Difference between revisions of "SR5:Armor Mod"
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{{SR5:Armor Template | {{SR5:Armor Template | ||
|Capacity=Rating|Availability=6|Cost=250|CostNote=xRating | |Capacity=Rating|Availability=6|Cost=250|CostNote=xRating | ||
− | |Description=Fire-retardant, nonflammable materials protect the wearer against Fire damage | + | |Description=Fire-retardant, nonflammable materials protect the wearer against '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]'''. Add the full rating of the Fire Resistance modification to the Armor value when resisting Fire attacks or checking if the armor catches fire. |
|Special= | |Special= | ||
}} | }} | ||
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{{SR5:Armor Template | {{SR5:Armor Template | ||
|Capacity=Rating|Availability=6|Cost=250|CostNote=xRating | |Capacity=Rating|Availability=6|Cost=250|CostNote=xRating | ||
− | |Description=Thermal fibers and heat-retentive materials protect the wearer against Cold damage | + | |Description=Thermal fibers and heat-retentive materials protect the wearer against '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold damage]]'''. Add the full rating of the Insulation modification to the Armor value when resisting Cold attacks. |
|Special= | |Special= | ||
}} | }} | ||
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{{SR5:Armor Template | {{SR5:Armor Template | ||
|Capacity=Rating|Availability=6|Cost=250|CostNote=xRating | |Capacity=Rating|Availability=6|Cost=250|CostNote=xRating | ||
− | |Description=Electrical insulation and non-conductive materials protect the wearer against Electricity damage | + | |Description=Electrical insulation and non-conductive materials protect the wearer against '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]'''. Add the full rating of this modification to the Armor value when resisting Electricity attacks. |
|Special= | |Special= | ||
}} | }} | ||
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{{SR5:Armor Template | {{SR5:Armor Template | ||
|Capacity=2|Availability=6R|Cost=250 | |Capacity=2|Availability=6R|Cost=250 | ||
− | |Description=These strips of “fur” are electrically charged when activated, standing on end and inflicting Electricity damage to anyone that touches you. Use Unarmed Combat to attack with the frills. The frills hold 10 charges; when attached to a power point, they recharge one charge per 10 seconds. | + | |Description=These strips of “fur” are electrically charged when activated, standing on end and inflicting '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]''' to anyone that touches you. Use Unarmed Combat to attack with the frills. The frills hold 10 charges; when attached to a power point, they recharge one charge per 10 seconds. |
|Special=;Unarmed Combat:Attack with Frills | |Special=;Unarmed Combat:Attack with Frills | ||
;Activate Frills:Complex Action | ;Activate Frills:Complex Action |
Revision as of 12:35, 13 March 2016
5th Edition Lists |
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Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures |
Armor/Clothing // Cyberware // Magical // Vehicles/Drones // Vehicle Mods // Weapons // Electronics // Security // Medical // Others |
Any piece of worn armor can be upgraded with a range of modifications. The Capacity of a piece of armor is equal to its Armor Rating. Armor modifications have variable Capacity costs. Each modification also has a rating between 1 and 6, except as noted.
Contents
Chemical Protection
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Water-resistant, non-porous, impermeable materials, and a coating of neutralizing agents protect the wearer against contact-vector chemical attacks (Toxins, Drugs and BTLs, p. 408). Add the rating of the Chemical Protection modification to tests made to resist contact-vector toxin attacks. |
Chemical Seal
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Available only to full body armor that includes a helmet, the chemical seal is an airtight environmental control that takes a Complex Action to activate (if you’re already wearing the armor, natch). It provides complete protection against contact and inhalation vector chemicals, but can only be used for a total of an hour (the limit of the air supply) at a time. |
Fire Resistance
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Fire-retardant, nonflammable materials protect the wearer against Fire damage. Add the full rating of the Fire Resistance modification to the Armor value when resisting Fire attacks or checking if the armor catches fire. |
Insulation
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Thermal fibers and heat-retentive materials protect the wearer against Cold damage. Add the full rating of the Insulation modification to the Armor value when resisting Cold attacks. |
Nonconductivity
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Electrical insulation and non-conductive materials protect the wearer against Electricity damage. Add the full rating of this modification to the Armor value when resisting Electricity attacks. |
Shock Frills
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These strips of “fur” are electrically charged when activated, standing on end and inflicting Electricity damage to anyone that touches you. Use Unarmed Combat to attack with the frills. The frills hold 10 charges; when attached to a power point, they recharge one charge per 10 seconds. |
Thermal Damping
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Designed to reduce your thermal signature, these inner layers capture or bleed heat, so the outer layers maintain a surface temperature equal to the surrounding air. Add the rating to your limit on any Sneaking test against thermographic vision or thermal sensors. |