing 1d3 damage to the wearer; If
all bladders are punctured, the vest
reduces Swimming skill by 2 points;
EV 1 un-inflated, EV 4 if inflated;
Available in a variety of colors
BallisTech Exo-Plast 150/ Memory plastic armored plates; Covers Equal to 3 if 1/plate - 10 - -
Mk. I Armor Plates Plate 1 pip per plate; Unactivated plates are detected by
SP 0, EV 0; Once a plate is penetrated, officer
it grants the wearer 10 SP of hard
armor; EV 1 per 2 plates activated;
Cannot be deactivated; V. Diff. (25)
Awareness test to detect the plates
under clothing or other armor; Plates
are brittle after hardening, losing 2 SP
for each hit that penetrates after
activation
BallisTech Skin Tight 1500 Designed to be worn under other Equal to 3 if 1.5 - - - -
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

Mk. III armor; Reduces damage from attacks detected by


that penetrate armor by 1/3 (will have officer
no effect on damage exceeding 40
points in a single shot, or 20 AP;
Subtract 5 from this threshold for each
hit that exceeds it); The wearer suffers
a penalty of +1 EV for the first 3
rounds after a hit, +2 if the armor takes
multiple hits, due to the armor’s
memory-plastic weave compensating
for the impact of the round; This
penalty is reduced by 1 after 1 Turn,
and each subsequent Turn; Sold only to
Police and Military units (BMAC x3)
BioTechnica Enviro- 1200 Armored bio-hazard suit; Covers areas Equal to 3 5 - 8 - -
Suit 1-10 at SP 8, including clear
wraparound face guard; Protects
against all known biological and
chemical toxins, gases, etc…; EV 3; 1
hour positive pressure air supply and
heat exchanger allows for independent
use; Use is limited only by capacity if
used with external air supply and
cooling
BioTechnica Enviro- 200 Armored bio-hazard gloves; Covers Equal to 3 1 - 20 - -
Gloves areas 5-6 at SP 20 (50%); Protects
against all known biological and
chemical toxins, gases, etc…
Budget Arms Civilian 100 Covers areas 2-4 at SP 8; Designed to Equal to 1 2 - 8 - -
Vest be worn under clothing
Construction Helmet 30 Bright yellow, orange, or blue plastic Equal to 1 .5 - 6 1d3 Brawling
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

hard hat; Helmet covers area 1 at SP 6


(Face is hit on 1-7 from front, head is
hit on 9-10 from rear); 1 Option Space
Corning Reflec® 720 Provides 30 SP vs. Lasers (loses 1 SP Equal to 4 1 - 25 1d6 Brawling
Reflective Hard Plate, for each 10 points it absorbs) and SP
Helmet 25 to area 1; This is halved it the armor
is covered in dirt, mud, or paint; 2
Option Spaces
Corning Reflec® 1440 Provides 30 SP vs. Lasers (loses 1 SP Equal to 4 2 - 25 - -
Reflective Hard Plate for each 10 points it absorbs); This is
Legging/Boot halved it the armor is covered in dirt,
mud, or paint; Covers area 7-8 or 9-10,
at SP 25
Corning Reflec® 720 Provides 30 SP vs. Lasers (loses 1 SP Equal to 4 2 - 25 - -
Reflective Hard Plate for each 10 points it absorbs); This is
Arm Sleeves halved it the armor is covered in dirt,
mud, or paint; Covers area 5 and 6, at
SP 25
Corning Reflec® 2160 Provides 30 SP vs. Lasers (loses 1 SP Equal to 4 2 - 25 - -
Reflective Hard Plate for each 10 points it absorbs); This is
Torso halved it the armor is covered in dirt,
mud, or paint; Torso plate is EV 2;
Covers areas 2-4 at SP 25
Corning Reflec® 120 Provides 30 SP vs. Lasers (loses 1 SP Equal to 4 .5 - Spec 1d6 Brawling
Reflective Plate, for each 10 points it absorbs); This is
Helmet halved it the armor is covered in dirt,
mud, or paint; 2 Option Spaces
Corning Reflec® 240 Provides 30 SP vs. Lasers (loses 1 SP Equal to 4 1 - Spec - -
Reflective Plate for each 10 points it absorbs); This is
Legging/Boot halved it the armor is covered in dirt,
mud, or paint; Covers area 7-8 or 9-10
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

with hard armor


®
Corning Reflec 120 Provides 30 SP vs. Lasers (loses 1 SP Equal to 4 1 - Spec - -
Reflective Plate Arm for each 10 points it absorbs); This is
Sleeves halved it the armor is covered in dirt,
mud, or paint; Covers area 5 and 6
with hard armor
Corning Reflec® 360 Provides 30 SP vs. Lasers (loses 1 SP Equal to 4 1 - Spec - -
Reflective Plate Torso for each 10 points it absorbs); This is
halved it the armor is covered in dirt,
mud, or paint; Torso plate is EV 2, and
covers areas 2-4 with hard armor
Dai Lung Civilian 150 Covers areas 2-4 at SP 8; Designed to Equal to 1 1 - 8 - -
Vest be worn under clothing
Dark Night 00875 1000 Covers area 2-4 at SP 14, 5-6 at SP 10, Equal to 2 2 - 14 / - -
Bodysuit and 7-10 at SP 12 10 /
12
Dark Night 00985 850 Requires user to have a Neural Equal to 2 12 - 6/8 / - -
Body Armor Processor, Machine/Tech Link, and 12
Interface Plugs; Myomer-weave armor
causes the suit to have no apparent
weight to the wearer (4 hours operation
on a Large E-cell); Covers area 1 at SP
6, 2-4 and 7-10 at SP 12, and 5-6 at SP
8; Helmet is NBC sealed with 1 hour
of air
Dark Night 01000 12000 Requires user to have a Neural Equal to 4 45 - 20 / +1d6 Brawling or
Power Armor Processor, Machine/Tech Link, and 30 / Punch MA
Interface Plugs; Power assist myomer 25
fibers and light exo-frame cause the
suit to have no apparent weight to the
wearer (4 hours operation on a Large
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

E-cell) and +1 to Strength Feat; Covers


area 1 at SP 20, 2-4 at SP 30, and 5-10
at SP 25, all hard; Helmet is NBC
sealed with 2 hours of air; Visor has
Anti-Dazzle; EV 1
DeathTech Combat 790 Good Edgerunner style; Leather over Equal to 2 1.5 5 10 1d6+3 AP Brawling or
Boots Kevlar boots provide SP 10 to areas 8 Kick MA: Any
and 10; 1 boot contains a pistol holster
(Medium or smaller) and magazine
holder (2 average pistol mags), the
other a knife sheath and 6 Band Micro
Communicator (6 channel radio, 2 km
range); Both boots have retracting
climbing spikes (May be extended
either 1/10th” for traction, or 6” for
climbing)
Door Gunner’s Vest 500 The door gunner’s vest covers areas 2- Equal to 4 10 - 25 - -
4, 7 and 9 with hard armor at SP 25;
EV +3
EDF HASSAR Armor 1200 Heavy armor used by EDF ground Equal to 5 8 - 25 - -
Plate forces in the African theater; Covers
areas 1-10 with hard armor at 25 SP,
including removable face mask (NBC
sealed, includes optical visor with
Anti-Dazzle, Thermograph, Low-Lite
and Times Square Marquee, and
encrypted 5 channel radio with 6km
range); EV +2
EDF HASSAR 200 Jumpsuit worn under HASSAR plate Equal to 1 1 - 6 - -
Jumpsuit to prevent chafing and act as padding;
Covers areas 2-10 at SP 6
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

feed video devices) covering area 1,


including face; SP 20 boots and SP 10
gloves are also included; Interface port
in each wrist; EV 2
Enfield Reactive 4990 Self contained system that allows its Equal to 4 3.5 10 20 1d6 Brawling
Armor Jacket wearer to be alerted when acquired by Helmet
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);
Jacket is an SP 20 vest covering areas
2-4 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 feed video devices) covering
area 1, including face; EV 1
Epoxide Jacket, Light 600 Covers areas 2-6 at SP 14; EV 0; V. Equal to 1 2 - 14 - -
Diff. (25) Awareness test to detect;
Difficult (20) Streetwise test to acquire
Epoxide Jacket, 825 Covers areas 2-6 at SP 18; EV 0; V. Equal to 2 3 - 18 - -
Medium Diff. (25) Awareness test to detect;
Difficult (20) Streetwise test to acquire
Epoxide Helmet 350 SP 24 to area 1, including faceplate; Equal to 4 1 - 24 1d6 Brawling
Difficult (20) Streetwise test to acquire
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

