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View table: ARMOUR

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This table has 20 rows altogether.

Page ARMOUR Name ARMOUR Precis ARMOUR Description ARMOUR Aspects ARMOUR Coverage ARMOUR Resistance ARMOUR Weaknesses ARMOUR TradeOffs
CHAOS CHAOS The Combat Heavy Assault Operator Suit (CHAOS) is low-profile powered combat armour suit. Few exist because the cost is high compared to similarly powered fully-mechanized combat systems. It provides the wearer vastly enhanced strength, endurance, and speed, with no encumbrance. It provides {{{ARMOUR_Description}}} Power Assist: Increase strength, speed, and agility.
  • +6 physical Forceful (+2 QAL, +4 Exoskeleton) (3R)
  • +4 physical Quick. (2R)
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Adaptive Camouflage: +1 Sneaky when motionless, +1 Sneaky when moving. Adaptive camouflage makes the armour very difficult to pick out, especially when not moving. (2R)

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AR Haptic Suit (Advanced): This skinsuit is sleek enough to be worn under normal clothes and may not be noticed until the head is enveloped. It provides full-body touch and force feedback sensation to the wearer. It is worn by the user, allowing the wearer to interact with the real world and virtual world. Advanced AR suits are expensive, requiring some wealth or serious savings, like a luxury car. Made of artificial muscles, sensors, and haptic sensation generators, advanced models can handle eating, excretion and sex. They can be worn for 24h without side effects. It can isolate a person into a full VR environment with audio, visual, and haptic experiences. +1 to actions in AR and VR. -1 Hacking and Metamancy. (Cost 2R)

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Heavy Weapons Platform: Hardpoints all over. Backpack is an armour plated module carrying 80L

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Sensor Suite: A wide range of active and passive sensors tied into the AARHS. (6R)

  • Enhanced Vision: +2 to Quickly see something tiny, obscured, subtle, or distant with my amazingly sharp sight - even in dim light. (Overcome)
  • Enhanced Hearing: +2 to Quickly or Carefully hear something quiet with my amazingly sharp ears - even in noisy environments. (Overcome)
  • Enhanced Kinesthetics: +2 to Quickly or Sneakily move with amazing precision because of my amazing body awareness balance, and sensitive sense of touch. (Overcome)
(10R): Head n/a, Torso 4, Arms 1 each, Legs 2 each. 1 point of damage destroys one piece of armour plating. +3DR vs Extreme Temperatures (3R) ·

+4DR vs Kinetic Attacks (including orbital velocities) from ?'&quot

· `UNIQ--nowiki-00000001-QINU`&quot · '? (4R) ·

+4DR vs single-digit kiloton explosives (2R)

·

+3DR vs Radiation and EMP (3R)

Slow To Suit Up: Suit up is 15 minutes for experienced operators with full Space Engineering Technician support teams. Roll Quick for the SET and the operator. Subtract the worst score from the # minutes (e.g., if they roll -1 and +3, the total time to suit up is 15-(-1) = 15+1 = 16min). Corners can be cut to lower the time to suit up. For each minute trimmed from the base time this way, the operator takes a Consequence related to the skipped step. (e.g., skipping the scrub-and-stick for the QAL might save 2min and adds a 2 point Consequence, &quot · Tactile responses dulled and slowed.&quot · ). (6L Common, Damaging) ·

Painstaking Calibration: The QAL must be properly configured to each individual user. This can be done from scratch in many hours (roll Quick vs DC8 to see how many hours), or with the addition of the person's phone under 2h. Any attempt to use an uncalibrated QAL acts like an attack roll against the operator each round (forceful (+3) or quickly (+2) rend and batter the body inside me (3L Rare, Fatal)

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Locked Up: On a critical hit (6 or more damage soaked after resistance in one blow) the LAL may freeze up for an extended period as the active systems are overwhelmed. Even if the physical stress is soaked, an additional 6 point consequence is taken: Freeze Up: Some or all of the armour solidifies, preventing the operator for taking an action. (6L Uncommon, Damaging)

Very Expensive: Each suit costs tens of millions to build, operate, and maintain. (7L) ·

Expert Support Team: Each suit requires a large team of highly trained SETs to maintain operational readiness and make repairs. These teams are expensive to train, expensive, and staff retention can be hard. The number of TALOS soldiers deployed is severely limited by the availability of support teams. (8L Common, Damaging)

Civilian Armour Civilian Armour This armour is designed for use by civilians with no training and no combat experience. It is intended to keep them safe in an emergency involving vacuum, environmental failure, toxins, or high-velocity micrometeors. It will not make them warriors in a firefight. The materials are difficult to cut, {{{ARMOUR_Description}}} Lightly powered (no penalties to Forceful or Quick when charged) ·

Full life support.

