Armor Special Qualities
Flak (Cost: 100cr): Your Base Armor Rating becomes 3. You can add up to four additional qualities to this armor but cannot add Power Frame or Unbreakable.
Light Plating (Cost: 350cr): Your Base Armor Rating becomes 6, and you receive -2 to your Defense. You can add up to three additional qualities to this armor but cannot add Power Frame.
Heavy Plating (Cost: 1,000cr): Your Base Armor Rating becomes 9, and you receive -3 to your Defense. You can add up to two additional qualities to this armor but cannot add Concealed. Additionally, you have a -1D penalty when you take the Defend action.
Battle Plating (Cost: 4,000cr): Your Base Armor Rating becomes 15, and you receive -5 to your Defense. You can add up to one additional quality to this armor but cannot add Absorptive or Concealed. Additionally, you have a -2D penalty when you take the Defend action and cannot take more than two actions on your turn.
Concealed (Cost: 350cr): Your armor is easy to hide beneath clothing. You gain +2D to dice checks to conceal the armor.
Absorptive (Cost: 750cr): Gain +5 Armor Rating against attacks with the Explosive weapon quality. When an attack hits you, you can choose to ignore the following weapon qualities: Burning, Incinerate, and Stun. When you choose to ignore those qualities, you cannot do so again until the start of your next turn.
Unbreakable (Cost: 750cr): Your armor is immune to the Breaking weapon quality and cannot be destroyed without taking extreme measures. When an attack hits you, you can choose to ignore the Piercing weapon quality, and cannot do so again until the start of your next turn.
Energy Shield (Cost: 1,500cr): Gain +3 Energy Armor. You can overheat your shield to gain an additional +6 Base Armor against one Damage roll. When you do, remove any Spread and Stun weapon qualities associated with the damage—and lose this armor quality until you finish resting.
Kinetic Shield (Cost: 1,500cr): Gain +3 Kinetic Armor. You can overheat your shield to gain an additional +6 Base Armor against one Damage roll. When you do, remove any Breaking and Piercing weapon qualities associated with the damage—and lose this armor quality until you finish resting.
Environmental Shield (Cost: 1,500cr): Gain +6 Environmental Armor. You can overheat your shield to gain an additional +6 Base Armor against one Damage roll. When you do, remove any Burning and Incinerate weapon qualities from the damage—and lose this armor quality until you finish resting.
Power Frame (Cost: 2,000cr): You cannot take the Dash action. Gain a +2D bonus to Strength checks. When you are Wounded and take damage, Damage rolls cannot exceed half your Maximum Resolve (rounded down.)
Jet Pack (Cost: 2,000cr): When you move, you can fly. When you fly at least one zone on your turn, add your Pilot rank to your Defense until the start of your next turn.
Mystical (Cost: 3,000cr): This armor reduces damage from Force Attacks and Force Edges. Additionally, it gives you +2D to KNO + Willpower or Force checks to resist Force Attacks and Force Edges.