Epoxide Pants 800 Covers areas 7-10 at SP 18; EV 0; V. Equal to 2 2 - 18 - -


Diff. (25) Awareness test to detect;
Difficult (20) Streetwise test to acquire
Epoxide Vest 180 Covers areas 2-4 at SP 10; EV 0; Equal to 1 .5 - 10 - -
Designed to be worn under clothing; V.
Diff. (25) Awareness test to detect;
Difficult (20) Streetwise test to acquire
Esporma 725 SP 30 vs. corrosives (acid or alkali); SP Equal to 4 10 - 10 - -
Environment Suit 10 vs. bullets or blades (AP resistant);
2 rnds. to seal if penetrated; 60 minutes
air supply; Filter acts as cybernetic
nasal filters; 6 breather panels (with all
panels closed, the suit may be worn for
45 minutes without penalty, +15
minutes/two open panels) may be
sealed at 3 seconds each, all 6 in 1
turn; Sealed suit is +3 EV; Every 15
minutes past the normal duration
requires an Average Endurance test,
failure halving the users REF, MA, and
BOD until the suit is removed
Federated Arms Riot 200 Helmet with lift-up visor; Covers area Equal to 2 1 - 16/8 1d6 Brawling
Helmet 1 at SP 16, SP 8 for face (1-5 on front
head shot); 1 Option Space
Federated Arms 200 SWAT coverall worn under vest; Equal to 1 2 - 6 - -
SWAT Suit Covers areas 2-10 at SP 6
Flack Pants 200 Covers areas 2-4 at SP 20; EV 1 Equal to 3 3 - 20 - -
Flack Vest 200 Covers areas 2-4 at SP 20; EV 1 Equal to 3 3 - 20 - -
Full Plate, Heavy 100 Provide SP 25 (can be worn over a Equal to 4 1 per - 25 1d6 Brawling
single layer of soft armor, combining location Helmet
normally); The location is now
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

considered to be covered with hard


armor); Adds 1 EV per location
covered; Locations are: Torso, right
and left arm, and right and left leg; A
helmet is also available, but adds no
EV
Full Plate, Medium 60 Provide SP 20 (can be worn over a Equal to 3 1 per - 20 1d6 Brawling
single layer of soft armor, combining location Helmet
normally); The location is now
considered to be covered with hard
armor); Adds 1 EV per location
covered; Locations are: Torso, right
and left arm, and right and left leg; A
helmet is also available, but adds no
EV
Gasium K5 Battlesuit 5500 Requires user to have a Neural Equal to 4 18 - 18 - -
Processor, Machine/Tech Link, and
Interface Plugs; Armored body suit;
Usually custom compartmentalized for
the wearer's specific needs (sown in
holsters for specific weapons,
magazine pouches, pockets etc...); The
K-5 requires a datasuit be worn
underneath to allow the suits reactive
myomer to offset its bulk (no EV
penalty); Covered with a special
rubberized coating to prevent clash and
clatter; Covers areas 1-10 at SP 18,
including faceplate (NBC sealed, will
hold up to four cyberoptic options at
90% of normal option cost); Only sold
to police departments and military,
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

upgrade options at 1.1 times the


normal cost
Gibson Battlegear 230 Average Edgerunner armored pants; Equal to 2 3 - 16 - -
Battle Armor Pants Provides SP 16 fireproof armor to
areas 7-10
Gibson Battlegear 220 Average Edgerunner armored heavy Equal to 2 1.5 - 16 - -
Battle Armor Shirt shirt; Provides SP 16 fireproof armor
to areas 2-6
Gibson Battlegear 300 Average Edgerunner Heavy armored Equal to 3 2 - 25 - -
Battle Armor Torso shoulder/chest plates; Covers area 2 at
Plates SP 25
Gibson Battlegear 225 Heavy armored greaves; Covers 1/2 Equal to 2 2 - 20 - -
Kevlon Greaves (On an arm hit, 50% chance the
greaves take damage before the arm) of
areas 5-6 at SP 20; EV 1
Gibson Battlegear 860 Flexible body armor; Covers areas 2-4 Equal to 4 7 - 20/ - -
Police Patrol Armor at SP 20, 5-6 at SP 15, and 7-10 at SP 15/
18; EV 2 18
Gibson Battlegear 230 Provides SP 25 to area 1; Helmet has a Equal to 4 .7 - 25 - -
Police Patrol Armor Radio Splice with a 1.5km range and 2
Helmet channels; 2 option slots
Gibson Battlegear 660 Provides SP 25 to area 1, SP 15 to the Equal to 4 1 - 25 / - -
Police Patrol Armor face (7-10 on 1d10); Visor includes 15
Helmet w/HUD HUD with IR and Targeting Scope;
Helmet has a Radio Splice with a
1.5km range and 2 channels; 2 option
slots
Gibson Battlegear 190 Provides SP 20 to area 1, SP 10 to the Equal to 3 .5 - 15/5 - -
Police Patrol Armor face (7-10 on 1d10); Helmet has a
Paramedic Helmet Radio Splice with a 1.5km range and 2
channels; 2 option slots
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

Gibson Battlegear 650 Provides SP 25 to area 1, SP 15 to the Equal to 4 1.5 - 25 / - -


Police Patrol Armor face (7-10 on 1d10); Visor includes 15
Riot Helmet HUD with IR; Helmet has a Radio
Splice with a 1.5km range and 2
channels; Unit is sealed against gasses,
with a 30minute air supply; 1 option
slot
Gibson Battlegear 170 Provides SP 15 to area 1, SP 5 to the Equal to 4 .5 - 15/5 - -
Police Patrol Armor face (7-10 on 1d10); Helmet has a
Traffic Helmet Radio Splice with a 1.5km range and 2
channels; 2 option slots
Gibson Battlegear 40 Light armored plates; Covers area 5- Equal to 1 1 - 5 - -
Police Patrol Armor 10, adds SP +5 hard armor to the
Trauma Plates Police Patrol Armor; EV +1
Gibson Battlegear 900 -2 WA ; Can accept up to three Tech: Cyber 1 10 - 2d6/3d6 Brawling or
SPM-1 Battleglove CyberArm Built-in or Weapon Martial Art
options, and one Covering (Coverings
requiring space in the limb use up a
slot); Available in a variety of colors
and patterns; A Punch with the glove
causes 2d6 BFT damage, while a
grapple causes 3d6 BFT damage
Gibson Battlegear 970 -1 WA ; Can accept up to three Tech: Cyber .75 10 15 2d6/3d6 Brawling or
SPM-2 Battleglove- CyberArm Built-in or Weapon Martial Art
PLUS options; Includes armor-grade
Epoxide cover (1-5 on an arm hit for
SP 15); Available in a variety of colors
and patterns; A Punch with the glove
causes 2d6 Blade damage (Due to
built-in knuckle spikes), while a
grapple causes 3d6 BFT damage
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

“Hand” Jumpsuit 6000 Monocrys and reacti-mesh ninja gi, 5 2 - 20 - -


with Monocrys hood and tabi; Provides
SP 20 to areas 1-10 at 0 EV; Covered
in obvious and hidden pockets;
Available in flat black, snow white,
urban camouflage, woodland
camouflage, and reversible patterns
Hard Corp Ablative 1000 Hard, clamshell armor; Covers area 5 Equal to 4 2 - 20 - -
Armor Arm Sleeves and 6 at SP 20 (SP 40 vs. energy
weapons); Subtract 1 SP for each 5
points absorbed by the armor
Hard Corp Ablative 500 Hard, clamshell armor; Covers area 1 Equal to 4 1 - 20 - -
Armor Helmet at SP 20 (SP 40 vs. energy weapons);
Subtract 1 SP for each 5 points
absorbed by the armor; 2 Option
Spaces
Hard Corp Ablative 2000 Hard, clamshell armor; Covers area 7-8 Equal to 4 2 - 20 - -
Armor Leggings and 9-10 at SP 20 (SP 40 vs. energy
/Boots weapons); Subtract 1 SP for each 5
points absorbed by the armor
Hard Corp Ablative 1500 Hard, clamshell armor; Covers area 2-4 Equal to 4 2 - 20 - -
Armor Torso Plate at SP 20 (SP 40 vs. energy weapons);
Subtract 1 SP for each 5 points
absorbed by the armor; Torso plate is
EV 2
Hard Corp Multi- 3000 Hard armor plates over a monocrys Equal to 4 5 - 25 - -
Polymer Mk. I backing; Covers area 2-10 at SP 25;
EV 2
Hard Corp Multi- 3750 Hard armor plates over a monocrys Equal to 4 7 - 30 - -
Polymer Mk. II backing; Covers area 2-10 at SP 30;
EV 3
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