·

Navigate 0G with H+O&lt

· sub&gt · 2&lt · /sub&gt · jets and tiny ion drive.
head: 3 · body: 3 · limbs: 1 +2 vs Radiation · +2 vs Punctures · +2 vs Environmental Hazards {{{ARMOUR_Weaknesses}}} Tiring: 1PS of exhaustion for each hour continuous use. 10 minute breaks each hour prevent this. (2L Rare, Damaging) ·

Bulky: These suits will fit almost anyone, but not well. All physical actions are at -2 difficulty. (6L)

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Costly: Each suit cost tens of thousands of dollars. (2L)

Civilian Armour Civilian Armour This armour is designed for use by civilians with no training and no combat experience. It is intended to keep them safe in an emergency involving vacuum, environmental failure, toxins, or high-velocity micrometeors. It will not make them warriors in a firefight. The materials are difficult to cut, {{{ARMOUR_Description}}} Lightly powered (no penalties to Forceful or Quick when charged) ·

Full life support.

·

Navigate 0G with H+O&lt

· sub&gt · 2&lt · /sub&gt · jets and tiny ion drive.
head: 3 · body: 3 · limbs: 1 +2 vs Radiation · +2 vs Punctures · +2 vs Environmental Hazards {{{ARMOUR_Weaknesses}}} Tiring: 1PS of exhaustion for each hour continuous use. 10 minute breaks each hour prevent this. (2L Rare, Damaging) ·

Bulky: These suits will fit almost anyone, but not well. All physical actions are at -2 difficulty. (6L)

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Costly: Each suit cost tens of thousands of dollars. (2L)

EVA Combat Armour EVA Combat Armour EVA Combat Armour combines the toughness of the EVA Mining Suit with the small form factor of the EVA Work Suit. These are heavily armoured, with a powered exoskeleton and powerful cutting tools. Self-guiding grapplers, H + O2 jets, and a small ion drive are all standard issue {{{ARMOUR_Description}}} Power Assist: Set Forceful to 3 and Quick to 2. This is not always a bonus. For example, MITOs usually have scores of 4 in each of these approaches. If the power assist system is left operational the operator would break the armour. A particularly fast (but normal) human with a +3 Quick Approach would find their Quickness limited to 2. ·

Autonomous Rescue Mode: This powered armour is intelligent enough to act independently to attempt to rescue it's occupant if the occupant is incapacitated. If the armour can move the occupant out of combat, seal off breaches, or otherwise move the wearer to safety it will.

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Health Recovery: This armour can seal any puncture up to 4cm diameter against vacuum. It can also inject Medigel?'&quot

· `UNIQ--ref-00000001-QINU`&quot · '? to instantly stop bleeding. This action offsets up to 2 Stress points of damage when a piercing wound results in a consequence. You don't get out of the consequence, but up to two points of stress can be dropped, reducing the severity of the consequence.
Head: 2 ·

Torso: 3

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Limbs: 5 total

+5 vs Radiation ·

+4 vs Extreme Temperatures

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+2 vs Projectiles (not orbital velocities)

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+1 vs Explosives

TBA Extraordinarily expensive. · Requires significant training to use effectively. · Peer life-support controls are locked, with special authentication from friendlies required to activate them.
EVA Mining Suit EVA Mining Suit Mining EVA suits are much more robust than standard EVA Suits used on spacecraft and for work in vacuum. These are heavily armoured, with a powered exoskeleton and powerful cutting tools. Self-guiding grapplers, H + O2 jets, and a small ion drive are all standard issue. {{{ARMOUR_Description}}} Weapons: The mount for tools uses the universal weapon mount. Any weapon that could be mounted on an APC or helicopter can be mounted on this armour. Head: 2 ·

Torso: 3

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Limbs: 5 total

+4 vs Extreme Temperatures ·

+3 vs Radiation

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+2 vs Projectiles (not orbital velocities)

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+1 vs Explosives

Cumbersome: Moving around in these suits is not difficult, but it is slow and deliberate. Quick is -1. Very bulky and massive. Delicate tasks take a lot of time or a big penalty. 8h power supply. Peer life-support and repair functions are armoured, but not locked in any way.
EVA Work Suit EVA Work Suit Standard EVA suit used on spacecraft and for work in vacuum. The materials are difficult to cut, puncture, or tear by accident, and instantly seal punctures smaller than 1cm in diameter. (Cost: 16R/16L) {{{ARMOUR_Description}}} Lightly powered (no penalties to Forceful or Quick when charged) ·

Integrated flexible multi-tool repair system

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Self-guiding grapplers

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Navigate 0G with H+O&lt

· sub&gt · 2&lt · /sub&gt · jets and tiny ion drive.
head: 2 · body: 4 · limbs: 1 +2 vs Radiation · +2 vs Extreme Temperatures · +2 vs Punctures · +1 vs Explosions · +2 vs Low Velocity Impacts {{{ARMOUR_Weaknesses}}} Tiring: 1PS of exhaustion for each hour continuous use. 10 minute breaks each hour prevent this. (2L Rare, Damaging) ·

Small Batteries: Batteries mounted on each thigh last 1h each. SOP is to take a 10 minute break when one is empty, then switch to the other and replace the empty (takes 1 minute). This wards off exhaustion. (3L common, inconvenient)

