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Armor/Accessories: Gear Cost (EB) Description Legality Class Weight (KG) SDP SP Weapon Damage Attack Skill
Armor/Accessories: Gear Cost (EB) Description Legality Class Weight (KG) SDP SP Weapon Damage Attack Skill
Armor/Accessories
Anti-Laser Aerosol 150 1 can (30 bursts); Each burst creates a Equal to 2 .25 2 5 - -
cloud 3m in diameter that lasts for 12
turns (2 minutes; may vary if wind or
rain are present); Cloud effectiveness
declines over time, in 3-round
increments (1st 3 rounds: persons using
lasers are at -4 to hit and do minimum
damage; 2nd 3 rounds: -3 to hit, do 1/4
damage; 3rd 3 rounds: -2 to hit, do 1/2
damage; last 3 rounds: -1 to hit, do 3/4
damage; After the 12th round, the cloud
has dissipated; People in the cloud and
not wearing eye protection and
breathing gear may (5%) suffer a -4
REF and -4 Awareness
Arasaka Advanced 750 Helmet with retractable visor; Helmet Equal to 1 2 - 20 1d6 Brawling
Pilot Helmet covers area 1 at SP 20, SP 0 for face
(1-5 on front head shot); Includes
encrypted radio (6 channels, 5km
range); Visor has HUD, Anti-dazzle,
Tele-optics, Low-Lite, and Gun link
Arasaka Combat 250 Hard armored plates designed to Equal to 4.5 - 10 - -
Pads supplement a vest; Consist of shoulder, underlying
forearm, thigh, knee and shin guards, armor,
as well as boots; Add 10 SP hard armor Minimum 2
to areas 8, 10 and partial armor to areas
5-7, 9 (75% chance the pad is struck)
Arasaka Guardian 250 Covers areas 2-4 at SP 14 Equal to 2 2 - 14 - -
Vest
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Arasaka Heavy Police 280 Hard armor vest covers areas 2-4 at Equal to 3 3 - 20 - -
Vest SP 20; EV 1
Arasaka Motorcycle 480 Helmet covers area 1 at SP 20 (SP 0 to Equal to 1 1 5 20 1d6 Brawling
Officers Helmet face, hit on 1-4 on front head shot);
Retractable visor has Low-Lite and
Anti-Dazzle; Radio link (1 channel,
50m range)
Arasaka Motorcycle 265 Hard plate armor; Covers areas 2-4 at Equal to 2 2 - 18 - -
Officers Vest SP 18 (good against BFT as well)
Arasaka Pilot Helmet 500 Helmet with retractable visor; Helmet Equal to 2 1.5 - 20 1d6 Brawling
covers area 1 at SP 20, SP 0 for face
(1-5 on front head shot); Includes radio
link (1 channel, 50m range); Visor has
HUD, Anti-dazzle, and Low-Lite
Arasaka Police 300 Helmet with removable Equal to 3 1.5 - 25 1d6 Brawling
Helmet faceguard/mask; Helmet covers area 1 /10
at SP 25, SP 10 for face (1-5 on front
head shot); NBC sealed; 1 Option
Space
Arasaka Police Riot 120 Hard armor gauntlets cover areas 5-6 at Equal to 4 2 - 15 - -
Gear Gauntlets SP 15
Arasaka Police Riot 350 Helmet with removable faceguard/ Equal to 4 2 - 25 1d6 Brawling
Gear Helmet mask; Helmet covers area 1 at SP 25, /20
SP 10 for face (1-5 on front head shot);
NBC sealed; 1 Option Space
Arasaka Police Riot 150 Covers areas 7-10 at SP 18; EV 1 Equal to 4 2 - 18 - -
Gear Pants
Arasaka Police Riot 560 Hard armor vest covers areas 2-4 at Equal to 4 5 - 30 - -
Gear Vest SP 30; EV 2; Includes shoulder-
mounted light bar
Arasaka Security 265 Covers areas 2-4 at SP 18 Equal to 2 2 - 18 - -
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Officers Vest
Arasaka Vest Inserts 55 Adds SP 5 hard armor to areas 2-4 Equal to