(SP 25 to areas 2-4, SP 18 to areas 5-


10; EV 1) with the key joints still soft;
Should power run out completely the
suit "crashes" into complete hardsuit,
with even the key locations being hard
to bend (SP 25 to areas 2-10, EV 5);
When first purchased the suit has to be
"trained" or fitted by wearing the suit
and putting the user’s body though any
possible movement; The suit learns
these movements and shapes itself to
reduce EV; Should a user try an
unfitted suit or someone else's suit they
suffer an EV of 3 when the suit is in
semi-solid mode; Since the suit relies
on specific currents to work, hits with a
microwave or EMP weapon usually
result in the armor being locked into
one form in that location until repaired
(1-3: Locked in soft mode, 4-8: Locked
in hard mode, 9-10: no effect); It takes
one combat round for the suit to be
turned on or off (This can be done by
voice command or hitting a switch
imbedded in the power supply that is
very difficult to accidentally hit. This
can also be done via mental command
if you are jacked into the suit); For this
(and allowing you to fly or shoot while
wearing the suit) the unit can have
custom interface jacks clipped onto the
collar, wrists, waist or ankles; When
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

any section of the suit (arm, torso etc)


has its SP reduced by 5 or more then
that part of the unit will not get enough
power to revert back to a soft material;
The strip batteries last four days of
continuous use but can be replaced or
recharged in eight hours
Inserts 40 Provide +5 SP to soft armors Equal to 1 .5 - 5 - -
(Maximum SP 20; The location is now
considered to be covered with hard
armor); Adds .5 EV per Insert;
Locations are: Torso front, torso back,
right arm, left arm, right leg, and left
leg
Kelmar Technologies 1350 Kevlar soft armor layer with epoxide Equal to 4 11 - 26 / - -
Heavy Security hard-armor units added in key 24 /
Armor locations; Entire armor suit can be 20
Chemically Sealed (against any liquid
or gaseous contact) for an additional
3,000eb ; SP 26 in areas 2-4, SP 24 in
areas 7-10, and SP 20 in areas 5-6;
Needs a helmet; EV 2
Kelmar Technologies 800 Kevlar soft armor layer with epoxide Equal to 2 5 - 16 / - -
Light Security Armor hard-armor units added in key 10
locations; Entire armor suit can be
Chemically Sealed (against any liquid
or gaseous contact) for an additional
3,000eb ; SP 16 in areas 2-4 and 7-10,
SP 10 in areas 5-6; Needs a helmet
Kelmar Technologies 1000 Kevlar soft armor layer with epoxide Equal to 3 8 - 20 / - -
Medium Security hard-armor units added in key 14
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

Armor locations; Entire armor suit can be


Chemically Sealed (against any liquid
or gaseous contact) for an additional
3,000eb ; SP 20 in areas 2-4 and 7-10,
SP 14 in areas 5-6; Needs a helmet;
EV 1
Kelmar Technologies 350 Designed to integrate with Kelmar Equal to 3 1.5 10 24 1d6 Brawling
Security Helmet Technologies Security Armor; SP 24 to
area 1, including faceplate; can have
any cyberoptic option at 90% of
normal cost; Installed respirator and 20
minute oxygen reserve for an
additional 500eb; 1 Option Space
(Oxygen reserve will fill this)
Kenbishi Protective 200 Wrap-around soft armor, resembling Equal to 1 .2 - 10 - -
Wear bandages; Each unit covers 2 areas of
the body, as follows: 2 and 5, 2 and 6,
3 and 4, 7 and 8, 9 and 10; for
coverage from areas 2-10 the wearer
would need 5 units
Kevlar T-Shirt 90 Covers areas 2-4 at SP 10; Designed to Equal to 1 1 - 10 - -
be worn under clothing
Kevlar Vest 90 Covers areas 2-4 at SP 10; Designed to Equal to 1 1 - 10 - -
be worn under clothing
Laminate Armor 500 Covers areas 2-4 at SP 24, AP Equal to 3 3 - 14/ - -
Jacket Resistant, and 5-6 at SP 14; EV -1 24
Laminate Armor Vest 1200 Covers areas 2-4 at SP 35, AP Equal to 4 4 - 35 - -
Resistant; EV -2
Lawtech Police Issue 300 Helmet with retractable visor; Covers Equal to 4 1.2 - 20 1d6 Brawling
Combat Infohelm area 1 at SP 20 (including face, 1-5 on
front head shot); Includes radio (4
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

channel, 5km range); Visor has HUD


with Targeting Scope (unit has plug for
interface cables); May mount Combat
Helm Weapons Options; 4 Option Slots
Lawtech Police Issue 450 Adds a Lawtech Microgrenade Equal to 4 .5 10 - By Heavy/
Combat Infohelm Launcher to the Combat Infohelm; 1 Grenade Assault
Weapon Option, Option Slot Weapons
Grenade Launcher
Lawtech Police Issue 450 Adds a Lawtech 9mm Caseless or .41 Equal to 4 .5 10 - By Pistol
Combat Infohelm Caseless pistol to the Combat Caliber
Weapon Option, Infohelm; 1 Option Slot
Pistol Mount
Lawtech Police Issue 80 Small, round ballistic acrylic shield Equal to 4 1 - 10 1d6 Brawling
General Purpose
Shield
Lawtech Police Issue 300 Helmet with retractable visor; Covers Equal to 4 1 - 20 1d6 Brawling
Infohelm area 1 at SP 20 (including face, 1-5 on
front head shot); Includes radio (4
channel, 5km range); Visor has HUD
with Targeting Scope (unit has plug for
interface cables); 4 Option Slots
Lawtech Police Issue 200 Adds an air filtration system to the - - 2 - - -
Infohelm Breathing Infohelm or Combat Infohelm (100%
Option, Filters effective vs. civilian gasses, 85% vs.
military combat agents); 1 Option Slot
Lawtech Police Issue 50 Adds an independent air supply to the - .2 5 - - -
Infohelm Breathing Infohelm or Combat Infohelm (Fully
Option, Self sealed for 15 minutes); 1 Option Slot
Contained Air System
Lawtech Police Issue 150 Adds a cellular phone system to the - - 3 - - -
Infohelm Commo Infohelm or Combat Infohelm; 1
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

Option, Cellular Option Slot


Lawtech Police Issue 350 Adds an LoS Laser transceiver to the - .1 2 - - -
Infohelm Commo Infohelm or Combat Infohelm; Allows
Option, SecureComm secure communications with any other
Laser equipped unit (can only be intercepted
by a receiver directly in the beam
path); 1 Option Slot
Lawtech Police Issue 100 Adds Infrared visual enhancement to - - 2 - - -
Infohelm HUD the Infohelm or Combat Infohelm; 1
Option, Infrared Option Slot
Lawtech Police Issue 100 Adds Lowlight visual enhancement to - - 2 - - -
Infohelm HUD the Infohelm or Combat Infohelm; 1
Option, Lowlight Option Slot
Lawtech Police Issue 500 Adds a Magnetic Anomaly detector to - - 2 - - -
Infohelm HUD the Infohelm or Combat Infohelm; The
Option, Magnetic HUD displays locations on a subject
Field Detector which give anomalous readings when
scanned, allowing the detection of
hidden weapons and cyberware to 3m
(Adds +5 to Awareness for tests vs.
Concealment); 1 Option Slot
Lawtech Police Issue 180 Helmet with retractable visor; Covers Equal to 3 1.5 - 20 1d6 Brawling
Paramedic Helmet area 1 at SP 20, SP 0 for face (1-5 on
front head shot); Includes radio (4
channel, 5km range); Anti-dazzle
Visor; 4 Option Slots
Lawtech Police Issue 230 Helmet with retractable visor; Covers Equal to 4 1.5 - 25 1d6 Brawling
Patrol Helmet area 1 at SP 25, SP 0 for face (1-5 on
front head shot); Includes radio (4
channel, 5km range); Visor has Anti-
dazzle and Infrared; High-intensity
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

beam light (30m beam; 2m spot); 2


Option Slots
Lawtech Police Issue 430 Helmet with retractable visor; Covers Equal to 4 1.5 - 25 1d6 Brawling
Patrol Helmet with area 1 at SP 25, SP 0 for face (1-5 on
Targeting Scope front head shot); Includes radio (4
channel, 5km range); Visor has Anti-
dazzle, Infrared and an IR Targeting
Scope (unit has plug for interface
cables); High-intensity beam light
(30m beam; 2m spot); 1 Option Slot
Lawtech Police Issue 650 Helmet with visor/mask (NBC sealed Equal to 4 2 - 25 1d6 Brawling
Riot Helmet with 10 minutes air); Covers area 1 at
SP 25, SP 20 for face (1-5 on front
head shot); Includes radio (4 channel,
5km range); Visor has Anti-dazzle and
Infrared; High-intensity beam light
(30m beam; 2m spot); 1 Option Slot
Lawtech Police Issue 150 Full-length ballistic acrylic shield; Equal to 4 2 - 15 1d6 Brawling
Riot Shield Built-in Militech taser
Lawtech Police Issue 180 Full-length ballistic acrylic shield; Equal to 4 2 - 15 1d6 Brawling
Riot Shield with Built-in Militech taser; Built-in strobe
Strobe system (Targets to front of shield must
make an Average REF test to cover
their eyes; If this is failed, they must
make a Diff. Resist Torture/Drugs test
or become stunned for 1d6 turns
Lawtech Police Issue 170 Helmet with retractable visor; Covers Equal to 4 1 - 15 1d6 Brawling
Traffic Helmet area 1 at SP 15, SP 0 for face (1-5 on
front head shot); Includes radio (4
channel, 5km range); Anti-dazzle
Visor; High-intensity beam light (30m
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

