SmartArmor (+100% to cost of new armor)
Tired of being weighted down by your armor? Have you blown a quick-draw because you felt like the Michelin Man? Militech's new SmartArmors interface with your nervous system and move with your body to reduce their encumberance! Game notes: SmartArmor is available for only a few types of armor. They are: Medium and Heavy Armor Jackets, Door Gunner's Vests, and MetalGear. The user needs to have an interface plug and a neuralware processor. The SP of the armor is not reduced, but the Encumberance Value (EV) is reduced by one, however. And it is possible to have an EV=0! SmartArmor cannot be retrofitted to old armor; it must be purchased new. It also takes 24 hours to adapt to a new user, and until the initial 24-hour period is over, the armor has its standard EV value applied to it.
Healing Armor (price varies)
Tired of shelling out tons of euro to buy new armor after every firefight? Now you can get the technology that the Army just got! Healing armor! A radical new innovation from Revolution Genetics of Antarctica! Healing armor is alive - a special bio-plastic organism capable of stopping a bullet!
Type of Armor Covers SP EV Cost
T-Shirt Torso 10 +0 350eb
Lt. Armor Jacket Torso, Arms 14 +0 600eb
Med. Armor Jacket Torso, Arms 18 +1 800eb
Helmet Head 14 +0 150eb
Hvy. Armor Jacket Torso, Arms 20 +2 1000eb
Door Gunner's Vest Torso 25 +3 1000eb
BioPlastic Gear Whole Body 25 +2 2500eb
ACPA Healing Armor: 30000eb, 200kg., SP35.
Full-Body Replacement Healing Armor: cost is FBR's overall SP x 1000eb, adds no weight or HC.
Game notes: Healing Armor regrows 1 SP per hour. It may not be combined with SmartArmor (see previous entry). Damage from lasers and microwavers is permanent, the GM should use their discretion as to the effects of fire, acids, and bio-weapons.
Tired of being weighted down by your armor? Have you blown a quick-draw because you felt like the Michelin Man? Militech's new SmartArmors interface with your nervous system and move with your body to reduce their encumberance! Game notes: SmartArmor is available for only a few types of armor. They are: Medium and Heavy Armor Jackets, Door Gunner's Vests, and MetalGear. The user needs to have an interface plug and a neuralware processor. The SP of the armor is not reduced, but the Encumberance Value (EV) is reduced by one, however. And it is possible to have an EV=0! SmartArmor cannot be retrofitted to old armor; it must be purchased new. It also takes 24 hours to adapt to a new user, and until the initial 24-hour period is over, the armor has its standard EV value applied to it.
Healing Armor (price varies)
Tired of shelling out tons of euro to buy new armor after every firefight? Now you can get the technology that the Army just got! Healing armor! A radical new innovation from Revolution Genetics of Antarctica! Healing armor is alive - a special bio-plastic organism capable of stopping a bullet!
Type of Armor Covers SP EV Cost
T-Shirt Torso 10 +0 350eb
Lt. Armor Jacket Torso, Arms 14 +0 600eb
Med. Armor Jacket Torso, Arms 18 +1 800eb
Helmet Head 14 +0 150eb
Hvy. Armor Jacket Torso, Arms 20 +2 1000eb
Door Gunner's Vest Torso 25 +3 1000eb
BioPlastic Gear Whole Body 25 +2 2500eb
ACPA Healing Armor: 30000eb, 200kg., SP35.
Full-Body Replacement Healing Armor: cost is FBR's overall SP x 1000eb, adds no weight or HC.
Game notes: Healing Armor regrows 1 SP per hour. It may not be combined with SmartArmor (see previous entry). Damage from lasers and microwavers is permanent, the GM should use their discretion as to the effects of fire, acids, and bio-weapons.
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