when worn under an Arasaka vest; overlying
Adds EV 1 armor,
Minimum 2
ARES Forearm 250 Padded armorplast sections across the Equal to 2 2 - 10 +1 Brawling or
Guards back of each forearm; 50% chance on MA
any strike to the arms it provides 10 SP
hard armor; +1 on all parry rolls; +1
damage on appropriate forearm strikes
ARES Form Fitted 700 Must be custom fitted; 1 week from Equal to 1 4 - 10 - -
Body Armor Level 1 order to delivery; Covers areas 2-10 at
Full Suit 10 SP
ARES Form Fitted 200 Must be custom fitted; 1 week from Equal to 1 2 - 10 - -
Body Armor Level 1 order to delivery; Covers areas 2-4 at
Vest 10 SP
ARES Form Fitted 1000 Must be custom fitted; 1 week from Equal to 2 5 - 14 - -
Body Armor Level 2 order to delivery; Covers areas 2-4 at /10
Full Suit SP 14, areas 5-10 at 10 SP
ARES Form Fitted 400 Must be custom fitted; 1 week from Equal to 2 3 - 14 - -
Body Armor Level 2 order to delivery; Covers areas 2-4 at
Vest SP 14
ARES Form Fitted 1500 Must be custom fitted; 1 week from Equal to 3 7 - 18 - -
Body Armor Level 3 order to delivery; Covers areas 2-4 at /12
Full Suit SP 18, areas 5-10 at 12 SP; EV 1
ARES Form Fitted 700 Must be custom fitted; 1 week from Equal to 2 4 - 18 - -
Body Armor Level 3 order to delivery; Covers areas 2-4 at
Vest SP 18
Armalite Full Metal 1500 Covers areas 2-10 with hard armor at Equal to 4 8 - 25 - -
Gear SP 25; EV 2
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Armalite MetalGear 300 Helmet with removable faceguard/ Equal to 4 1.5 - 25 1d6 Brawling
Helmet mask; Helmet covers area 1 at SP 25, /20
SP 20 for face (1-5 on front head shot);
2 Option Spaces
Armalite MetalGear 500 Covers areas 2-4 with hard armor at SP Equal to 4 4 - 25 - -
Torso Plate 25; EV 2
Armalite PASGT 2500 Covers areas 1-10 with hard armor at Equal to 4 10 - 25 - -
Military Metal Gear SP 25; EV 3; Equipped with
temperature control (3 hour battery
charge); 3 hour air supply
Armalite Police Issue 1900 Covers areas 2-10 with hard armor at Equal to 4 8 - 25 - -
Metal Gear SP 25, area 1 at SP 25 (face at SP 20,
hit on 1-5 from front head shot); Mask
is sealed against gas and other agents;
Visor includes Low-Lite and Anti-
Dazzle; EV 2; Helmet has 1 Option
Space
Armor Jacket, Heavy 250 Covers areas 2-6 at SP 20; EV 2 Equal to 2 3.5 - 20 - -
Armor Jacket, 200 Covers areas 2-6 at SP 18; EV 1 Equal to 2 3 - 18 - -
Medium
Armor Jacket, Light 150 Covers areas 2-6 at SP 14; EV 0 Equal to 1 2.5 - 14 - -
Armotech BURELOC 900 EV 2; Utility jumpsuit covers areas 2- Equal to 5, if 7 - 20/ 1d6 Brawling
Q-Armor 10 at SP 14 (soft); Heavy boots cover the character is 14/
areas 8 and 10 with hard armor at SP not with 23
18 (23 total); Helmet covers area 1 at BURELOC
SP 20 (including face); Mask will seal
against gas and other agents after a 1-
round delay (or manual activation);
Visor includes Target Laser; Low-Lite
and Image Enhance; Includes radio
link (1 channel, 50m range); Standard
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
EDF HASSAR Leg 500 Attached to the legs, hips, and lower Equal to 2 22 5 - +1d6 Brawling or
Augmentation Unit back of the HASSAR plate suit, these Kick MA
myomer-powered boosters (8 hours on
4 Large E-cells) give the wearer +5 to
MA, and allow him to leap 5m
horizontally, and spring 3m vertically