beam; 2m spot); 20-shot digital still


camera; 1 Option Slot
Lawtech Skin Tight 1500 Designed to be worn under other Equal to 4 1 - - - -
armor; AP resistant and reduces
damage from attacks that penetrate
armor by 1/3 (will have no effect on
damage exceeding 30 points in a single
shot); The wearer suffers a penalty of
+3 EV for the first round after a hit, +2
in the second, and +1 in the third, due
to the armor’s memory-plastic weave
compensating for the impact of the
round; Sold only to Police and Military
units (BMAC x2)
LightMesh C- 400 Good Edgerunner Medium Jacket; Equal to 2 1.1 - 15 - -
Ballistech Mesh Covers areas 2-6 at SP 15
Armor Jacket
LightMesh C- 300 Good Edgerunner Medium Pants; Equal to 2 1.1 - 15 - -
Ballistech Mesh Covers areas 7-10 at SP 15
Armor Pants
MAL Padquil Vest 20 Covers areas 2-4 at SP 8 Equal to 1 3.5 - 8 - -
MAL Shock Armor 30000 Requires user to have a Neural Equal to 5 200 - 40 +2d6 Brawling or
Processor, Machine/Tech Link, and Punch MA
Interface Plugs; Power-assisted armor;
18 STR; Covers area 1-10 with hard
armor at 40 SP; Power assist myomer
fibers and heavy exo-frame cause the
suit to have no apparent weight to the
wearer (2 hours on 4 Large E-cells);
Face mask is NBC sealed, with 10
hours of air; Visor has Anti-Dazzle;
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

Spotlight mounted to each shoulder; 16


channel encrypted radio with 25km
range
MAL Striker 100 Epoxide hard-armor greaves, gauntlets Equal to 1 2.5 - 5 - -
Motorcycle Protection and chest protector; SP 5 in areas 2-10,
including BFT
Marauder Combat 500 Metal/Nylon helmet with retractable Equal to 5 2 5 35 1d6 Brawling
Helmet visor; Covers area 1 at SP 35, face at
SP 20 (hit on 1-5 on front head shot);
Visor has Infrared and x8 Tele-optics;
Encrypted 6 channel, 5km radio
included
Marauder Dispersion 300 Covers areas 2-7, 9 at SP 10, including Equal to 1 3 - 10 - -
Weave Duster BFT; Covers areas 8 and 10 at SP 10 if
closed, making EV 2
Marauder EOD Suit 3800 Hard plate composite backed with Equal to 5 25 - 50 - -
Kevlar; Covers areas 1-10 at SP 50,
face at SP 35 (hit on 1-3 on front head
shot); AP resistant; EV 5; Helmet has 2
Option Spaces
Marauder Flack 250 Covers areas 2-6 at SP 15 Equal to 2 3 - 15 - -
Jacket
Marauder Flack Vest 350 Covers areas 2-4 at SP 25; EV 1 Equal to 4 4 - 25 - -
Marauder Huntsman 600 Hard ceramic plate reinforced boots; Equal to 5 4.5 - 30 +1d6 Brawling
Battle Boots Covers areas 8 and 10 at SP 30 Kick
Marauder Huntsman 400 Padded Kevlar gauntlets with hard Equal to 5 4 - 30 1d3 Brawling
Battle Gloves ceramic guards; Covers areas 5-6 at SP
30
Marauder Huntsman 450 Padded Kevlar pants with hard ceramic Equal to 5 4 - 20 - -
Battle Pants inserts; Covers areas 7-10 at SP 20
Marauder Huntsman 700 Ceramic composite helmet with Equal to 5 2 5 45 1d6 Brawling
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

Battle Helmet retractable visor; Covers area 1 at SP


45, face at SP 20 (hit on 1-4 on front
head shot); Visor has Infrared and
Targeting scope; Encrypted 6 channel,
5km radio included
Marauder Huntsman 500 Covers areas 2-4 with hard armor at SP Equal to 5 5 - 30 - -
Battle Vest 30; EV 2
Marauder Impact 350 Hard plate reinforced boots; Covers Equal to 2 4 - 25 +1d6 Brawling
Absorption Boots areas 8 and 10 at SP 25, including Kick
BFT; Resists Blade AP effects; EV 1
Marauder Impact 225 Padded Kevlar gauntlets with hard Equal to 2 2 - 15 1d3 Brawling
Absorption Gloves plastic covers; Covers areas 5-6 at SP
15, including BFT; Resists Blade AP
effects
Marauder Impact 375 Covers areas 2-6 at SP 15, with areas Equal to 2 3.5 - 15 - -
Absorption Jacket 2-4 at SP 10 vs. BFT (10)
Marauder Impact 200 Padded Kevlar pants with hard plastic Equal to 2 3 - 10 - -
Absorption Pants inserts; Covers areas 7-10 at SP 10,
including BFT; Resists Blade AP
effects
Marauder Kevlar 100 Covers area 1 at SP 15, face/neck at SP Equal to 2 .5 - 15 - -
Cap, Class 1 0 (hit on 1-6 on front, 1-3 on rear head
shot); 1 Option Space
Marauder Kevlar 175 Covers area 1 at SP 20, face/neck at SP Equal to 2 1 - 20 - -
Cap, Class 2 0 (hit on 1-5 on front, 1-2 on rear head
shot); 1 Option Space
Marauder Kevlar- 500 Covers areas 2-6 at SP 20; EV 1 Equal to 3 4 - 20 - -
lined Flack Jacket
Marauder Kinetic 150 Covers areas 2-10 at SP 5, including Equal to 1 2 - 5 - -
Mesh Bodysuit BFT
Marauder Light 350 Covers area 1 at SP 25, face at SP 0 Equal to 4 1.5 - 25 1d6 Brawling
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

Infantry Helmet (hit on 1-4 on front head shot); AP


resistant; 2 Option Spaces
Marauder Heavy 5500 Composite hard armor covers areas 1- Equal to 5 15 - 40 - -
Cera-Met Plate 10 at SP 40, face at SP 0 (hit on 1-4 on
Armor front head shot); EV 3; Helmet has 2
Option Spaces
Marauder Tactical 7500 Requires user to have a Neural Equal to 5 40 5 45 +1d6 Brawling or
Plate Processor, Machine/Tech Link, and Punch or MA
Interface Plugs; Power assisted (+1 Kick
BOD for Strength, 2 Heavy E-cells last
4 hours) composite hard armor covers
areas 1-10 at SP 35, face at SP 20;
NBC sealed, with 30 minute air supply
and full filters; 6 channel 5km
encrypted radio; Visor includes
Infrared nightvision; EV 2
Maximum Threat 1200 Semi-flexible body armor with alloy Equal to 5 11 - 25/ - -
Urban Riot Armor plates on arms and legs; Covers areas 33/
2-4 at SP 25, 5-6 at SP 33, and 7-10 at 28
SP 28; EV 3
Metal Gear ™ 600 Hard, clamshell armor; Covers area 7-8 Equal to 5 2 - 25 - -
Legging/Boot or 9-10 at SP 25;
Metal Gear ™ Arm 600 Hard, clamshell armor; Covers area 5 Equal to 5 2 - 25 - -
Sleeves and 6 at SP 25;
Metal Gear ™ Helmet 600 Hard, clamshell armor; Covers area 1 Equal to 5 1 - 25 - -
at SP 25; 2 Option Spaces
Metal Gear ™ Torso 600 Hard, clamshell armor; Covers area 2-4 Equal to 5 2 - 25 - -
Plate at SP 25; Torso plate is EV 2
Militech Arms 8500 Power-assisted armor; Covers area 2- Equal to 5 24 - 25 +1d6 Brawling or
EMA-1 10 with hard armor at 25 SP at EV 0; Punch MA
Power assist myomer fibers and light
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