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Targeted hit (-2 to strike): Destroys all life support and electronics (3L rare, fatal), -1 Forceful (1L), -2 Quick (2L), and all aspects gone (3L common, inconvenient)

Liquid Armour Liquid Armour Liquid Armour (LAL) is a pliable suit of rubbery, stretchy material. It feels like neoprene, but significantly thicker than what is used in a wetsuit. When an impact with sufficient velocity hits the material the Non-Newtonian fluids it instantaneously solidify, drastically reducing the forc {{{ARMOUR_Description}}} Ultra Ooblek: The non-Newtonian fluid infused in the LAL is exceptionally good at reducing damage caused by bullets. 1PS: This armour can resist a lot of damage, but it can not absorb much stress without falling apart. Normally stress shifts that are not resisted are absorbed by armour plating, the operator, or both. (1R) +4DR vs Kinetic Attacks (not orbital velocities) (4R) ·

+3DR vs Explosives (including shock waves) (3R)

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+1DR vs Slashing/Cutting attacks (1R)

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Immune to toxins, bioweapons, and vacuum.

Crushing: Slow and steady application of pressure will not cause the armour to stiffen. It provides no protection against a super-strength bear hug, for example. (1L) ·

Collisions: Falls from large heights, vehicle collisions, and heavy shells all cause the whole suit to accelerate very quickly, frozen up or not. At accelerations over 10G the operator’s squishy bits can rupture, tear loose, or be pulped. (1L)

Locked Up: On a critical hit to the (4 or more damage dealt in one blow) the LAL may freeze up for an extended period as the active systems are overwhelmed. Even if the physical stress is soaked, an additional 4 point consequence is taken: Freeze Up: Some or all of the armour solidifies, preventing the operator for taking an action. (4L Uncommon, Damaging)
Military Combat Armour Military Combat Armour Military Combat Armour is really a small mecha. The best armour reads the intentions of the rider in using MRI in the helmut, vastly increasing reaction times. The speed of MCA is limited by the physical capacities of the rider, not the suit. These suits are armoured enough to protect against mi {{{ARMOUR_Description}}} Power Assist: Set Forceful to 5 and Quick to 5. This is not always a bonus. ·

Autonomous Rescue Mode: This powered armour is intelligent enough to act independently to attempt to rescue it's occupant if the occupant is incapacitated. If the armour can move the occupant out of combat, seal off breaches, or otherwise move the wearer to safety it will.

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Autonomous Combat Mode: The armour can take over combat with approaches 1,0,0,4,4,0. If connected to an external AI, Clever may be significantly higher.

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Health Recovery: This armour can seal any puncture up to 4cm diameter against toxins. It can also inject Medigel?'&quot

· `UNIQ--ref-00000001-QINU`&quot · '? to instantly stop bleeding. This action offsets up to 2 Stress points of damage when a piercing wound results in a consequence. You don't get out of the consequence, but up to two points of stress can be dropped, reducing the severity of the consequence.
Head 3, Torso 4, Arms: 2 each, Legs: 2 each +3 vs Extreme Temperatures ·

+3 vs Projectiles (not orbital velocities)

·

+2 vs Explosives

Your AI overlord can take control at any time. {{{ARMOUR_TradeOffs}}}
OmniShield OmniShield The OmniShield is one of the key functions of the Omnitool. It is made of several layers of nanotube web suspended in the air by sonic tweezers, hopefully placed in the line of fire. It provides protection against projectiles and may interfere with some light hand-held weapons, but is ineffectiv {{{ARMOUR_Description}}} {{{ARMOUR_Aspects}}} Omni's Invisible Hand can hold up many layers of OmniShield webbing to cover a 60° x 60° circular window 1m from the weilder's arm. Shields can be rotated to cover a new projectile path as a free action, once per combat round. +1 vs low energy projectiles (small and slow handguns) ·

+2 vs very low energy projectiles (.22)

Provides no protection from energy weapons, shockwaves (explosions), chemical weapons, biological weapons, or heavy hand held weapons (e.g., a baseball bat). Energy Use: It takes a lot of power to run the fabbers fast enough to spool out this material, and almost all the computational power of the Omnitool. No other functions can be activated while the Omnishield is active.
QAL QAL The Q-A Layer is worn against the skin. It consists of a Quasi-Organic External Nervous Integration Muscle suit (QOENIM) that enhances strength, speed, and endurance, and an integrated Advanced AR Haptic Suit (AARHS). The combination causes the muscles t This is the base layer of the TALOS and CHAOS power armour systems. Strong, Agile, Fast: Forceful +2, Quick +2. Physical only. (2R) ·

AR Haptic Suit (Advanced): This skinsuit is sleek enough to be worn under normal clothes and may not be noticed until the head is enveloped. It provides full-body touch and force feedback sensation to the wearer. It is worn by the user, allowing the wearer to interact with the real world and virtual world. Advanced AR suits are expensive, requiring some wealth or serious savings, like a luxury car. Made of artificial muscles, sensors, and haptic sensation generators, advanced models can handle eating, excretion and sex. They can be worn for 24h without side effects. It can isolate a person into a full VR environment with audio, visual, and haptic experiences. +1 to actions in AR and VR. -1 Hacking and Metamancy. (Cost 2R)