EDF Helmet 250 Semi-flexible helmet with built in 5 Equal to 4 1 - 20 1d6 Brawling
channel radio; Covers area 1 at SP 20
(Shot hits face on 1-4 on a head shot);
1 Option Space
EDF Torso Armor 420 Heavy armored vest used by EDF Equal to 4 3 - 20 - -
ground forces in the African theater;
Covers areas 2-4 at 20 SP (no coverage
for the neck, groin or shoulders)
Enfield Reactive 9000 Self contained system that allows its Equal to 4 9 10 20 1d6 Brawling
Armor Full Body wearer to be alerted when acquired by Helmet
Armor lasers or smart sights; When the
receptor detects an aiming spot it
displays all relevant information (such
as direction ad type of sight) on the
heads up display built into the helmet
(Removes all bonus for ambushing if
the attacker uses a laser or smart sight);
SP 20 in areas 2-4, SP 18 in areas 5-10
and sealed SP 20 helmet (Helmet has
built in respirator with 30 minutes of
air; Smartgoggles with targeting scope,
anti-dazzle, and infra-red imaging, 15
channel encrypted military radio; and
interface plugs on each side to allow
the connection of smartguns or live
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
BMAC is x3
Gibson Battlegear 50/ Heavy armored plates; Covers 1/2 (On Equal to 3 1/plate - 25 - -
Armor Plates Plate any hit, 50% chance the plate takes
damage before the location) of 1 pip of
hard armor per plate; EV 1 per 2 plates
Gibson Battlegear 150 Average Edgerunner armored Equal to 1 .5 - 14 - -
Battle Armor balaclava; Provides SP 14 fireproof
Balaclava armor to area 1
Gibson Battlegear 520 Average Edgerunner leather knee Equal to 1 .5 - 4 - -
Battle Armor Boots boots; Provides SP 4 fireproof armor to
area 8 and 10
Gibson Battlegear 260 Average Edgerunner leather gloves; Equal to 1 .1 - 4 - -
Battle Armor Gloves Provides SP 4 fireproof armor to the
hands (1 on 1d10 for an arm hit)
Gibson Battlegear 1200 Average Edgerunner helmet; Provides Equal to 3 1 - 25 - -
Battle Armor Helmet SP 25 fireproof armor to area 1,
including face; 2 option slots
Gibson Battlegear 385 Average Edgerunner armored leather Equal to 2 2.5 - 16 - -
Battle Armor Jacket jacket; Provides SP 16 fireproof armor
to areas 2-6
Gibson Battlegear 300 Average Edgerunner Heavy armored Equal to 3 3 - 25 - -
Battle Armor Leg thigh guards; Covers areas 7 and 9 at
Plates SP 25 from the front (1-5 on a shot
from the flank, none from the rear)
Gibson Battlegear 1000 Average Edgerunner eye protection; Equal to 1 .2 5 8 - -
Battle Armor Covers the user’s eyes with a wrap-
OptiShields around armored visor; SP 8 to eye area
(1-3 on 1d10 for a front head shot);
Protects the eyes from all irritant
gasses; Includes Anti-Dazzle as
standard; Can hold two cyberoptic
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Hard Corp Multi- 4500 Hard armor plates over a monocrys Equal to 5 10 - 35 - -
Polymer Mk. III backing; Covers area 2-10 at SP 35;
EV 3
Hard Corp Multi- 1500 Hard armor; Covers area 1 at SP 40; Equal to 5 1 - 40 - -
Polymer Helmet Includes a 6-channel headset radio
with an 8km range, and a HUD with 4
Optical options) 2 Option Spaces
Heavy Leather Jacket 50 Average Generic Chic leather jacket; Equal to 1 2 - 4 - -
Covers areas 2-6 at SP 4
Heavy Leather Pants 50 Average Generic Chic leather pants; Equal to 1 1 - 4 - -