exo-frame cause the suit to have no


apparent weight to the wearer (48
hours on 4 Large E-cells); Requires
Interface plugs and a vehicle/machine
link or ‘Trodes; Needs a helmet
(usually the M-88A2 or M88 Revised)
Militech Arms 500 Contains 4 hours air for the EMA-1 - 5 - - - -
EMA-1 Respirator combined with the M-88A2
Pack
Militech Arms EOD 1000 Multi-pocket jumpsuit worn under Equal to 2 3 - 15 - -
Suit heavy EOD vest; Covers areas 2-10 at
SP 15; EV 2
Militech Arms M-88 5000 SP 20; SP 15 for face (1-3 on front Equal to 5 .75 helmet 10 20 / 1d6 Brawling
Revised Combat head shot); Respirator and NBC .5 belt 15
Helmet shielding vs. inhaled toxins; Headset pack
earpiece /microphone linked to belt
pack; Video camera linked to belt
pack; Faceplate HUD linked to belt
pack or external computer, with IR,
Low-lite, Image Enhance (+1
Awareness), Targeting Scope (requires
Smartgun, +1 ACC) and Anti-dazzle;
Audio suite with Amplified Hearing
and Level Damp; 0 Option Spaces;
Beltpack has 2 Chip slots, 170 Hour
battery, and a 1.5km range, 10 channel
radio transceiver with scrambler
encryption
Militech Arms M- 2399 SP 25; SP 20 for face (1-3 on front Equal to 5 .75 helmet 10 25/ 1d6 Brawling
88A2 Enhanced head shot); Respirator and NBC .5 belt 20
Combat Helmet shielding vs. inhaled toxins; Headset pack
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

earpiece /microphone linked to belt


pack; Video camera linked to belt
pack; Wide-angle faceplate HUD (no
visual Awareness penalty for helmet)
linked to belt pack or external
computer, with Thermograph, Low-
lite, Telescopic (20x), Targeting Scope
(requires Smartgun, +1 ACC), Anti-
dazzle and Times Square+ (-1 to
Awareness tests while using the Times
Square+); Audio suite with 10km
scrambled radio, Amplified Hearing,
Level Damp and Sattelite uplink; 0
Option Spaces; Beltpack has 2 Chip
slots, 170 Hour battery, and a 1.5km
range, 10 channel radio transceiver
with scrambler encryption
Militech Arms M-78 300 Covers areas 2-6 at SP 14; AP Equal to 5 1.5 - 14 - -
Revised Personal Resistant; EV 1
Armor Jacket
Militech Arms M-78 130 Covers areas 2-4 at SP 7; AP Resistant Equal to 5 .5 - 7 - -
Revised Personal
Armor T-Shirt
Militech Arms M-78 300 Covers areas 2-4 at SP 18; AP Equal to 5 2 - 18 - -
Revised Personal Resistant; EV 2
Armor Vest
Militech Arms 150 Standard Kevlar helmet; SP 20; No SP Equal to 5 .5 - 20 1d6 Brawling
PASGT Helmet for face (1-6 on front head shot); 2
Option Spaces
Militech Arms 200 Covers areas 2-4 at SP 12; Attachment Equal to 5 2 - 12 - -
PASGT Combat points for pouches, grenades and etc…
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

for face (1-4 on front head shot); 2


Option Spaces
Nomad Armored 630 Black leather jacket, lined with light Equal to 1 2 - 10 - -
Leather Jacket Kevlar; average quality Edgerunner
style, covers areas 2-6 at SP 10
Nomad Armored 270 Black leather pants, lined with light Equal to 1 2 - 10 - -
Leather Pants Kevlar; average quality Edgerunner
style, covers areas 7-10 at SP 10
Nomad Combat 1440 Black leather jacket, lined with Equal to 2 3 - 14 - -
Leather Jacket medium Kevlar and reinforced at the
forearms and shoulders; Good quality
Edgerunner style, covers areas 2-6 at
SP 14
Nomad Leather 2700 Good quality Edgerunner style black Equal to 4 8 - 22 - -
Armor leather jacket and pants, lined with
light Kevlar; includes torso
plate/shoulder pads, elbow guards,
forearm guards, thigh guards, shin
guards and knee pads of hardened
Kevlar for added extra protection;
covers areas 2-10 at SP 22, including
BFT, with EV 1
Nomad Leather 3600 Good quality Edgerunner style black Equal to 4 10 - 26 - -
Armor Mk. II leather jacket and pants, lined with
light Kevlar; includes torso
plate/shoulder pads, elbow guards,
forearm guards, thigh guards, shin
guards and knee pads of hardened
Kevlar for added extra protection;
covers areas 2-10 at SP 26, including
BFT, with EV 2
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

including flip-up visor; Low-Lite, IR


vision, and Target Scope are integrated,
as is a Smart-gun Link and 6 km, 4
channel radio headset w/4 hour battery
Nylon Helmet 100 Covers area 1 at SP 20 (30% chance on Equal to 2 .5 - 20 1d6 Brawling
a front head shot, 70% on a side head
shot)
Petrochem Laser- 500 Comes in a tube (50 pips covered per Equal to 1 .2 2 - - -
Ablative Creme tube); Gives 10 SP vs. Lasers and other
energy weapons (loose 2 SP per 5
points absorbed)
Petrochem Military 350 Covers areas 2-4 at SP 20 Equal to 4 4 - 20 - -
Vest
Petrochem Security 250 Covers areas 2-4 at SP 16 Equal to 3 2 - 16 - -
Vest
Power Products PP 400 Requires user to have a Neural Equal to 5 15 - 8/14 +1d3 Brawling or
664 Blocker Processor, Machine/Tech Link, and /10 / Punch MA
Interface Plugs; Power-assisted armor; 12
Covers area 1 at 8 SP, face at 0 SP (hit
on 1-5 on front head shot), areas 2-4 at
14 SP, areas 5-6 at 10 SP and areas 7-
10 at 12 SP; Power assist myomer
fibers and light exo-frame cause the
suit to have no apparent weight to the
wearer (4 hours on 2 Large E-cells);
Helmet has Anti-dazzle visor, Air-filter
mask, Headgear radio and 1 Option
Space
Power Products PP 7 1250 Requires user to have a Neural Equal to 5 25 - 10 / +1d3 Brawling or
Exo Processor, Machine/Tech Link, and 20 / Punch MA
Interface Plugs; Power-assisted armor; 15 /
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

Covers area 1 at 10 SP, areas 2-4 with 17


hard armor at 20 SP, areas 5-6 at 15 SP
and areas 7-10 at 17 SP; Power assist
myomer fibers and light exo-frame
cause the suit to have no apparent
weight to the wearer (4 hours on 2
Large E-cells); Face mask is NBC
sealed, with 1 hour of air; Visor has
Anti-Dazzle; EV 2 due to bulk
Power Products PP 8 5000 Requires user to have a Neural Equal to 5 30 - 15 / +1d6 Brawling or
Exo Heavy Processor, Machine/Tech Link, and 25 / Punch MA
Interface Plugs; Power-assisted armor; 20
Covers area 1 at 15 SP, areas 2-4 at 25
SP, areas 5-10 at 20 SP, all hard; Power
assist myomer fibers and light exo-
frame cause the suit to have no
apparent weight to the wearer (4 hours
on 4 Large E-cells); Face mask is NBC
sealed, with 1 hour of air; Visor has
Anti-Dazzle; Helmet has 1 Option
Space
Power Products PP 9 7000 Requires user to have a Neural Equal to 5 35 - 20 / +2d6 Brawling or
Stormer Processor, Machine/Tech Link, and 30 / Punch MA
Interface Plugs; Power-assisted armor; 25
+3 to Strength Feat; Covers area 1 at
20 SP, areas 2-4 at 30 SP, areas 5-10 at
25 SP, 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 1 hour
of air; Visor has Anti-Dazzle; Helmet
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

has 1 Option Space


Power Products PP 10 10000 Requires user to have a Neural Equal to 5 45 - 20 / +2d6 Brawling or
HARD Processor, Machine/Tech Link, and 30 / Punch MA
Interface Plugs; Power-assisted armor; 25
Covers area 1 at 20 SP, areas 2-4 at 30
SP, areas 5-10 at 25 SP, all hard; Power
assist myomer fibers 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; EV 1;
Helmet has 1 Option Space
Power Products PP 70 14000 Requires user to have a Neural Equal to 5 50 - 20 / +2d6 Brawling or
Powercell Processor, Machine/Tech Link, and 35 / Punch MA
Interface Plugs; Power-assisted armor; 25
+2 to Strength Feat; Covers area 1 at
20 SP, areas 2-4 at 35 SP, areas 5-10 at
25 SP, 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; Helmet
has 1 Option Space
Power Products PP 17000 Requires user to have a Neural Equal to 5 60 - 20 / +2d6 Brawling or
100 Crackshot Processor, Machine/Tech Link, and 40 / Punch MA
Interface Plugs; Power-assisted armor; 30
Covers area 1 at 20 SP, areas 2-4 at 40
SP, areas 5-10 at 30 SP, all hard; Power
assist myomer fibers cause the suit to
have no apparent weight to the wearer
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

