Armour

## Rules

### Mechanics

* When an attack hits you, the damage you take is reduced by the SP value of the armour in that location (usually the body unless a called shot is made). The armour is then ablated (SP reduced by 1) until it is repaired.
* You wear armour in two places: one on your head and one on your body. Armour must usually be purchased individually for either the head or body locations, except when it is a full body suit.
* Armour stopping power does not stack. Only the highest source of SP in a location determines your SP for that location, but all worn armour in a location is ablated simultaneously when you take damage.
* The penalty to STATs given by certain armour does not stack. You take the most punishing penalty from the head or body locations only once.

### Properties

* **Type:** Whether the armour can be purchased individually for head and body (Separate) or purchased as one whole item (Full Body).
* **Cost:** The cost of the armour in Euro Dollars, the main currency of the system.
* **Stopping Power (SP):** How many points of damage from an attack that hits you the armour can stop before it begins to affect your HP. Is reduced by 1 every time you take damage, until repaired.
* **Effects:** How much the armour interferes with or enhances your ability to move and respond while wearing it.

### VAC Ready

* VAC Ready armour can be worn in a vacuum, and comes with full seal and pressurisation, as well as self-sealing capabilities.
* Requires the use of Oxygen Tanks to allow the user to breathe after seal is achieved. Any type of armour can take up to 2 tanks unless modified.
* While VAC Ready armour is pressurised, ablation has a 25% chance to cause damage to the seal. Applying a slap patch can resolve the issue.
* When VAC Ready armour is fully ablated, it no longer provides any benefit to being in a vacuum.

## General

### Basic Armour

* **Stealth Suit:** A skinsuit with built-in active camouflage technology. You gain +2 to all Stealth Checks made while wearing this armour, provided no other armour or clothing is being worn.

### Netrunner Gear

Netrunners on the field typically wear skinsuit with impact absorbing, sintered armour gel layered in key body areas. These suits are surprisingly breathable and quite comfortable, but more importantly can stop a bullet or two. Besides giving a measure of protection, these suits also have a place to store Cyberdecks and support Interface Plugs so they stay out of the way while the netrunner is busy netrunning. Many netrunners wear clothing over their suits, but plenty don't. It's a matter of personal style.

Wearing a Bodyweight Suit adds Hardware only option slots to a Cyberdeck connected to it (the amount depends on the suit). Hardware installed in the suit cannot be accessed if the suit isn't being worn.

### Military Gear

Military gear cannot be purchased directly off the market and is typically only available to soldiers and paramilitary mercenaries. Unlike basic armour, this type of gear is precisely engineered to not limit the wearer's capabilities, and in some cases even enhance them through the use of AR detection and guidance systems, performance enhancement drug dispensers, and even powered exoskeletons. Military gear gives an edge to marines and security forces that most people on the street can't hope to match.

## Power Armour

### SCIPIO Armour

SCIPIO or *Silicon-Carbon Interweave Powered Infantry Ordnance* is the standard powered armour provided to special operation UNMC marines. The Mark VI is the most modern variant and current standard issue, though some Mark V suits are still in rotation. Two meters tall and weighing 400 kilograms even before a soldier climbs inside, SCIPIO armor provides both a formidable offense and defense. Half armour and half spacesuit, the armour has radiation shielding sufficient to let soldiers walk through a nuclear bomb crater minutes after the blast, and complex ballistic armour strong enough to stop most bullets without leaving a dent. The armour’s hydraulics system magnifies the wearer’s strength and speed, and carries most of the weight of the suit, allowing soldiers to undertake marathon hikes and move surprisingly fast.

The armour is equipped with an inbuilt UNF1556 Vulcan minigun under the right arm, generally firing incendiary-tipped caseless ammunition. A retractable UNF699 Havoc shoulder-mounted ordnance launcher is also available and can be remotely targeted by linked suits. Grenades are also used by marines in this armour and can be attached directly onto the armor exterior for storage. The inbuilt weapons onboard SCIPIO power armour are DNA encoded and cannot be operated by anyone but the assigned Marine user.

### Thanatos Powered Assault Armour

Designed by TALOS research teams in conjunction with Exoscience, Thanatos armour is the pinnacle of ground warfare, and borderline unstoppable by conventional weaponry. Each suit alone costs as much as a small warship. The armour is exclusively reserved for the most important operations TALOS undertakes, and tears through most resistance like paper. The multi-layered suit has its own thrusters for manouvering in zero-G, and uses state-of-the-art nanotechnology developed by Exoscience to effectuate immediate repairs to the suit's integrity, allowing it to absorb rounds from everything short of a PDC. It also comes with highly advanced AI that can almost operate the suit autonomously and can be directed by neural chips implanted into the wearer's brainstem.

The armour is equipped with two patented XTR Spitfire rotary miniguns capable of independent targeting and operation under AI control. A back-mounted XTR Sentinel micromissile launcher is also available, capable of lock-targeting up to five targets at a time and even intercepting opposing ordnance. The inbuilt weapons onboard Thanatos armour are DNA and brain-pattern encoded and cannot be operated by anyone but the assigned user. They are also capable of limited remote operation or self-destruction to avoid them falling into competitors' hands.