Covers areas 8-10 at SP 4
Hydra Jumpsuit 350 SP 20 Heavy jumpsuit in green, with a 5 3 - 20 - -
stylized “H” of belt and web-gear
straps; Covers areas 2-10 at SP 20,
with an SP 20 Hood for area 1
IEC Security Officers 265 Covers areas 2-4 at SP 18; Actually an Equal to 2 2 - 18 - -
Vest Arasaka vest manufactured under
license
IEC Helmet 200 Covers area 1 at SP 20 (Face at SP 12; Equal to 3 .7 - 20 - -
8-10 on 1d10 from front); Visor /12
includes Anti-dazzle
IEC Memory Plastic 6000 When a specific electrical current is Equal to 4 5 5 5/18/ - -
Combat Suit mark II flowing through it, this Combat Suit 25
looks like a flight suit due to its
composition of a memory plastic
polymer held together by cotton and
kevlar-elastic (SP 5 to areas 2-10; EV
0); When the power (supplied through
several strip batteries in the lower back
region) is turned to low current, the
polymer reverts to its natural solid state
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Marauder Huntsman 700 Ceramic composite helmet with Equal to 5 2 5 45 1d6 Brawling
Battle Helmet retractable visor; Covers area 1 at SP
45, face at SP 20 (hit on 1-4 on front
head shot); Visor has Infrared and
Targeting scope; Encrypted 6 channel,
5km radio included
Marauder Huntsman 500 Covers areas 2-4 with hard armor at SP Equal to 5 5 - 30 - -
Battle Vest 30; EV 2
Marauder Impact 350 Hard plate reinforced boots; Covers Equal to 2 4 - 25 +1d6 Brawling
Absorption Boots areas 8 and 10 at SP 25, including Kick
BFT; Resists Blade AP effects; EV 1
Marauder Impact 225 Padded Kevlar gauntlets with hard Equal to 2 2 - 15 1d3 Brawling
Absorption Gloves plastic covers; Covers areas 5-6 at SP
15, including BFT; Resists Blade AP
effects
Marauder Impact 375 Covers areas 2-6 at SP 15, with areas Equal to 2 3.5 - 15 - -
Absorption Jacket 2-4 at SP 10 vs. BFT (10)
Marauder Impact 200 Padded Kevlar pants with hard plastic Equal to 2 3 - 10 - -
Absorption Pants inserts; Covers areas 7-10 at SP 10,
including BFT; Resists Blade AP
effects
Marauder Kevlar 100 Covers area 1 at SP 15, face/neck at SP Equal to 2 .5 - 15 - -
Cap, Class 1 0 (hit on 1-6 on front, 1-3 on rear head
shot); 1 Option Space
Marauder Kevlar 175 Covers area 1 at SP 20, face/neck at SP Equal to 2 1 - 20 - -
Cap, Class 2 0 (hit on 1-5 on front, 1-2 on rear head
shot); 1 Option Space
Marauder Kevlar- 500 Covers areas 2-6 at SP 20; EV 1 Equal to 3 4 - 20 - -
lined Flack Jacket
Marauder Kinetic 150 Covers areas 2-10 at SP 5, including Equal to 1 2 - 5 - -
Mesh Bodysuit BFT
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Marauder Light 350 Covers area 1 at SP 25, face at SP 0 Equal to 4 1.5 - 25 1d6 Brawling
Infantry Helmet (hit on 1-4 on front head shot); AP
resistant; 2 Option Spaces
Marauder Heavy 5500 Composite hard armor covers areas 1- Equal to 5 15 - 40 - -
Cera-Met Plate 10 at SP 40, face at SP 0 (hit on 1-4 on
Armor front head shot); EV 3; Helmet has 2
Option Spaces
Marauder Tactical 7500 Requires user to have a Neural Equal to 5 40 5 45 +1d6 Brawling or
Plate Processor, Machine/Tech Link, and Punch or MA
Interface Plugs; Power assisted (+1 Kick
BOD for Strength, 2 Heavy E-cells last
4 hours) composite hard armor covers
areas 1-10 at SP 35, face at SP 20;
NBC sealed, with 30 minute air supply