{{{ARMOUR_Coverage}}} {{{ARMOUR_Resistance}}} {{{ARMOUR_Weaknesses}}} {{{ARMOUR_TradeOffs}}}
QAL QAL The Q-A Layer is worn against the skin. It consists of a Quasi-Organic External Nervous Integration Muscle suit (QOENIM) that enhances strength, speed, and endurance, and an integrated Advanced AR Haptic Suit (AARHS). The combination causes the muscles t This is the base layer of the TALOS and CHAOS power armour systems. Strong, Agile, Fast: Forceful +2, Quick +2. Physical only. (2R) ·

AR Haptic Suit (Advanced): This skinsuit is sleek enough to be worn under normal clothes and may not be noticed until the head is enveloped. It provides full-body touch and force feedback sensation to the wearer. It is worn by the user, allowing the wearer to interact with the real world and virtual world. Advanced AR suits are expensive, requiring some wealth or serious savings, like a luxury car. Made of artificial muscles, sensors, and haptic sensation generators, advanced models can handle eating, excretion and sex. They can be worn for 24h without side effects. It can isolate a person into a full VR environment with audio, visual, and haptic experiences. +1 to actions in AR and VR. -1 Hacking and Metamancy. (Cost 2R)

{{{ARMOUR_Coverage}}} {{{ARMOUR_Resistance}}} {{{ARMOUR_Weaknesses}}} {{{ARMOUR_TradeOffs}}}
Royal Guard Armour Royal Guard Armour This is 'pay attention to me' armour. It looks like gorgeous, beefy, medieval full plate armour from the reign of Henry VIII. It is physically intimidating, surprisingly nimble, and has built in crowd control weapons. It can mount some kinds of heavy weapons, can be fitted with flight systems, and p
The Royal Guard Power Armour is inspired by the Greenwich armour from the reign of Henry VIII, but is much bulkier to make space for modern weapon systems, ammunition, and speed and strength enhancers.
[[File:Greenwich Armour - Detail.jpg|thumb|The i
Power Assist: Increase strength, speed, and agility.
+4 physical Forceful. (2R)
+4 physical Quick. (2R)
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Beacon Of Light: +1 Flashy, -2 Sneaky. Designed to be seen, draw attention, and draw fire, this armour makes stealthy action almost impossible. (1R/2L)

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Halo: Envelop one person in armour when they ride the back of the suit. The passenger if fully protected but has no control or other bonuses. (1R)

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AR Haptic Suit (Advanced): This skinsuit is sleek enough to be worn under normal clothes and may not be noticed until the head is enveloped. It provides full-body touch and force feedback sensation to the wearer. It is worn by the user, allowing the wearer to interact with the real world and virtual world. Advanced AR suits are expensive, requiring some wealth or serious savings, like a luxury car. Made of artificial muscles, sensors, and haptic sensation generators, advanced models can handle eating, excretion and sex. They can be worn for 24h without side effects. It can isolate a person into a full VR environment with audio, visual, and haptic experiences. +1 to actions in AR and VR. -1 Hacking and Metamancy. (Cost 2R)

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Medigel: +1HF to inhabitant and armour. This armour can seal any puncture up to 4cm diameter, stop bleeding, and provide an airtight seal. It injects Medigel - a smart nano material - that starts to stitch you and itself back together. (1R)

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Sensor Suite: A wide range of active and passive sensors tied into the AARHS. (6R)

  • Enhanced Vision: +2 to Quickly or Cleverly see something tiny, obscured, subtle, or distant with my amazingly sharp sight - even in dim light. (Overcome)
  • Enhanced Hearing: +2 to Quickly or Carefully hear something quiet with my amazingly sharp ears - even in noisy environments. (Overcome)
Armour: 10 PS slots (10R) ·

Kite Shield: 4PS slots (4R)

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Even Out: 2MS slots from drugs, MR mods (2R)

+1DR vs Extreme Temperatures (1R) ·

+3DR vs Kinetic Attacks (not orbital velocities) (3R) (Shield +2DR)

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+3DR vs Explosives (3R) (Shield +2DR)

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+1DR vs Radiation and EMP (1R)

{{{ARMOUR_Weaknesses}}} All The Attention: (3L: Common, Inconvenient) ·

Power Management: Normal patrolling is fine indefinitely, but combat ops quickly take a toll. Each round of high power operation requires a roll to overcome the power drain and heat buildup. The DC is the same as the rounds of combat, so in the first round roll against DC-1. In the sixth round roll against DC-6. Use any approach that fits the narrative. The power counter is reduced by 1 after one round of low power operation. And resets after at least 6 rounds of low power ops. (6L: Common, Damaging)

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Very Expensive: Each suit costs many millions to build, operate, and maintain. (7L)