(3 hours on 4 Large E-cells); Face


mask is NBC sealed, with 2 hours of
air; Visor has Anti-Dazzle; Spotlight
mounted to shoulder; Helmet has 1
Option Space
Power Products PP 25000 Requires user to have a Neural Equal to 5 75 - 30 / +2d6 Brawling or
104 Doggybone Processor, Machine/Tech Link, and 40 Punch MA
Interface Plugs; Power-assisted armor;
+5 to Strength Feat; Covers area 1 at
30 SP, areas 2-10 at 40 SP, all hard;
Power assist myomer fibers and heavy
exo-frame cause the suit to have no
apparent weight to the wearer (2 hours
on 4 Large E-cells); Face mask is NBC
sealed, with 10 hours of air; Visor has
Anti-Dazzle; Spotlight mounted to
each shoulder; 16 channel encrypted
radio with 25km range
Raider Heavy Armor: 3500 Full armor pants and shirt of Kevlar- Equal to 4 15 - 36 1d3 or Brawling
Apocalypse Gladiator lined leather, along with a chest 1d6
protector, arm guards, leg guards and
helmet of metal, with spiked metal
shoulder pads; protects area 1-10 at SP
36 hard, with EV -6
Raider Heavy Armor: 2500 Shorts, boots, glove and armguards of Equal to 2 7 - 24
Bombshell Kevlar-lined leather, along with a chest
protector made of a finned mortar
shell-casing (male) or two mortar shell
warhead cases (female); protects area 4
at SP 24 soft, areas 8 and 10 at SP 24
hard, and has a 50% chance to protect
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

areas 2-3 at SP 24 hard and areas 5-6, 7


and 9 at SP 24 soft, with EV 2
Raider Heavy Armor: 2500 Pants, boots, left shoulder pad and Equal to 3 7 - 30
Leather Rebel gloves of Kevlar-lined leather, with
metal shin guards and knee pads;
protects areas 2-4, 7 and 9 at SP 30 soft
and 8 and 10 at SP 30 hard, with a 50%
chance to protect area 6 at 30 SP soft,
with EV 2; the armor is obviously
combat armor, unlike most of Raider's
line
Raider Heavy Armor: 3000 Sleeves and pants of Kevlar-lined Equal to 3 7 - 36/
Metal Master leather, metal breastplate with spiked 24
metal shoulder pads, and metal shin
guards over heavy Kevlar-leather
boots; covers areas 4, 5-7 and 9 with
SP 24 soft armor, and 2, 8 and 10 with
SP 36 hard armor at EV 3
Raider Helmet: 450 Good Urban Flash headwear protects Equal to 1 1 20 15 1d6 Brawling
Arclight the face and head from the front at SP
15 hard armor; the face guard looks
like a welders mask, but the lens only
acts as polarized sunglasses; offers no
protection from rear attacks, and only
40% protection from the sides
Raider Helmet: 450 Good Urban Flash full head cover Equal to 4 1 - 15 - -
Blastmaster protects the face and head at SP 15
hard armor; consists of a hood of
Kevlar-lined leather attached to a
fireman-style hardhat, with a gas mask
whose lenses act as polarized
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

sunglasses; NBC sealed if used with a


suit that is also sealed; adds SP 20 vs.
Burn damage
Raider Helmet: 750 Good Urban Flash full head cover Equal to 4 1 - 25 1d6 Brawling
Filtration protects the face and head at SP 25
hard armor; consists of a miner-style
hardhat with headlamp, with a gas
mask whose lenses act as polarized
sunglasses; NBC sealed if used with a
suit that is also sealed; adds +2 Rad SP
Raider Helmet: 450 Good Urban Flash headwear protects Equal to 1 .5 10 15 1d3 Brawling
Hockey Mask the face and head from the front at SP
15 hard armor; the face guard looks
like a hockey mask; offers no
protection from rear attacks, and only
40% protection from the sides
Raider Helmet: 450 Good Urban Flash headwear protects Equal to 1 1 - 15 - -
Psycho-Tic the face and head at SP 15 soft armor;
the face guard looks like a pair of
goggles, with lenses that act as
polarized sunglasses; offers only 40%
protection from the front
Raider Helmet: 750 Good Urban Flash full head cover Equal to 4 1 - 25 1d6 Brawling
Supervisor protects the face and head at SP 25
hard armor; consists of a miner-style
hardhat with headlamp, with a gas
mask whose lenses act as polarized
sunglasses; NBC sealed if used with a
suit that is also sealed; adds SP 20 vs.
Burn damage
Raider Helmet: 450 Good Urban Flash full head cover Equal to 4 1 - 15 - -
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

Wastehound protects the face and head at SP 15 soft


armor; consists of a hood of Kevlar-
lined synthetic burlap, with lenses from
a gas mask that act as polarized
sunglasses; NBC sealed if used with a
suit that is also sealed
Raider Helmet: 750 Good Urban Flash headwear protects Equal to 1 2 20 25 1d6 Brawling
Welder the face and head from the front at SP
25 hard armor; the face guard looks
like a welders mask, with lenses that
act as polarized sunglasses, and a flip-
down internal lens cover to allow it to
be used for actual welding; offers no
protection from rear attacks, and only
40% protection from the sides
Raider Light Armor: 1750 Pants, padded skirt and left sleeve, all Equal to 2 7 - 16 - -
Blastmaster of Kevlar-lined leather, with metal
plates on the forearms, shins and
knees, with a left shoulder pad of
rubber-coated Kevlar, designed to look
like a piece of truck tire; protects areas
4, 7, and 9 at SP 16 soft, and 6, 8 and
10 at SP 16 hard
Raider Light Armor: 1750 Pants, boots, right shoulder pad, right Equal to 2 7 - 16 1d6 Brawling
Painspike forearm guard, and left glove of
Kevlar-lined leather, with metal spikes
mounted on the forearms, shoulder and
thighs, with a ceramic shin guard on
the left leg; male version has a metal
chest piece, female version has metal
bra cups; protects areas 4 and 6-8 at SP
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

16 soft, area 10 at SP 16 hard, and has


a 50% chance to cover areas 2-3 and 5-
6 at SP 16 hard
Raider Light Armor: 1750 Pants, boots, gloves, left shoulder pad Equal to 2 7 - 16 - -
Sadist and wide belt or corset (female
version) of Kevlar-lined leather, with
metal thigh pads; protects areas 3-6 at
SP 16 soft and 7-10 at SP 16 hard, with
a 50% chance to protect area 2 at 16 SP
soft
Raider Medium 2000 Pants, boots, left shoulder pad and Equal to 2 7 - 18 - -
Armor: Commando gloves of Kevlar-lined leather, with
metal shin guards and knee pads;
protects areas 2-4, 7 and 9 at SP 16 soft
and 8 and 10 at SP 18 hard, with a 50%
chance to protect area 6 at 18 SP soft
Raider Medium 2000 Full suit of Kevlar-lined rubberized Equal to 2 7 - 18 - -
Armor: Iconoclast canvas, designed to look like an old,
worn-out Hazmat suit; covers areas 2-
10 at SP 18 soft, with Rad SP 2; if
worn with a sealed helmet, the suit is
NBC sealed
Raider Medium 2000 Shorts, boots, glove and armguards of Equal to 2 5 - 18 - -
Armor: Ordnance Kevlar-lined leather, along with a chest
protector made of a finned mortar
shell-casing (male) or two mortar shell
warhead cases (female); protects area 4
at SP 18 soft, areas 8 and 10 at SP 18
hard, and has a 50% chance to protect
areas 2-3 at SP 18 hard and areas 5-6, 7
and 9 at SP 18 soft
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

areas 2-6 at SP 18; EV +1


Revolution Genetics 150 Bio-plastic organism that acts as Equal to 3 .5 - 14 1d6 Brawling
Bio-plastic Armor, armor; Regenerates 1 SP of damage
Helmet per hour (damage from Burn and
energy weapons will not heal); Covers
area 1 at SP 14 (30% on Head shot
from front; 70% on head shot from
side)
Revolution Genetics 1000 Bio-plastic organism that acts as Equal to 3 2.5 - 20 - -
Bio-plastic Armor, armor; Regenerates 1 SP of damage
Heavy Jacket per hour (damage from Burn and
energy weapons will not heal); Covers
areas 2-6 at SP 20; EV +2
Revolution Genetics 1000 Bio-plastic organism that acts as Equal to 4 4 - 25 - -
Bio-plastic Armor, armor; Regenerates 1 SP of damage
Door-Gunner’s Vest per hour (damage from Burn and
energy weapons will not heal); Covers
areas 2-4, 7, and 9 with hard armor at
SP 25; EV +3
Revolution Genetics 6000 Bio-plastic organism that acts as Equal to 5 5 - 25 1d6 Brawling
Bio-plastic Armor, armor; Regenerates 1 SP of damage Helmet
Clamshell per hour (damage from Burn and
energy weapons will not heal); Covers
areas 1-10 with hard armor at SP 25;
EV +2
Seburo Orc Power 25000 Power-assisted armored body suit; Equal to 5 55 5 25 - -
Assisted Armor Requires a datasuit be worn
underneath; Wearer gains +1 to REF,
+4 to BOD and MA (4 hours on 4
Large E-cells); Covers areas 1-10 at SP
25, including faceplate (NBC sealed,
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