and full filters; 6 channel 5km
encrypted radio; Visor includes
Infrared nightvision; EV 2
Maximum Threat 1200 Semi-flexible body armor with alloy Equal to 5 11 - 25/ - -
Urban Riot Armor plates on arms and legs; Covers areas 33/
2-4 at SP 25, 5-6 at SP 33, and 7-10 at 28
SP 28; EV 3
Metal Gear ™ 600 Hard, clamshell armor; Covers area 7-8 Equal to 5 2 - 25 - -
Legging/Boot or 9-10 at SP 25;
Metal Gear ™ Arm 600 Hard, clamshell armor; Covers area 5 Equal to 5 2 - 25 - -
Sleeves and 6 at SP 25;
Metal Gear ™ Helmet 600 Hard, clamshell armor; Covers area 1 Equal to 5 1 - 25 - -
at SP 25; 2 Option Spaces
Metal Gear ™ Torso 600 Hard, clamshell armor; Covers area 2-4 Equal to 5 2 - 25 - -
Plate at SP 25; Torso plate is EV 2
Militech Arms 8500 Power-assisted armor; Covers area 2- Equal to 5 24 - 25 +1d6 Brawling or
EMA-1 10 with hard armor at 25 SP at EV 0; Punch MA
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Motorcycle Helmet 80 Helmet with lift-up visor; SP 10, SP 4 Equal to 1 1 - 10/4 1d6 Brawling
for face (1-4 on front head shot); 2
Option Spaces
Nomad Armored 630 Black leather jacket, lined with light Equal to 1 2 - 10 - -
Leather Jacket Kevlar; average quality Edgerunner
style, covers areas 2-6 at SP 10
Nomad Armored 270 Black leather pants, lined with light Equal to 1 2 - 10 - -
Leather Pants Kevlar; average quality Edgerunner
style, covers areas 7-10 at SP 10
Nomad Combat 1440 Black leather jacket, lined with Equal to 2 3 - 14 - -
Leather Jacket medium Kevlar and reinforced at the
forearms and shoulders; Good quality
Edgerunner style, covers areas 2-6 at
SP 14
Nomad Leather 2700 Good quality Edgerunner style black Equal to 4 8 - 22 - -
Armor leather jacket and pants, lined with
light Kevlar; includes torso
plate/shoulder pads, elbow guards,
forearm guards, thigh guards, shin
guards and knee pads of hardened
Kevlar for added extra protection;
covers areas 2-10 at SP 22, including
BFT, with EV 1
Nomad Leather 3600 Good quality Edgerunner style black Equal to 4 10 - 26 - -
Armor Mk. II leather jacket and pants, lined with
light Kevlar; includes torso
plate/shoulder pads, elbow guards,
forearm guards, thigh guards, shin
guards and knee pads of hardened
Kevlar for added extra protection;
covers areas 2-10 at SP 26, including
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
BFT, with EV 2
Nomad Metal Plate, 4000 Hard armor covers areas 1-10 at SP 35; Equal to 4 20 - 35 +1d3 on Brawling or
Full Suit EV 6, SP 0 to face (hit on 1-4 on front Punch, MA
head shot) +1d6 on
Kick
Nomad Metal Plate, 400 Hard armor covers area 1 at SP 35, SP Equal to 4 2 - 35 1d6 Brawling
Helmet 0 to face (hit on 1-4 on front head
shot); 2 Option Spaces
Nomad Metal Plate, 800 Hard armor covers areas 7-8 or 9-10 at Equal to 4 4 - 35 +1d6 on Brawling or
Legging SP 35; EV +1 if worn with a second Kick MA
legging or torso plate, +2 for 2
leggings and torso plate
Nomad Metal Plate, 400 Hard armor covers areas 5 or 6 at SP Equal to 4 2 - 35 +1d3 on Brawling or
Sleeve 35; EV +1 if worn with a second Punch MA
sleeve, torso plate, or both
Nomad Metal Plate, 1200 Hard armor covers areas 2-4 at SP 35; Equal to 4 6 - 35 - -
Torso EV 3
Nomad Moto-Cross 750 Covers areas 2-10 with hard armor at Equal to 1 8 - 16/ - -
Armor SP 16, SP 25 vs. BFT; EV 2; Looks 25