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Hard Driving: This armour demands extensive training and skill to operate, with regular retraining courses and recertifications.(2L)

Scorpion Armour Scorpion Armour Controlled by the operator's lace merging their mind to a new, mechanical body, the human is curled up in a heavily armoured egg filled with liquid, inside the giant scorpion body. Scorpion Armour is difficult to target, using a combination of active jamming, passive stealth materials, and o Shaped like a scorpion 3m long. The stinger contains a heavy machine gun with 10000 rounds ready to fire. The pincers are made to sever the limbs off of power armor. It's eight legs enable the suit to treat any surface as the floor, moving easily over almost any terrain at 80km/h. Top speed on a fla Forceful+5 total ·

Quick+5 adds to operator, max +8

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Sneaky+4 adds to operator, max +6

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Mak'Tar Stealth Haze: -3 to enemy attacks due to poor targeting, even in HTH.

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Pinchers: +4PS +4AP slashing/crushing

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Stinger Shots: +5PS +2AP Heavy Machine Gun with 10000 rounds / 500 bursts

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Stinger Hots: +3PS +3MS radiation MASER

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Guided Missiles: +8PS +4AP +4Guided

6 stress slots. Body, stinger, legs, pincers. +4DR Ballistic {{{ARMOUR_Weaknesses}}} {{{ARMOUR_TradeOffs}}}
Snake Armour Snake Armour Controlled by the operator's lace merging their mind to a new, mechanical body, the human is curled up in a heavily armoured egg filled with liquid, inside the giant snake body. Snake Armour is a genuinely heavy armour with stealth tech that makes it difficult to target. It uses a combinatio Shaped like an anaconda 30m long and up to 75cm across. The jaws are monofilament presses designed to sever the limbs off of power armor. Top speed on a flat slither is only 80km/h, but it can do that in any direction and through narrow tunnels. The big attacks are spitting acid and crushing coils. Forceful+6 ·

Quick+6

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Sneaky+6

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Mak'Tar Stealth Haze: -3 to enemy attacks due to poor targeting, even in HTH.

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Jaws: +4PS +4AP slashing/crushing

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Acid Spray: +2 to Quickly penetrate self contained environments by corroding the connective materials of the suit. A successful attack removes DR vs environmental threats such as biohazards, toxins, and vacuum ahd does PS to the operator.

[1][2][3][4][5][6][7]PS +4DR Ballistic, Crushing {{{ARMOUR_Weaknesses}}} {{{ARMOUR_TradeOffs}}}
TALOS TALOS The Tactical Assault Light Operator Suit (TALOS) is low-profile powered combat armour, and the core of the NC military's Tactical Armour Platform. It provides the wearer enhanced strength, endurance, and speed, with almost no encumbrance. It provides near immunity to small and medium The suit consists of several layers that work together to turn a soldier into a heavily armoured mobile weapons platform. Power Assist: Increase strength, speed, and agility. ·
  • +4 physical Forceful (+2 QAL, +2 Exoskeleton) (2R)
·
  • +2 physical Quick. (1R)
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Adaptive Camouflage: +2 Sneaky when motionless, +1 Sneaky when moving. Adaptive camouflage makes the armour very difficult to pick out, especially when not moving. (2R)

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Adaptive Camouflage (Prototype): +3 Sneaky when motionless, +2 Sneaky when moving. (3R)

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Event Horizon Camouflage: +4 Sneaky vs all EM sensor systems. (4R)

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AR Haptic Suit (Advanced): This skinsuit is sleek enough to be worn under normal clothes and may not be noticed until the head is enveloped. It provides full-body touch and force feedback sensation to the wearer. It is worn by the user, allowing the wearer to interact with the real world and virtual world. Advanced AR suits are expensive, requiring some wealth or serious savings, like a luxury car. Made of artificial muscles, sensors, and haptic sensation generators, advanced models can handle eating, excretion and sex. They can be worn for 24h without side effects. It can isolate a person into a full VR environment with audio, visual, and haptic experiences. +1 to actions in AR and VR. -1 Hacking and Metamancy. (Cost 2R)

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Weapon Platform: Hardpoints all over. Backpack is an armour plated module carrying 80L.

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Sensor Suite: A wide range of active and passive sensors tied into the AARHS. (6R)

·
  • Enhanced Vision: +2 to Quickly or Carefully see something tiny, obscured, subtle, or distant with my amazingly sharp sight - even in dim light.(Overcome or Stunt Stack)
·
  • Enhanced Hearing: +2 to Quickly or Carefully hear something quiet with my amazingly sharp ears - even in noisy environments. (Overcome or Stunt Stack)
·
  • Enhanced Kinesthetics: +2 to Quickly or Forcefully move with amazing precision because of my amazing body awareness balance, and sensitive sense of touch. (Overcome or Stunt Stack)
6PS slots from bolt-on armour plating (6R). ·

Field replaceable plating: 2A+4R, min Forceful +4, Quick +4 (1R)