with Audio Boost and Audio


Recognition Software (+2 Awareness),
Low-Lite, Image Enhance and Tele-
optics, 6 channel encrypted radio with
a 5km range); Only sold to police
departments and military, BMAC is x5
Seburo Datafilm 200 Incredibly thin suit meant to be worn Equal to 5 .1 5 6 - -
under a Landmate; Datafilm has an SP
of 6; Protects against acids, alkali's and
other chemicals, lets sweat escape
while repelling water, and cushions
shock; Comes in a variety of colors
and patterns; You must wear a datasuit
to operate a landmate; The suit gives
+3 to any REF action made while
using a Landmate
Second Chance 300 Lightweight mesh armor designed to Equal to 2 1 - 15 - -
Ballistic Mesh F-1 be worn under clothing; Provides SP
15 to areas 2-10; 1 EV
Second Chance 350 Heavy mesh armor jumpsuit; Provides Equal to 3 2 - 20 - -
Ballistic Mesh F-2 SP 20 to areas 2-10; 1 EV
Second Chance 450 Medium-weight combat plates over an Equal to 4 3 - 25 - -
Ballistic Mesh F-3 F-2 heavy mesh armor jumpsuit;
Provides SP 25 to areas 2-10; 2 EV
Second Chance 600 Medium-weight combat plates over an Equal to 5 4 - 30 - -
Ballistic Mesh F-4 ultra-heavy mesh armor jumpsuit;
Provides SP 30 to areas 2-10; 2 EV
SecSystems Protection 750 Lightweight harness worn under Equal to 2 1.5 5 - +1d2 Brawling
Field clothing produces a 1m radius high-
voltage static field (requires an
Average Cool check to approach
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

again); Within .5m the shock causes


1d2 damage (Difficult Cool check to
approach this close a second time);
Batteries last for 5 hours
Shitoraki CACHe 3000 Helmet with retractable visor; Covers Equal to 3 1.5 - 25 1d6 Brawling
Pilot Helmet area 1 at SP 25 (including face, 1-5 on
front head shot); May hold up to 4
Audio and 5 Cyberoptic options at 1.1x
the option’s cost; Pilots not using
Interface Plugs may link through the
helmet’s low impedance ‘trode system
(adds +1 to all vehicular Pilot/Drive
tests in Smart-linked vehicles rather
than the normal +2); Auto-pilot
function will allow the helmet to
operate the vehicle at a skill of +13
Shitoraki CACHe V- 3500 Helmet with retractable visor; Covers Equal to 3 1.5 - 25 1d6 Brawling
Link Pilot Helmet area 1 at SP 25 (including face, 1-5 on
front head shot); May hold up to 4
Audio and 5 Cyberoptic options at 1.1x
the option’s cost; Pilots using Interface
Plugs may link to the vehicle through
the helmet’s low impedance system
(adds +1 to all vehicular Pilot/Drive
tests in Smart-linked vehicles, in
addition to the normal +2); Auto-pilot
function will allow the helmet to
operate the vehicle at a skill of +13
SmartArmor 3600 Requires user to have a Neural Equal to 5 10 - 25/ 1d6 Brawling
Clamshell Suit Processor, Machine/Tech Link, and 20 Helmet
Interface Plugs; Smart armor is
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

specially constructed Power-Assisted


Armor; The hard clamshell armor
covers areas 1-10 at SP 25 (Removable
faceguard/mask covers face at 20, hit
on 1-5 on front head shot); Helmet has
2 Option Spaces; EV +1
SmartArmor Door 1000 Requires user to have a Neural Equal to 5 10 - 25 - -
Gunner’s Vest Processor, Machine/Tech Link, and
Interface Plugs; Smart armor is
specially constructed Power-Assisted
Armor; The door gunner’s vest covers
areas 2-4, 7 and 9 with hard armor at
SP 25; EV +2
SmartArmor Heavy 500 Requires user to have a Neural Equal to 3 3.5 - 20 - -
Armor Jacket Processor, Machine/Tech Link, and
Interface Plugs; Smart armor is
specially constructed Power-Assisted
Armor; The heavy armor jacket covers
areas 2-6 at SP 20; EV +1
SmartArmor Medium 400 Requires user to have a Neural Equal to 3 3 - 18 - -
Armor Jacket Processor, Machine/Tech Link, and
Interface Plugs; Smart armor is
specially constructed Power-Assisted
Armor; The heavy armor jacket covers
areas 2-6 at SP 18; EV 0
Steel Helmet 20 Covers area 1 at SP 14 (30% chance on Equal to 2 .5 - 14 1d6 Brawling
a front head shot, 50% on a side head
shot)
Sternmeyer Civilian 200 Covers areas 2-4 at SP 10; Designed to Equal to 1 1.2 - 10 - -
Vest be worn under clothing
Thresher Endeavor 1300 Requires user to have a Neural Equal to 5 13 - 10 / - -
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

TH.0001 Processor, Machine/Tech Link, and 25 /


Interface Plugs; Myomer-weave armor 15 /
causes the suit to have no apparent 20
weight to the wearer (4 hours operation
on a Large E-cell); Covers area 1 at SP
10, 2-4 with hard armor at SP 25, 5-6
at SP 15, and 7-10 at SP 20; Helmet is
NBC sealed with 1 hour of air; Helmet
has 1 Option Space
Thresher One-Way 9000 Requires user to have a Neural Equal to 5 40 - 30 / +1d6 Brawling or
TH.0002 Processor, Machine/Tech Link, and 25 / Punch MA
Interface Plugs; Power-assisted armor; 20
Covers area 1 at 30 SP, areas 2-4 with
hard armor at 25 SP, areas 5-10 at 20
SP; 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 1 hour of
air; Visor has Anti-Dazzle
Thresher Close-knit 14000 Requires user to have a Neural Equal to 5 55 - 30 / +1d6 Brawling or
TH.0003 Processor, Machine/Tech Link, and 35 / Punch MA
Interface Plugs; Power-assisted armor; 20 /
Covers area 1 at 30 SP, areas 2-4 at 35 30
SP, areas 5-6 at 20 SP and 7-10 at SP
30, 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;
Shoulder-mounted spotlight
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

radio, 20km radio beacon, and 2 hour


air supply
USMC PASGT-PI 800 Hard shell armor over Kevlar padding; Equal to 5 3 - 18 / - -
Hard Armor Shell Covers areas 2-4 at SP 18, areas 8 and 10
10, the groin, and the neck at SP 10;
Load bearing straps and attachment
points are built in
USMC PASGT-PI 300 Hard shell helmet with neck plates; Equal to 5 1 - 20 1d6 Brawling
Helmet Covers area 1 at SP 20, no faceplate;
Price includes 5km 6 channel radio and
detachable video camera (4 hours
record time, may transmit over radio
link); Helmet has 1 Option Space

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

wearer and observer, as above; 90%


invisible to Radar; Negative sound
generators give +3 to Stealth tests
involving silent movement; Provides
16 SP to areas 1-10 at EV -2; for every
two levels of penetration, the suit loses
1 point of Awareness penalty;
Exposure to bright light or daylight for
10 or more minutes, or 20 points of
damage from a Laser or Burn-type
weapon, will burn out the suit,
rendering its darkness penalties
useless; Mask and rebreather provide
95% immunity to airborne gasses and
agents; “Sof-goggles” visor has Low-
Lite, Anti-dazzle, Targeting Scope and
Times Square+ marquee; Integral
utility/backpack holds coolant,
rebreather, computer, batteries, and
storage space (disassembled assault
rifle and 3 magazines)
Arasaka “Blackjack” 1000 Scabbard designed to be integrated 4 .2 5 - - -
Stealth Scabbard with the “Blackjack” suit, with the
same benefits
Arasaka “Blackjack” 1000 Tactical vest designed to be integrated 4 .4 5 - - -
Stealth Tactical Vest with the “Blackjack” suit, with the
same benefits; Holds up to 4 heavy
pistols worth of stuff
Autumn Blade Full 7950 Uses refrigerants and heaters, all 4 5 5 - - -
Thermal Dispersion computer controlled, to make the
Suit wearers heat signature the exact
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

temperature of the air around the unit


(renders the wearer completely
invisible to any means of thermal
detection as the unit gives off no heat
signature whatsoever); The suit has
only a 30 minute power supply, which
must be recharged for 5 hours after use
Barclay and Co. IR 30 -2 to opponents with IR systems for 3 .1 2 - - -
Defeating Camouflage Awareness/Notice to detect user, -1 per
Balaclava 10m between wearer and observer;
Covers area 1
Barclay and Co. IR 50 -2 to opponents with IR systems for 2 .5 3 - - -
Defeating Camouflage Awareness/Notice to detect user, -1 per
Boots 10m between wearer and observer;
Covers areas 8 and 10
Barclay and Co. IR 20/m2 -2 to opponents with IR systems for 2 .2/ m2 2/ m2 - - -
Defeating Camouflage Awareness/Notice to detect user, -1 per
Cloth 10m between wearer and observer;
Cost is 20eb per square meter
Barclay and Co. IR 30 -2 to opponents with IR systems for 2 .1 2 - - -
Defeating Camouflage Awareness/Notice to detect user, -1 per
Gloves 10m between wearer and observer;
Covers the hands
Barclay and Co. IR 30 -2 to opponents with IR systems for 2 .1 2 - - -
Defeating Camouflage Awareness/Notice to detect user, -1 per
Helmet Cover 10m between wearer and observer;
Covers most helmets
Barclay and Co. IR 150 -2 to opponents with IR systems for 2 .5 3 - - -
Defeating Camouflage Awareness/Notice to detect user, -1 per
Jacket 10m between wearer and observer;
Covers areas 2-6
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