like old-style motocross armor and
riding leathers
Nomad Motorcycle 100 Helmet with lift-up visor; SP 8, Equal to 1 1.2 - 8 1d6 Brawling
Helmet including flip-up visor; 2 Option
Spaces
Nomad Reinforced 1650 Black leather jacket and pants, lined Equal to 3 10 - 20 - -
Leather Armor with medium Kevlar; shoulder pads,
elbow guards, forearm guards, thigh
guards, shin guards and knee pads of
hardened Kevlar and metal add extra
protection; covers areas 2-10 at SP 20,
with no EV
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Nomad Smart Helmet 800 Helmet with lift-up visor; SP 18, Equal to 2 1.5 - 18 1d6 Brawling
including flip-up visor; Low-Lite, IR
vision, and Target Scope are
integrated, as is a Smart-gun Link and
6 km, 4 channel radio headset w/4 hour
battery
Nylon Helmet 100 Covers area 1 at SP 20 (30% chance on Equal to 2 .5 - 20 1d6 Brawling
a front head shot, 70% on a side head
shot)
Petrochem Laser- 500 Comes in a tube (50 pips covered per Equal to 1 .2 2 - - -
Ablative Creme tube); Gives 10 SP vs. Lasers and other
energy weapons (loose 2 SP per 5
points absorbed)
Petrochem Military 350 Covers areas 2-4 at SP 20 Equal to 4 4 - 20 - -
Vest
Petrochem Security 250 Covers areas 2-4 at SP 16 Equal to 3 2 - 16 - -
Vest
Power Products PP 400 Requires user to have a Neural Equal to 5 15 - 8/14 +1d3 Brawling or
664 Blocker Processor, Machine/Tech Link, and /10 / Punch MA
Interface Plugs; Power-assisted armor; 12
Covers area 1 at 8 SP, face at 0 SP (hit
on 1-5 on front head shot), areas 2-4 at
14 SP, areas 5-6 at 10 SP and areas 7-
10 at 12 SP; Power assist myomer
fibers and light exo-frame cause the
suit to have no apparent weight to the
wearer (4 hours on 2 Large E-cells);
Helmet has Anti-dazzle visor, Air-filter
mask, Headgear radio and 1 Option
Space
Power Products PP 7 1250 Requires user to have a Neural Equal to 5 25 - 10 +1d3 Brawling or
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Burn damage
Raider Helmet: 450 Good Urban Flash full head cover Equal to 4 1 - 15 - -
Wastehound protects the face and head at SP 15 soft
armor; consists of a hood of Kevlar-
lined synthetic burlap, with lenses from
a gas mask that act as polarized
sunglasses; NBC sealed if used with a
suit that is also sealed
Raider Helmet: 750 Good Urban Flash headwear protects Equal to 1 2 20 25 1d6 Brawling
Welder the face and head from the front at SP
25 hard armor; the face guard looks
like a welders mask, with lenses that
act as polarized sunglasses, and a flip-
down internal lens cover to allow it to
be used for actual welding; offers no
protection from rear attacks, and only
40% protection from the sides
Raider Light Armor: 1750 Pants, padded skirt and left sleeve, all Equal to 2 7 - 16 - -
Blastmaster of Kevlar-lined leather, with metal
plates on the forearms, shins and
knees, with a left shoulder pad of
rubber-coated Kevlar, designed to look
like a piece of truck tire; protects areas
4, 7, and 9 at SP 16 soft, and 6, 8 and
10 at SP 16 hard
Raider Light Armor: 1750 Pants, boots, right shoulder pad, right Equal to 2 7 - 16 1d6 Brawling
Painspike forearm guard, and left glove of
Kevlar-lined leather, with metal spikes
mounted on the forearms, shoulder and
thighs, with a ceramic shin guard on
the left leg; male version has a metal