·

Even Out: +2MS slots from drugs, MR mods (2R)

+3DR vs Environmental Hazards (extreme temperatures, radiation, vacuum, toxins, infections, etc.) from SCHEP (1R) ·

+3DR vs Kinetic Attacks (not orbital velocities) from LAL (2R)

·

+2DR vs Explosives up to big chemical from LAL (1R)

CosOps SETs Scarcity: SETs are expensive to train, expensive, and staff retention can be hard. The number of TAOs deployed is severely limited by the availability of SETs. (8L Common, Damaging) ·

Painstaking Calibration: The QAL must be properly configured to each individual user. This can be done from scratch in many hours (roll Quick vs DC8 to see how many hours), or with the addition of the person's phone under 2h. Any attempt to use an uncalibrated QAL acts like an attack roll against the operator each round (forceful (+3) or quickly (+2) rend and batter the body inside me (3L Rare, Fatal)

·

Locked Up: On a critical hit (4 or more damage dealt in one blow) the LAL may freeze up for an extended period as the active systems are overwhelmed. Even if the physical stress is soaked, an additional 4 point consequence is taken: Freeze Up: [Specified part] has frozen and can not be used normally. Loss of 3 reactions per turn until repaired. (4L Uncommon, Damaging)

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Slow To Suit Up: 15 minutes needed to get into the suit. (3L Common, Inconvenient)

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Pause to Reload: The supercapacitors carry 20 charges. Low power operations, including passive stealth and walking patrols, uses 1 charge/15min. Combat operations, including active stealth and anime swords, use 1 charge/turn. When recharging from a Big Dog - Modular Power it takes 1s per charge, along with 1 Action and 4 Reactions for the whole operation. This may be an extended action. (6L common, damaging)

Very Expensive: Each suit costs millions to build, operate, and maintain. (6L)
TALOS TALOS The Tactical Assault Light Operator Suit (TALOS) is low-profile powered combat armour, and the core of the NC military's Tactical Armour Platform. It provides the wearer enhanced strength, endurance, and speed, with almost no encumbrance. It provides near immunity to small and medium The suit consists of several layers that work together to turn a soldier into a heavily armoured mobile weapons platform. Power Assist: Increase strength, speed, and agility. ·
  • +4 physical Forceful (+2 QAL, +2 Exoskeleton) (2R)
·
  • +2 physical Quick. (1R)
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Adaptive Camouflage: +2 Sneaky when motionless, +1 Sneaky when moving. Adaptive camouflage makes the armour very difficult to pick out, especially when not moving. (2R)

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Adaptive Camouflage (Prototype): +3 Sneaky when motionless, +2 Sneaky when moving. (3R)

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Event Horizon Camouflage: +4 Sneaky vs all EM sensor systems. (4R)

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AR Haptic Suit (Advanced): This skinsuit is sleek enough to be worn under normal clothes and may not be noticed until the head is enveloped. It provides full-body touch and force feedback sensation to the wearer. It is worn by the user, allowing the wearer to interact with the real world and virtual world. Advanced AR suits are expensive, requiring some wealth or serious savings, like a luxury car. Made of artificial muscles, sensors, and haptic sensation generators, advanced models can handle eating, excretion and sex. They can be worn for 24h without side effects. It can isolate a person into a full VR environment with audio, visual, and haptic experiences. +1 to actions in AR and VR. -1 Hacking and Metamancy. (Cost 2R)

·

Weapon Platform: Hardpoints all over. Backpack is an armour plated module carrying 80L.

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Sensor Suite: A wide range of active and passive sensors tied into the AARHS. (6R)

·
  • Enhanced Vision: +2 to Quickly or Carefully see something tiny, obscured, subtle, or distant with my amazingly sharp sight - even in dim light.(Overcome or Stunt Stack)
·
  • Enhanced Hearing: +2 to Quickly or Carefully hear something quiet with my amazingly sharp ears - even in noisy environments. (Overcome or Stunt Stack)
·
  • Enhanced Kinesthetics: +2 to Quickly or Forcefully move with amazing precision because of my amazing body awareness balance, and sensitive sense of touch. (Overcome or Stunt Stack)
6PS slots from bolt-on armour plating (6R). ·

Field replaceable plating: 2A+4R, min Forceful +4, Quick +4 (1R)

·

Even Out: +2MS slots from drugs, MR mods (2R)

+3DR vs Environmental Hazards (extreme temperatures, radiation, vacuum, toxins, infections, etc.) from SCHEP (1R) ·

+3DR vs Kinetic Attacks (not orbital velocities) from LAL (2R)

·

+2DR vs Explosives up to big chemical from LAL (1R)

CosOps SETs Scarcity: SETs are expensive to train, expensive, and staff retention can be hard. The number of TAOs deployed is severely limited by the availability of SETs. (8L Common, Damaging) ·

Painstaking Calibration: The QAL must be properly configured to each individual user. This can be done from scratch in many hours (roll Quick vs DC8 to see how many hours), or with the addition of the person's phone under 2h. Any attempt to use an uncalibrated QAL acts like an attack roll against the operator each round (forceful (+3) or quickly (+2) rend and batter the body inside me (3L Rare, Fatal)

