This is an overview of armour available for characters in the campaign.

Protective Clothing

While this equipment does not meet the standards of proper combat armour, there is a wide range of equipment available to civilians that can offer protection against attacks. Most of these are designed for specific purposes, such as emergency defense, protection against adverse environment, or sheer discretion.

Military Armor
Military protective gear comes in a wide range of styles, from simple fatigues to powered suits that turn wearers into walking tanks. Most of this equipment is not readily available to civilians, and will likely turn heads if seen worn outside of a military setting.

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Protective Clothing

NAME
DEF
SOAK
ENC
HP
PRICE
RARITY
Concealed Ultramesh Vest
1
+1
1
2
450
2
Echo Garment
0
+1
1
1
60
1
Hostile Environment Clothing
0
+1
4
2
340
3
Personal Force Field
4
+0
0
0
1,650
8
Sealed Environmental Suit
0
+2
5
2
1,000
3
Space Suit
1
+1
3
0
400

2

Concealed Ultramesh Vest

More often than not, visible body armour in public can be a hinderance. To this end, ultramesh vests work as discrete under-armour or woven in as part of otherwise ordinary-looking jackets. The end result is bulkier than wearing no armour at all, but it will not give off at first glance that the wearer is protected, while providing basic protection against small arms and light energy weapons. Ultramesh fitting is common in hazardous work gear, protective motorsport suits, and in gear worn by athletes participating in dangerous sports.

As it looks like normal clothing if not inspected closely, checks to search a character for a concealed ultramesh vest add 2 Setback die.

Echo Garment
An article of clothing given an Echo treatment, is coated with a thin polymer layer that bonds with and strengthens the clothing fibers at a molecular level. The end result is an article of clothing that retains most of its normal appearance and flexibility, while providing a basic and virtually invisible level of protection.

Hostile Environment Clothing
A fit of hostile environment clothes comes in many configurations; from light biosuits to suits partly covered with hardened, interlocking plates, to environmentally self-regulating jackets. They are augmented with cooling vanes, heating coils, corrosion-resistant coatings, making them suitable to resist a particular hostile environment while also defending against incoming attack.

Note down the particular hostile environment the clothing was made to protect against. Dealing with hazards related to this environment allows the wearer to remove 2 Setback from any Survival or Resillience checks involved. Hazards related to the environment also has their rating reduced by 2, to a minimum of 0.

Personal Force Field
A personal force field allows for an effective, momentary protection in a pinch. It can be built into an accessory, such as a necklace or a wristband, or woven into an article of clothing. Its small size also means a limited power supply, however.

When inactive, the force field provides 0 Defense. It may be activated by the wearer as an out-of-turn Incidental, such as in response to an attack. Once activated, it provides its listed Defense for three rounds, after which it depletes and deactivates. A depleted personal force field must be charged for 15 minutes before it can be reactivated.

Sealed Environmental Suit
A full-body, environmentally sealed, and pressurized suit designed to fit a particular species' environmental survival needs. For some species, these adjustments can be very unique, though for many other species they overlap reasonably well.

The particular species that a sealed environmental suit is designed for, should be noted down together with its statistics. When worn, it protects the wearer indefinitely from most hostile environments, bar those strong enough to overwhelm the suit's protective systems.

The suit also increases the wearer's Wound Threshold by 2. However, they are also bulky, and impose 1 Setback on any Athletics, Coordination, and Stealth check made. Other checks may also be impeded, at the GM's discretion.

Space Suit
A civilian space suit designed for ease and comfort while surviving the cold vacuum of space. Made from tough but flexible cloth and layered with layers of self-repairing gel armour to protect against small breaches, the suits are typically equipped with mag-boots and a limited-mobility pack. They are easy to get into and easy to make use of, making them suitable for everything from fighter pilot uniforms to emergency gear on passenger ships.

A space suit has enough water, air, and power to keep the wearer alive in a vacuum for up to three days. The mag-boots and limited-mobility packs allows movement in zero-gravity environments without impediments.

Military Armor

NAME
DEF
SOAK
ENC
HP
PRICE
RARITY
Bulwark Plate
1
+4
6
2
2,200 (R)
5
Covert Armored Skin
2
+0
1
0
650 (R)
4
Elite Shock Armor
2
+2
5
3
1,200 (R)
6
Infantry Combat Armor
1
+2
4
3
500 (R)
2
Bulwark Plate
A thick and heavy suit of armour, even by military standards, a bulwark plate suit is a powered exoskeleton that allows its wearer to shrug off most attacks and adverse effects. Though it is roomy and comfortable to use, usually sizing much larger than its wearer, most of its motors and strength enhancers are deployed simply to allow the earer to stay mobile in the suit.

A character wearing bulwark plate may only perform one maneuver on their turn. Its bulky mass also imposes 2 Setback on Athletics, Coordination, and Stealth checks.

Covert Armored Skin
A skintight suit of body armour, masking both bioelectric fields and heat signatures. Microscopight light/wave deflectors turns the wearer into a shimmering blur, and more advanced systems may even include auditory bafflers to mute any sounds the wearer makes. The only drawback is a very scant protection, should the wearer get hit.

A character wearing covert armored skin adds 2 Success to the result of Stealth checks, and 2 Setbacks to any Perception or Vigilance checks made to find or notice them.

Name
Description
Name
Description