Barclay and Co. IR 50 -2 to opponents with IR systems for 2 .4 2 - - -


Defeating Camouflage Awareness/Notice to detect user, -1 per
Pants 10m between wearer and observer;
Covers areas 7-10
Barclay and Co. IR 75 -2 to opponents with IR systems for 2 .3 2 - - -
Defeating Camouflage Awareness/Notice to detect user, -1 per
Tunic 10m between wearer and observer;
Covers areas 2-4
Gibson Battlegear IR 450 EV -2; -5 to opponents with IR 4 2 5 - - -
Combat Cloak systems for Awareness/Notice to detect
user, -1 per 10m between wearer and
observer
Gibson Battlegear 560 -4 to Awareness to detect a wearer in 5 3 5 10 - -
“Sneak Suit” darkness, shadows, or low-light
conditions, -1 per 10m between wearer
and observer, using visual or Infrared
systems; provides 10 SP to areas 1-10,
except the face (1-4 on a head shot
from the front); Exposure to bright
light or daylight for 10 or more
minutes, or 20 points of damage from a
Laser or Burn-type weapon, will burn
out the suit, rendering it useless
Gibson Battlegear 375 -4 to Awareness to detect a wearer in 5 2 5 16 - -
“Sneak Suit” Vest darkness, shadows, or low-light
conditions, -1 per 10m between wearer
and observer, using visual or Infrared
systems; provides 16 SP to areas 2-4 at
-1 EV; Exposure to bright light or
daylight for 10 or more minutes, or 20
points of damage from a Laser or
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

Burn-type weapon, will burn out the


suit, rendering it useless; Vest is set up
as a tactical vest, with holster, pouches,
and straps for gear
Gibson Battlegear 185 -4 to Awareness to detect a wearer in 5 1 5 18 1d6 Brawling
“Sneak Suit” darkness, shadows, or low-light
Enclosed Combat conditions, -1 per 10m between wearer
Helmet and observer, using visual or Infrared
systems; provides SP 18 to area 1, SP
10 to face (1-4 on a head shot from the
front); Exposure to bright light or
daylight for 10 or more minutes, or 20
points of damage from a Laser or
Burn-type weapon, will burn out the
suit, rendering it useless
Gibson Battlegear 3000 -4 to Awareness to detect a wearer in 5 3 5 10 - -
“Lars” Urban darkness, shadows, or low-light
Concealment Hybrid conditions, -1 per 10m between wearer
Suit and observer, using visual systems; -7
to Awareness to detect a wearer in
darkness, shadows, or low-light
conditions, -1 per 10m between wearer
and observer, using Infrared/
Thermograph systems; -3/30% to
detection using Radar; Provides SP 16
fire retardant hard armor to areas 1-4,
with SP 10 to the face (1-3 on a head
shot from the front), and SP 10 fire
retardant soft armor to areas 5-10
Gossar Therm-Optic 12000 Full suit with armored vest and shin 5 5 5 16 / - -
Camouflage guards; Covers areas 2-4 at SP 16, 10
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

areas 8 and 10 at SP 10; The wearer


becomes virtually invisible 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;
Includes a holster and magazine pouch
for a sidearm, which blends in to the
suits camouflage
Military IR Poncho 300 -2 to opponents with IR systems for 4 2 5 - - -
Awareness/Notice to detect user, -1/m
between observer and target; Available
in all camouflage patterns and Hunter
Orange
Militech M73 1050 Full body coverall that displays any 5 1.5 5 12 - -
“Mirage Gear” one of 24 pre-programmed camouflage
Environmental patterns, as well as flat black and O.D.
Assimilation System green; -2 to Awareness to detect a non-
moving wearer, -1 per 10m between
wearer and observer; -1 to Awareness
to detect a moving wearer, -1 per 10m
between wearer and observer; Provides
SP 12 to areas 1-10, except the face (1-
4 on a head shot from the front) at EV
-1
Militech M73 140 Helmet that displays any one of 24 pre- 5 1.5 5 24 / 1d6 Brawling
“Mirage Gear” programmed camouflage patterns, as 12
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

Environmental well as flat black and O.D. green,


Assimilation Helmet matching that displayed on the M73
coverall; -2 to Awareness to detect a
non-moving wearer, -1 per 10m
between wearer and observer; -1 to
Awareness to detect a moving wearer,
-1 per 10m between wearer and
observer; Provides 24 SP to area 1, 12
SP to the face (1-3 on a head shot from
the front) at EV -1
Militech M73 275 Vest that displays any one of 24 pre- 5 2.5 5 18 - -
“Mirage Gear” programmed camouflage patterns, as
Environmental well as flat black and O.D. green,
Assimilation Vest matching that displayed on the M73
coverall; -2 to Awareness to detect a
non-moving wearer, -1 per 10m
between wearer and observer; -1 to
Awareness to detect a moving wearer,
-1 per 10m between wearer and
observer; Provides SP 18 to area 2-4 at
EV -1; Includes LBE Harness
Militech M96 5300 Requires Interface Plugs or equivalent; 5 3 5 10 - -
“Ghostsuit” -4 to Awareness to detect a non-
Chameleon Clothing moving wearer, -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 wearer and
observer, as above; Provides SP 10 to
areas 1-10, except the face (1-4 on a
head shot from the front) at EV -1; for
every two levels of penetration, the suit
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

loses 1 point of Awareness penalty


Militech M96 Combat 600 Helmet designed to integrate with the 5 1 5 16 1d6 Brawling
Helmet M96 “Ghostsuit”
Militech M99 10000 Requires user to have a Neural 5 8 5 28 - -
“Wraithsuit” Processor, Machine/Tech Link, and
Interface Plugs (or equivalent); -4 to
Awareness to detect a non-moving
wearer, -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 wearer and
observer, as above; -9 to Awareness to
detect a wearer in darkness, shadows,
or low-light conditions, -1 per 10m
between wearer and observer, using
visual, Infrared/ Thermograph or Radar
systems (-50% to detection using
Radar); Provides SP 28 hard armor to
areas 1-10, with SP 18 to the face (1-3
on a head shot from the front); EV-2;
Full NBC seal and 2 hours air supply
MOPP Suit 300 With a gas mask, provides a full seal 3 4 3 - - -
against airborne contaminants
SATT “Cami-Cloak” 7500 Requires Interface Plugs or equivalent; 4 3 4 18 - -
-4 to Awareness to detect a non-
moving wearer, -1 per 10m between
wearer and observer, for any observers;
-2 to Awareness to detect a moving
wearer, -1 per 10m between wearer and
observer; Provides SP 18 to areas 1-10,
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill

except the face (1-4 on a head shot


from the front) at EV -1; for every two
levels of penetration, the cloak loses 1
point of Awareness penalty
SATT “Cami-Cloak” 5000 Blends in with the Cami-Cloak above; 4 .5 5 10 - -
Visor System Provides 10 SP to area 1, the face (1-4
on a head shot from the front); for
every two levels of penetration, the
cloak loses 1 point of Awareness
penalty; Includes an extensive optics
suite consisting of a Wraparound Visor
(1800 field of vision) with:
Thermograph; Target Scope; Image
Enhancement; Anti-Dazzle; Dodge
Ball; Times Square +; An extensive
audio suite consisting of ear covers
with: Scrambled Radio/Cell Phone
with Mastoid Link; Sonar; Sound
Enhancement; Level Damp; Enhanced
Hearing Range; ECM and ECCM;
May be equipped with V-Trodes for
2500eb
Seburo Optic 6000 The wearer becomes virtually invisible 5 .2 5 - - -
Camouflage 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
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

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