·

Locked Up: On a critical hit (4 or more damage dealt in one blow) the LAL may freeze up for an extended period as the active systems are overwhelmed. Even if the physical stress is soaked, an additional 4 point consequence is taken: Freeze Up: [Specified part] has frozen and can not be used normally. Loss of 3 reactions per turn until repaired. (4L Uncommon, Damaging)

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Slow To Suit Up: 15 minutes needed to get into the suit. (3L Common, Inconvenient)

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Pause to Reload: The supercapacitors carry 20 charges. Low power operations, including passive stealth and walking patrols, uses 1 charge/15min. Combat operations, including active stealth and anime swords, use 1 charge/turn. When recharging from a Big Dog - Modular Power it takes 1s per charge, along with 1 Action and 4 Reactions for the whole operation. This may be an extended action. (6L common, damaging)

Very Expensive: Each suit costs millions to build, operate, and maintain. (6L)
Vantablack Flight Suit Vantablack Flight Suit VBFS is tough, flexible stealth armour designed for use by Augments - particularly Celestes. It trades in some protection for the ability to fly. (22R/22L) {{{ARMOUR_Description}}} Flight: 3m long strunts extend from each arm forming the leading edge of a nanofilm wing. This connects to 2m struts extending out from the from the knees, and 1m struts from the ankles. The wearer generates lift using the entire body - not just the arms. It weighs 40kg, but even in lunar G it requires superhuman strength and agility to even glide. Climb at (Forceful)m/s (1m/s=3.6km/h). Max horizontal speed of 10x(Forceful+Quick)km/h (2.8m/s=10km/h) ·

Partial Vantablack: The body of the suit is covered in a superconducting, superhydrophobic substance that reflects no light, radar, or sound. This makes it very difficult to target with any weapon - even in hand to hand combat. The wings shimmer like oil on water in visible light, are opaque to UV, and translucent to radar (mistaken for a large bird).

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Stealth (6R): +3 to Sneakily or Quickly avoid detection because of Vantablack.

Head: 1 ·

Torso: 2

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Limbs: 1

+2 vs Piercing and Penetrating (4R): The flexible neck and torso are covered in two layers of scale-mail plates angled at 180° to each other. Non-Newtonian fluids pad the insides. From stilettos to micrometeorites to armour piercing shells, this armour is very protective. ·

Heat Sinks - 18PS pool (6R): Heat sinks absorb a lot of energy before the armour starts to radiate. Damage from heat-based attacks is applied to this pool of physical stress first. Once this is exhausted, heat based PS is applied to the wearer.

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Active Cooling (2R): When in flight the wearer can engage an active cooling system that limits heat buildup. This increases the IR signature dramatically, but nowhere near powered aircraft. See Heat Management below.

Heat (1L): Damage from lasers, torches, fire, etc., is shunted into the heat sinks by the superconducting materials that make up the armour plates. When the sinks are full, the wearer starts to take heat damage. ·

Wing Stress (1L): Each point of damage to the wings effectively removes 1 Forceful from climbing and flight speeds. If the total Forceful falls to 4 or less the wing can not support flight.

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No Environmental Systems (2L): No protection against environmental damage from toxins, or vacuum

Unpowered (3L): Minimum approach scores of 4 Forceful and 4 Quick. (common, inconvenient) ·

Heat Management (4L): 1PS heat is absorbed by the supercooled heat sinks for 2 hours of walking around, 30 minutes of flight, or 2 minutes of combat (uncommon, damaging). Once the heat sinks are full the armour becomes hotter than the environment and shows up on IR. A heat sink pack can be replaced in 10 minutes. A heat sink takes 4h and a MW power supply to prepare.

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Oven (8L): Heat stress continues to accumulate even after the 12PS pool is depleted. For each -1 in the pool, the wearer takes 1PS heat stress per minute. Combat and flight tend to increase the heat stress quickly. (common, fatal)

Vantablack Heavy Armour Vantablack Heavy Armour VBHA is a powered mobile armoured weapons platform with some stealth capabilities, designed for use by Augments - particularly Celestes. VBHA is not suitable for normal humans. It is too quick for normal reactions and can kill a person less tough than a Celestes. At 400Kg and 2.5m in {{{ARMOUR_Description}}} Vantablack: The body of the suit is covered in a superconducting, superhydrophobic substance that reflects no light, radar, or sound. This makes it very difficult to target with any weapon - even in hand to hand combat. ·

Weapon Systems: The VBHA can mount a variety of Modular Heavy Weapons Systems (MHWS).

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Stealth (2R): +2 to Sneakily avoid being targeted because of Vantablack.

Head: 2 ·

Torso: 4

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Limbs: 4 total

+4 vs High Velocity Impact and Explosion (8R): This powered exoskeleton deflects shells, micrometeors, and explosive shockwaves with ease. ·

+1 vs Environmental Factors (2R): While VBHA is not a space suit it does have an internal environment and tends to protect against vacuum and toxins. It can recirculate air, but not replenish it.

