Armor Mods

Heavy – Heavy Armor is hard to damage with conventional weapons. Heavy Armor ignores all AP from non-heavy weapons, and counts all 4, 5, and 6 as hits when resisting with toughness from such weapons.

Armor gets a material, upgrade and Enhancement modifier.

Clothing gets a clothing upgrade and either an upgrade or enchantment.

Shields get a shield upgrade and shield enchantment. They can also be upgraded as weapons as shown under weapons.

Clothing

Modification Cost Tier ENC Armor Notes
Bullet Proof +7 2 +1
Asbestos Cloth +11 3 +1 Resist Fire
Rubber +11 3 +1 Resist Electricity
Armortec +12 4 +2
Balistic Mesh +15 5 +3

Material

Modification Cost Tier ENC Armor Notes
Treated +4 1 +1 +1
Hardened +7 2 +2 +2
Asbestos Cloth +8 3 +1 Resist Fire
Rubber +8 3 +1 Resist Electricity
Lead Lined +8 3 +1 Resist Negative energy and radiation.
Fire Forged Steel/Tungsten +11 3 +1 +2 Resist Fire
Ice Forged Steel/Tungsten +11 3 +1 +2 Resist Cold
Chromium +12 4 +2 resistant to breaking. Immune to rust and corrosion.
Mithral/Titanium +12 4 -1 +2
Alloyed +12 4 +3 +3
Glass +13 4 -2 +3
Polymer +15 5 +4 +4
Dragon hide +16 5 +2 +3 Energy Immunity of Dragon Type
Adamantine/Vanadium Steel +18 5 +1 +4

Upgrades

Modification Cost Tier ENC Armor Notes
Armor Spikes +3 1 +1 Improvised melee weapons with accuracy 4 and DV (str+3). Add 2 DV to grapples, plus Enhancement bonuses. May be enhanced as small blades.
Pocketed +3 1 +1 Carry Unit.
Balanced +4 1 +1 vs trip
Light Build +6 2 -1
Braced +6 2 +1 block
Deep Pocketed +7 2 +3 CU
Stabilized +8 3 +1 vs trip, reposition
Muffled +8 3 Reduces stealth penalty for ACP by 2
Poison Resistance +10 3 Can count your armor bonus when attacked with poison.
Resistance +11 3 Choose a single damage or trapping type. You gain resistance to that type.
Brawling +11 3 +1 +1 accuracy and DV with unarmed attaks when not using a weapon.
Ultra Light Build +8 3 -2 -
Equalized +13 4 +1 +1 threshold vs trip and reposition.
Pneumatic +14 4 +2 Add your armor bonus to saves vs knockdown, push and pull.
Dense +15® 4 5 +2 Count 4, 5 and 6s as hits vs explosives and ignores AP from explosives.
Fitted +15 5 -3
Immunity +17 5 Choose a single damage or trapping type. You gain resistance to that type.

Enhancements

Modification Cost Tier ENC Armor Notes
Greased +2 1 +1 to resist grapple
Shadowed +4® 2 1 +1 Stealth
Expeditious +6 2 +1 sprint speed
Greater Greased +7 2 +2 to resist grapple
Glammered +8® 2 3 armor appears as something else.
Enhanced +8 3 +1
Greater Shadowed +12® 5 4 +2 Stealth
Trappings +12 4 Add a trapping of an appropriate type. Armor takes on the form or appearance of trapping if appropriate.
Invulnerability +15 5 Count 4, 5 and 6s as hits vs non energy, nonenhanced attacks.
Intensified +15 5 +2
Jet Pack +15 5 +1 Can fly for 1 PP per turn
Enhanced Trappings +16 5 +1 Add a trapping of an appropriate type. Armor takes on the form or appearance of trapping if appropriate.
Unwavering +19 5 +3 Gain a +1 to all saving throws and fortitude.

Function

Shield Upgrades

Modification Cost Tier ENC Armor Block ACP Notes
Shield Spikes +4 1 +1 +1 Shield with accuracy +1 and DV +1. May be enhanced as small blades. Shield weapon enchantments no longer affect attacks, only shield spikes. Still go off bashing perks and effects.
Light Build +4 1 -1 -1
Bashing +7 2 Shield gains ACC +1 and DV +1.
Blocking +7 2 +1
Ultra Light Build +8 3 -2 -2
Collapsible Shield +12 4 -1 Shield has no WU when collapsed. Can be expanded as a move action.
Shield Spines +14 4 +1 Shield adds 3 Spikes which can be shot out. Spikes act as throwing weapons, but function off bashing perks, rather than pistoleer. Each weapon can be upgraded using crafting rules.
Superior Blocking +15 5 +2

Shield Enhancements

Modification Cost Tier ENC Armor Block Notes
Mirrored +8 3 May block single target spells that requine an attack roll as if they were melee attacks.
Glammered +8 3 shield appears as something else.
Fortification +12 4 May spend a move action expanding the shield into a 2 hex by 2 hex wall. May be taken down as a move action with the command action.
Reflect +15 5 May block spells like mirror. If successful by at least 1 hit you may expend 2 PP to reflect it back at the caster, or 3 PP to reflect it to a target of your choice. The accuracy equals your block+agility.

Shield Attacks

Shield Cover

Armor Mods

BASICS 2.0 underableedingsun