Armor Options

Rules Maps Journal Ship Laboratory Equipment Codex

Armor has not seen a lot of advancement in the last few years, modern designs have created armor that serves as an environment suit, provides good protection, and doesn’t restrict movement too much. That being said, there are always a few goodies that one can add to a set of armor to enhance it in various ways.

Most armor can’t accept mods, off the shelf stuff is built for minimal customization to reduce the cost. The suits of armor that Spectres and other commandos wear can take one mod as a general rule, though wealthy Spectres sometimes order completely custom armor. Light armor for Spectres can normally take a second mod, it has few enough plates that there is a bit of extra room. Also, the types of commandos that wear light armor tend to favor a high degree of customization.



Armor Mods

Item: Price: Availability: Legality:
Environmental Seals 2500 1 L
Exoskeleton 2000 2 L
First Aid Interface 2500 2 R
Kinetic Buffer 3000 2 L
Shield Battery 3000 1 L
Stimulant Pack 2000 2 C
VI Integration 7500 4 L

Environmental Seals: Most suits can be used as an environment suit, but a suit with this mod is rated against just about any environment out there. Adverse conditions on hostile worlds don’t affect the wearer as much, or at all. Also, if stranded in an environment hostile to life, a suit with this mod can sustain the wearer for days instead of hours. Though the suit can’t deal with the snap-freeze of a Cryo Blast, it does provide some protection against pure heat, reducing fire damage by 5. Explosive damage is not reduced, even if it’s a hot explosion.

Exoskeleton: A suit mod for dockworkers in hostile environments or for more slender operatives. The Exoskeleton provides a great deal of lifting power and reduces fatigue by taking some of the effort out of walking and other movements. It’s quite popular among Salarians that expect to end up doing a lot of athletic or physical work on missions. Though the Exoskeleton isn’t rated for the sharp, fast movements of combat, it does provide a small bonus, adding +2 damage to melee attacks.

First Aid Interface: There’s only so much a suit can do to patch a person up, a suit mod can’t provide true regeneration for most people, soldiers being the major exception. However, the suit can kick in some drugs when the wearer’s life signs go critical, potentially saving the person’s life. The suit gives the user a dose of adrenaline and painkillers, ensuring that they will stay conscious, and floods large holes in the armor with medi-gel, sealing the worst wounds. This is often enough to keep a character who has fallen deep into negative health, and provides a +3 bonus to rolls to survive death from massive damage, on top of any other bonus the character may have due to race or training.
  • First Aid interfaces may only be sold by licensed vendors, in an effort to keep them out of the hands of those who would modify them to work like stimulant packs. Because the medigel-reservoirs on the suit are fairly expensive, such modification is not terribly common and so these mods are not nearly as restricted as the Stimulant Packs are.

Kinetic Buffer: Designed to protect against kinetic attacks and falls, this suit deploys micro-cushions when the suit accelerates suddenly, and then lets the deflate to absorb impact when the wearer comes to his inevitable sudden stop. This mod can’t just stop biotics cold, but it does provide a little protection, reducing damage from kinetic biotics like Throw and Pile Driver by 5.

Shield Battery: Actually a combination of a battery and a capacitor, this device boosts shield strength ever so slightly. Operatives that use this mod swear by it, claiming it’s saved their life dozens of times. Others scoff, saying that in the long run it doesn’t matter much. The most common model of shield battery increases shield capacity by 5.

Stimulant Pack: An injection pack for stims or anything else the user wants to load it with, this device floods the character with the chosen drug with just a nudge against the right spot on his helmet. It’s useful for pre-loading a single dose of stimulants or some other useful combat-drug and activating it without having to use one’s hands while under fire. In game terms, it allows the character to use one dose of a drug in combat as a free action instead of a minor action. Stimulant packs have an unsavory reputation, they lead to a lot of dead soldiers that would only be wounded without the use of stims to get back up. Worse, some unscrupulous merc groups cut their stims with addictive drugs, without the knowledge of their troops, turning their soldiers into addicts dependent on the company.
  • Stimulant Packs are illegal to sell or own for any civilians or merc groups in Citadel space because of the many abuses that have been perpetrated using them. Only active-duty government military personnel may use or own them.

VI Integration: A combat-assistant VI is usually stored in the operative’s omni-tool. However, there are several benefits to integrating the VI into the suit as a whole. For one, the suit has more space for hardware, resulting in a more powerful VI. For another, micro-sensors throughout the suit give the VI an exact idea of what the user’s position and posture is, greatly improving the accuracy of smart-link weapons firing and the tactical advice the VI can give. While the VI is active, the character gets +1 Accuracy. Some users reject VI integration, feeling that the feedback they get is too intrusive. Others welcome the benefits of having an adaptive software system integrated with their armor.

Armor Options

At the Heart of the Abyss Drascus