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Heat Sinks - 12PS pool (4R): Heat sinks absorb a lot of energy before the armour starts to radiate. Damage from heat-based attacks is applied to this pool of physical stress first. Once this is exhausted, heat based PS is applied to the wearer - or radiated by venting coolant.

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Vent Coolant - 8PS pool (2R): When the heat sinks are 'full' the suit can run the hydrogen through a fuel cell to produce electricity and water. The electricity is used to power an active coolant system that pushes heat into the water vapour as it is vented. Venting coolant is obviously visible to the naked eye and a blazing beacon to IR targeting. The Stealth aspect is negated, and IR targeting has +2 to hit for 15 seconds after coolant is vented. (2L) See Heat Management below.

Heat (1L): Damage from lasers, torches, fire, etc., is shunted into the heat sinks by the superconducting materials that make up the armour plates. When the sinks are full and coolant is vented the wearer starts to take heat damage. Fast Twitch (3L+3L): Minimum approach of 5 Quick to operate. Take (5-Quick)PS per round otherwise (common, inconvenient). The fast-twitch responsiveness of the armour also means -3 to Careful actions. ·

Heat Management (4L): 1PS heat is absorbed by the supercooled heat sinks for 1 hours of walking around, 1 minute of combat (uncommon, damaging). Once the heat sinks are full the armour becomes hotter than the environment and shows up on IR. A heat sink pack can be replaced in 10 minutes. A heat sink takes 4h and a MW power supply to prepare.

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Oven (8L): Heat stress continues to accumulate even after the main heat stress pool and coolant-vent pool are depleted. For each -1 in the pool past this point the wearer takes 1PS heat stress per minute (common, fatal).

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Costs Millions (4L): Each suit costs many millions of dollars. Any time the armour is damaged, engages in any action, or basically does anything other than power up and run diagnostics, the wearer takes 4MS. If the armour was issued as gear, to a soldier for instance the stress might be taken dealing with the paperwork, bureaucracy, and hazing associated with damaged equipment. If the wearer owns the armour the stress might be taken dealing with liquidating funds to pay for repairs, keeping the 'repair' cave secret, etc.

Vantablack Light Armour Vantablack Light Armour VBLA is tough, flexible stealth armour designed for use by Augments - specifically, Celestes. (21R/21L) {{{ARMOUR_Description}}} VBLA weighs 80kg and is too heavy for normal humans. For Celestes this is not an issue. ·

Vantablack: The suit is covered in a superconducting, superhydrophobic substance that reflects no light, radar, or sound. This makes it very difficult to target with any weapon - even in hand to hand combat.

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Heat: Damage from lasers, torches, fire, etc., is shunted into the heat sinks by the superconducting materials that make up the armour plates. When the sinks are full, the wearer starts to take heat damage. (See Heat Sinks, Oven.)

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Stealth (6R): +2 to Sneakily, Quickly, or Carefully avoid detection because of Vantablack.

Head: 1 ·

Torso: 2

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Limbs: 2

+3 vs Piercing and Penetrating (6R): The flexible neck and torso are covered in three layers of scale-mail plates angled at 120° to each other. Hard plates augment the exterior, with non-Newtonian fluids padding the insides. From stilettos to micrometeorites to armour piercing shells, this armour is very protective. ·

Heat Sinks - 12PS pool (4R): Heat sinks absorb a lot of energy before the armour starts to radiate. Damage from heat-based attacks is applied to this pool of physical stress first. Once this is exhausted, heat based PS is applied to the wearer.

No Environmental Systems (2L): No protection against environmental damage from toxins, or vacuum Unpowered (2L): Minimum approach scores of 3 Forceful and 3 Quick. (uncommon, inconvenient) ·

Heat Management (6L): For each hour of normal use or each minute of combat, 1PS of heat is absorbed into the supercooled heat sinks (common, damaging). Once the heat sinks are full the armour becomes hotter than the environment and shows up clearly on IR. A heat sink pack can be replaced in 10 minutes. A heat sink takes 2h and a MW power supply to prepare.

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Oven (8L): Heat stress continues to accumulate even after the 12PS pool is depleted. For each -1 in the pool, the wearer takes 1PS heat stress per minute. Combat tends to increase the heat stress quickly. (common, fatal)

Vantablack Stealth Suit Vantablack Stealth Suit This suit is made of thin plates of bulletproof nano-weave with non-Newtonian ballistic fluid that provides basic damage resistance against bullets and melee weapons. The plates are covered in military Vantablack, making the suit very difficult to see. {{{ARMOUR_Description}}} Stealth: +5 Sneaky vs all active sensor systems. +4 Sneaky vs all passive sensor systems. Head 1PS · Body 1PS · Limbs 1PS +2DR Kinetic No protection environmental protections against gasses, heat, cold, or slow crushing damage. {{{ARMOUR_TradeOffs}}}