Difference between revisions of "SR5:Armor Mod"
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**Armand | **Armand | ||
|Source=SR5:R&G}} | |Source=SR5:R&G}} | ||
+ | |||
+ | ==Biofiber Pocket== | ||
+ | {{SR5:Armor Template | ||
+ | |Capacity=[2]|Availability=10F|Cost=700 | ||
+ | |Description=This pocket is lined with biofiber, a bioengineered form of dual-natured plant life, which blocks Astral Perception of objects contained within the pocket. It is the best way to hide small foci or alchemical preparations from detection by security mages. Active foci cannot be used if they are stored within the pocket. The biofiber is alive and requires a special nutrient solution costing 20¥ a month. | ||
+ | |Source=SR5:HT}} | ||
+ | |||
+ | ==Concealed Pockets== | ||
+ | {{SR5:Armor Template | ||
+ | |Capacity=[1]|Availability=4|Cost=40 | ||
+ | |Description=Adds a small secret pocket large enough to hold a holdout pistol, commlink, or other similarly sized object. It grants a –2 Concealability modifier to that object. | ||
+ | |Source=SR5:HT}} | ||
+ | |||
+ | ==Faraday Pocket== | ||
+ | {{SR5:Armor Template | ||
+ | |Capacity=[1]|Availability=7R|Cost=50 | ||
+ | |Description=The armor has a small pocket with a signal-blocking | ||
+ | insert. No wireless signals can penetrate this pocket. Cutting off your wireless access to avoid tracking is as simple as dropping your commlink into this pocket. | ||
+ | |Source=SR5:HT}} | ||
+ | |||
+ | ==Gear Access== | ||
+ | {{SR5:Armor Template | ||
+ | |Capacity=[4]|Availability=4|Cost=150 | ||
+ | |Description=This feature allows items to be retrieved from the piece of armor with more ease than usual. This means drawing or retrieving items that are set up on the armor takes one lower action. Complex becomes Simple, and | ||
+ | Simple becomes Free. Free stays Free, but gamemasters can consider allowing an extra Free Action for the Action Phase. This modification negates any Social or positive dice pool bonus to any armor it is added to with the exceptions of tests to absorb damage (natch) and tests that specifically effect Intimidation or groups that would not consider being strapped with tactical gear to be out of place. | ||
+ | |Source=SR5:HT}} |
Latest revision as of 10:39, 7 September 2017
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 |
Protection may be the primary purpose of armor, but it’s the extra tools, toys, and tricks that can really give most pieces of armor their personal appeal. I, and my suppliers, offer a full range of features and modifications for everything we sell.
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
- 1 Chemical Protection
- 2 Chemical Seal
- 3 Fire Resistance
- 4 Insulation
- 5 Nonconductivity
- 6 Shock Frills
- 7 Thermal Damping
- 8 Auto-Injector
- 9 Fresnel Fabric
- 10 Pulse Weave
- 11 Shock Weave
- 12 Universal Mirror Material (per square meter)
- 13 YNT Softweave Armor
- 14 Ruthenium Polymer Coating (Rating 1-4)
- 15 Radiation Shielding
- 16 Gel Packs
- 17 Response Interface Gear (RIG)
- 18 Biofiber Pocket
- 19 Concealed Pockets
- 20 Faraday Pocket
- 21 Gear Access
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. |
Auto-Injector
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An auto-injector is a small medical injection unit built into the armor and usually linked to the user’s biomonitor. |
Fresnel Fabric
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I’m not a big tech head, so I don’t know exactly how this stuff works, but it’s a neat addition for anyone looking to maintain lines of communication in difficult areas. According to my tech specialist, this material can focus and concentrate light or radio waves like the lens on a lighthouse, boosting the directional power of a signal. |
Pulse Weave
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Talk about a flashy suit! This stuff transforms a suit into one large flashpak. Like a nightclub in motion. |
Shock Weave
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This is great at keeping gropey guys off you at Dante’s or giving a nasty surprise to the sec guard trying to take you down. Shock weave delivers a moderate shock to anyone making contact with the protected area. |
Universal Mirror Material (per square meter)
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This is some strange stuff. I originally refused to carry it since it was intended to jam up technomancers. Since then some creative individuals have used it as a defensive technique. Depending on which way you direct the fabric, this stuff jams wireless signals. |
YNT Softweave Armor
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SoftWeave was developed by Yamatetsu Naval Technologies for sapients and the less common metavarients ecause it’s easier to mold and work into alternative designs than standard armor technologies. It works for the everyday Joe, and it also makes for lighter gear with more flexibility for modifications. |
Ruthenium Polymer Coating (Rating 1-4)
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I’ll admit I loved Manhunt, that remake of the old flatvid with the alien hunting a bunch of mercenaries in the jungle. This stuff makes me think of that trid every time I activate our display. It’s high-tech camouflage at its finest. Add this to your favorite outfit and be ready to blend in anywhere. |
Radiation Shielding
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Do I need to express what this is for and who needs it? I think not. If you’re working in an area that’s pumping out the rads, you’ll need this worked into your gear. |
Gel Packs
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This stuff looks silly but can save your life. Gel packs look like a bunch of take-out soy sauce packets layered all over your clothes or armor. They come in a variety of colors and can even be custom ordered with different colors in each packet to make a pattern or just add a little flare. The gel hardens for an instant to absorb some of the force of impact but then gets all squishy again if it isn’t punctured. If the gel makes contact with air it turns dusty and brittle immediately. |
Response Interface Gear (RIG)
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This stuff is kind of fun, especially for those logged in to access live broadcasts during Desert Wars engagements, urban brawl games, or combat biker matches. It’s a full sim-suite and monitoring system. As of July 1, it also carries the official Miracle Shooter line, which comes with the feedback software to give soft simulations of hits during Miracle Shooter matches. |
Biofiber Pocket
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This pocket is lined with biofiber, a bioengineered form of dual-natured plant life, which blocks Astral Perception of objects contained within the pocket. It is the best way to hide small foci or alchemical preparations from detection by security mages. Active foci cannot be used if they are stored within the pocket. The biofiber is alive and requires a special nutrient solution costing 20¥ a month. |
Concealed Pockets
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Adds a small secret pocket large enough to hold a holdout pistol, commlink, or other similarly sized object. It grants a –2 Concealability modifier to that object. |
Faraday Pocket
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The armor has a small pocket with a signal-blocking insert. No wireless signals can penetrate this pocket. Cutting off your wireless access to avoid tracking is as simple as dropping your commlink into this pocket. |
Gear Access
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This feature allows items to be retrieved from the piece of armor with more ease than usual. This means drawing or retrieving items that are set up on the armor takes one lower action. Complex becomes Simple, and Simple becomes Free. Free stays Free, but gamemasters can consider allowing an extra Free Action for the Action Phase. This modification negates any Social or positive dice pool bonus to any armor it is added to with the exceptions of tests to absorb damage (natch) and tests that specifically effect Intimidation or groups that would not consider being strapped with tactical gear to be out of place. |