Armor covers your head and your body, worn separately. Each piece has
an SP (stopping power). When a hit lands, its damage is reduced by the SP
of the armor where it hit. Only the best piece at each spot counts.
Each hit that gets through wears that armor down by 1 SP. A quick repair
(Basic Tech, or any shop for 10% of the price) brings it back to full. Melee
weapons and martial arts treat armor as half its SP.
Armor SP Penalty to REF, DEX, MOVE Price
Leathers 4 none 20eb
Kevlar 7 none 50eb
Light Armorjack 11 none 100eb
Medium Armorjack 12 -2 100eb
Heavy Armorjack 13 -2 500eb
Flak 15 -4 500eb
Metalgear 18 -4 5,000eb
The worst penalty you're wearing applies once. Heavy armor keeps you alive and
makes you slow, clumsy and easy to catch.
This system is still being wired in. These are the rules it will use; the
commands go live in a later update.
See also: combat, wounds, equipment