Stealth Modifications
Aural Masking -using quieter materials in joints, silencing parts that contact another, this enhancement
to armor provides a +10% bonus to Silent Move tests.
Thermal Masking-This material will mask your thermal image within a 60 degree variance in ambient temperatures
equal to or less than body temperature. Any search test with thermal sights is at -10% as long as within the variance threshold
and it negates any lighting bonus a scope provides for darkness.
Infrared Masking -This is a special material designed to render a person invisible to those using Infrared
to observe or detect you. It negates any bonuse from using Infrared, both the Perception and Combat bonuses. It does not affect
the use of IR Laser Sights or Laser Designators.
Energy Protection Modifications
Thermal Dampening -This combination of flame retardant material and heat insulation increase the AP
against fire attacks by +50%. It also provides a +20 bonus to Agility tests to avoid catching on fire.
Insulated (Grounded) Armor enhanced with this modification provides a +50% of its' AP against attacks
with the Shocking trait.
Insulated (Cold) Armor enhanced with this modification uses special materials and fabrics which allows
its' full AP to affect cold attacks. It also provides a +10% bonus to resist the effects of fatigue from cold exposure.
General Modifications
Integrated Equipment -Any device as small as a compact pistol can be installed into a suit of armor
or clothing.
Camouflaged-This is a simple paint/dye job, in an environment it is designed for receive a +10% bonus
to Concealment tests, although if in an environment dissimilar to the pattern you suffer a -20% penalty. This bonus does not
stack with Cameleoline.
Flak Modifications
Enhanced Fabric -This material replaces the normal fabric of Flak armor, it reduces the overall AP by
one, however the AP is doubled against weapons with the scatter or blast trait.
Trauma Plates -Metal and/or Plastic armored plates placed over vital organs or vulnerable areas increasing
the survivability in the case of a critical hit. Trauma plates reduce the severity of critical hits by 1.
Armored Plating -These armored plates are attached over vital parts of the body increasing the AP of
the armor by 1.
Concealable -Flak Armor with this modification can be woven into a form other than bulky body armor,
any full suit of clothing can be made out of Flak without being immediately recognizable as armor. Concealable Flak can not
be further modified with plates.
Carapace Modifications
Reinforced Materials -Stronger compsites strengthen the Carapace, increasing the AP of covered locations
by 1.
Void Modification -Lining the entire Carapace suit with a durable yet lightweight material it protects
and seals the wearer from hostile atmospheres, vacuums and water. It is only applicable when equipped as a full suit. It provides
automatic success for any Toughness test to resist such an environment with a respirator. It doubles the effects of gas masks.
Trauma Plates -Similar to the Flak version with the exception of greater coverage and protection. It
reduces critical damage by 2.
Plasteel -This replaces the normal Carapce material with Plasteel, providing adequate protection while
being resistant to corrosive substances. The overall AP is reduced by 1 though 50% of the armor counts against acid and corrosive
effects.
Energy Dispersion Shell -This is a combination of insulated energy cells and conductive material which
increases the AP against Laser Energy attacks by 2, however if struck with a weapon with the shocking trait it will short
out the entire shell until it can be repaired with a (+0)Trade(Armorer) or (Hard -20) Tech Use test.