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Sneaksuits
Arasaka “Blackjack” 10000 Requires user to have a Neural 4 5 5 16 - -
Stealth Armor Processor, Machine/Tech Link, and
Interface Plugs (or equivalent); -4 to
Awareness to detect a wearer in
darkness, shadows, or low-light
conditions, -1 per 10m between wearer
and observer, using visual or Infrared
systems; -4 to Awareness to detect a
non-moving wearer under normal
lighting conditions, -1 per 10m
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Gossar Therm-Optic 12000 Full suit with armored vest and shin 5 5 5 16 - -
Camouflage guards; Covers areas 2-4 at SP 16, /10
areas 8 and 10 at SP 10; The wearer
becomes virtually invisible to both
visual detection and IR/Thermography
when the suit is activated; A slight blur
can be seen when the wearer is in
motion; As long as the wearer stays
still they are virtually impossible to
detect (-6 against visual awareness
when standing still and -5 when
moving); No EV penalties apply;
Includes a holster and magazine pouch
for a sidearm, which blends in to the
suits camouflage
Military IR Poncho 300 -2 to opponents with IR systems for 4 2 5 - - -
Awareness/Notice to detect user, -1/m
between observer and target; Available
in all camouflage patterns and Hunter
Orange
Militech M73 1050 Full body coverall that displays any 5 1.5 5 12 - -
“Mirage Gear” one of 24 pre-programmed camouflage
Environmental patterns, as well as flat black and O.D.
Assimilation System green; -2 to Awareness to detect a non-
moving wearer, -1 per 10m between
wearer and observer; -1 to Awareness
to detect a moving wearer, -1 per 10m
between wearer and observer; Provides
SP 12 to areas 1-10, except the face (1-
4 on a head shot from the front) at EV -
1
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill
Militech M73 140 Helmet that displays any one of 24 pre- 5 1.5 5 24 1d6 Brawling
“Mirage Gear” programmed camouflage patterns, as /12
Environmental well as flat black and O.D. green,
Assimilation Helmet matching that displayed on the M73
coverall; -2 to Awareness to detect a
non-moving wearer, -1 per 10m
between wearer and observer; -1 to
Awareness to detect a moving wearer,
-1 per 10m between wearer and
observer; Provides 24 SP to area 1, 12
SP to the face (1-3 on a head shot from
the front) at EV -1
Militech M73 275 Vest that displays any one of 24 pre- 5 2.5 5 18 - -
“Mirage Gear” programmed camouflage patterns, as
Environmental well as flat black and O.D. green,
Assimilation Vest matching that displayed on the M73
coverall; -2 to Awareness to detect a
non-moving wearer, -1 per 10m
between wearer and observer; -1 to
Awareness to detect a moving wearer,
-1 per 10m between wearer and
observer; Provides SP 18 to area 2-4 at
EV -1; Includes LBE Harness
Militech M96 5300 Requires Interface Plugs or equivalent; 5 3 5 10 - -
“Ghostsuit” -4 to Awareness to detect a non-
Chameleon Clothing moving wearer, -1 per 10m between
wearer and observer, for any observers
within a designated 90 degree arc; -2 to
Awareness to detect a moving wearer,
-1 per 10m between wearer and
observer, as above; Provides SP 10 to
areas 1-10, except the face (1-4 on a
Gear Cost Description Legality Class Weight SDP SP Weapon Attack
(EB) (kg) Damage Skill