The Chrome Market ยท Chapter 4

Armour and Frames

Armour in this period follows the rules of The Armourer: no armour adds more than +3 Resistance, one body armour is worn at a time, and what an armour is good against is Bane Dice.

What is new is armour that does not look like armour, and armour that carries itself.

Subdermal Armour and Dermal Weave, in Chapters 6 and 7, count as armour toward the limit of +3.

Armoured Clothing

Ballistic tailoring, executive wear

+1 0 0 1

900 Common Near Concealable 3, Deflecting 1 (Cutting)

A suit, a jacket, or a dress cut from woven armour. It looks like clothes and is sold in shops that also sell clothes.

Ballistic Longcoat

Street coat, duster

+1 0 0 2

1200 Common Near Concealable 1, Deflecting 1 (Ballistic)

A long coat with armour panels. Everyone knows what it is. It also hides whatever is carried under it: add 1 to the Concealable rating of anything worn beneath.

Reactive Vest

Shear-gel vest, smart vest

+2 0 0 2

2500 Restricted Near Concealable 1, Deflecting 1 (Ballistic), Deflecting 1 (Thrusting)

A thin vest of fluid that goes rigid when struck. It stops a knife as well as a bullet, which the vests of the last century did not.

Urban Combat Armour

Tactical rig, response armour

+2 0 1 3

4000 Military Near Deflecting 1 (Ballistic), Deflecting 1 (Blast)

Plates, a collar, and a link for helmet and weapon. It is what the people who kick the door wear.

Corporate Security Armour

Site armour, lobby plate

+2 1 0 4

3000 Restricted Near Deflecting 1 (Crushing), Deflecting 1 (Cutting), Cumbersome 2

Smooth panels in a company colour, built for crowds and close quarters and to look calm on camera.

Heavy Assault Armour

Breacher plate, juggernaut

+3 0 0 5

9000 Military Near Deflecting 2 (Ballistic), Deflecting 1 (Blast), Cumbersome 3

Full plate for the first person through the door. A Lifting Frame makes it bearable.

Hardsuit

Powered armour, the shell

+3 0 1 6

60000 Military Chrome Powered, Sealed (1 hour), Deflecting 2 (Ballistic), Deflecting 1 (Blast), Vulnerable 2 (Disruption)

Armour that carries itself. Powered: it has no Cumbersome rating, and its wearer's Might counts 1 higher for lifting and carrying. Shut down by Ion, or out of power, it is dead weight until restarted. It is the first of the suits in The Stellar Armory.

Optical Camouflage

Chameleon cloak, ghost suit

+0 0 1 1

20000 Rare Chrome Limited Ammo 3

A cloak or a skin-suit that shows what is behind it. While it is switched on, add 2 Boon Dice to Stealth checks when still and 1 when moving, against eyes and cameras alike. Each use lasts a scene. Rain, dust, and thermal sights spoil it.

Worn with Armour

Item Enc Price Avail Tier Effect
Smart Helmet 1 1500 Restricted Near Helm 1. Its visor is a smartlink, with low-light and flare compensation
Smart Glasses 0 600 Common Near A smartlink and a display with no implant. Obvious to anyone who knows what to look for
Faraday Liner 0 800 Common Near Worn under any armour or clothing. Deflecting 2 (Disruption), and halve the Ion rating of attacks against the wearer's cyberware
Lifting Frame 4 15000 Restricted Near Powered. A strap-on exoskeleton worn over light or medium armour. The wearer's Might counts 1 higher for lifting, carrying, and Cumbersome. Add 2 Bane Dice to Stealth
Riot Shield, Smart 3 900 Restricted Near Held. Melee Defense 1, Ranged Defense 1, Deflecting 1 (Crushing). Transparent, with a display and a contact stunner: Shock Knuckles on a shield bash
Rebreather Collar 0 300 Common Near Filtered, as The Apothecary defines it, with no penalty. Thirty minutes