Armour

Armour is used to further a model’s defense from damage. A model can only wear one suit of armour.

Armour – This is the name of the suit of Armour. This should be visible on the model, though light, medium and heavy armour are pretty ambiguous in terms of appearance. Power Armour is easily distinguishable from other armour types, as it increased the size of the model by one step. SquID Armour increases the size of the model by at least one step, though potentially two.

Cost – This is the point value of the suit of armour. Remember that this is doubled in the event that the model is Large, and quadrupled if the model purchasing the armour is Huge.

Armour Bonus – This is the bonus applied to a model’s Armour (ARM) value.

Movement Penalty – This is a penalty applied to a model’s Movement (MOV) value.

Defense Penalty – This is a penalty applied to a model’s Defense (DEF) value.

Firewall – This is the basic shielding this model has against being hacked by enemy technicians. This is the target number needed by hackers to affect this model.

Slots – This is how many upgrades your armour can accommodate. Upgrades are found later on in this chapter.

Light Armour
Cost Bonus MOV Penalty DEF Penalty Firewall Slots
6+ 1
LIght armour is the most common armour, and is worn by essentially every soldier in the battlefield. It usually consists of some plating, defensive mesh, and a network powered by a small battery allowing for a single upgrade. 
Medium Armour
Cost Bonus MOV Penalty DEF Penalty Firewall Slots
15 +1 -1 5+ 2
Medium armour is worn by most professional soldiers into battle. It is usually a solid chest plate and a helm, and a battery to power a couple of upgrades. 
Heavy Armour
Cost Bonus MOV Penalty DEF Penalty Firewall Slots
25 +2 -1 -1 4+ 3
Heavy armour is some of the most protective armour available, just heavy enough that a soldier can carry it without having it have it’s own support system. It consists of multiple plates covering a defensive mesh, and a powerful battery that can support up to three upgrades. 
Light Armour
Cost Bonus MOV Penalty DEF Penalty Firewall Slots
6+ 1
LIght armour is the most common armour, and is worn by essentially every soldier in the battlefield. It usually consists of some plating, defensive mesh, and a network powered by a small battery allowing for a single upgrade. 
Power Armour
Cost Bonus MOV Penalty DEF Penalty Firewall Slots
50 +3 -1 -1 3+ 4
Power Armour is so large and bulky that it requires a separate battery to simply move it. Calling it armour is a bit of a misnomer, as it is more of a manned exoskeleton. It is a completely closed in shell that has its own life support systems. It has a secondary battery that is used to power up to four upgrades. 
Squad Integrated Dreadnought Armour (SquID)
Cost Bonus MOV Penalty DEF Penalty Firewall Slots
100 +5 -2 2+ 5
Squad Integrated Dreadnought (SquID) Armour is the pinnacle of battlefield technology. It is the evolution of armour and a vehicle, manned by a pilot. A SquID increases the size of a model by one category – thus, Medium Sized models become Large, and Large Sized models become Huge. It is equipped with a battery that can host up to five upgrades.

Upgrades

Upgrades can be purchased and powered off of a model’s armour. A suit of armour can accommodate up to as many upgrades as is indicated in the armour’s description.

Upgrade Name – This is the name to which the upgrade is referred.

Cost – This is the additional cost associated with the upgrade. The cost of this upgrade is added to the base cost of that suit of armour.

Slots – This is how many slots the upgrade takes up. Most upgrades take one slot, but occasionally they cost more.

Description – This is any additional rules and descriptive effects that the upgrade has associated with it.

Targeting Upgrade Cost: +15 Slots: 1
This armour is equipped with a smart targeting system that allows for quick aiming action and auto-adjustments for automatic fire. Models equipped with a Targeting Upgrade can add +1 to their Marksmanship (MRK) Attribute. This upgrade can be taken up to 3 times, each time it costs an additional slot.
Stabilizers Cost: +5 Slots: 1
It is pretty standard gear to have armour that consists of some sort of stabilization system. These are mainly used by marines battling in space.
A model equipped with Stabilizers cannot be moved or knocked down for any reason. This upgrade cannot be taken more than once.
Armour Upgrade Cost: +10 Slots: 2
Reinforced plating is common enough to come by on the battlefield. A model equipped with an Armour Upgrade can add +1 to their Armour (ARM) and Endurance (EN) Attributes. This Upgrade can be taken twice.
Drop Gear Cost: +30 Slots: 2
Equipped with anti-grav tech, this upgrade allows a model to rain down on the battlefield from high altitudes. A model equipped with an Armour Upgrade can enter anywhere on the battlefield during a player’s Active Turn. Dropping into the battlefield costs 1 Action Point (AP).
Kinetic Shield Upgrade Cost: +30 Slots: 1
Kinetic Shields are designed to sense an incoming projectile or force and slows it down as it approaches the power source. It is a quite common defense A Kinetic Shield grants 1 additional die that can be dropped when attempting to negate wounds with an Armour roll. This upgrade can be taken up to two times, which grants 3 additional dice to drop in total.
Enhanced Firewall Cost: +10 Slots: 1
Firewalls are what keep a system from being hacked by enemy hackers. Enhanced Firewalls are additional defenses or active AI keeping systems from being hacked. This upgrade increases the Firewall value of a piece of armour by +1, which also increases the Target Number (TN) needed to hack a model’s systems. This upgrade can be taken up to three times.
Mobility Upgrade Cost: +30 Slots: 3
Most armour is bulky and hard to maneuver in, but lightweight materials and powered joints allow for quicker and more fluid movements. A model equipped with a Mobility Upgrade adds +1 to their Movement (MOV) and Defense (DEF) value. This upgrade can only be taken once.
Comms Upgrade Cost: +15 Slots: 2
Enhanced Comms are incredibly important on the battlefield, as it allows faster reaction times and better situational awareness. A model equipped with a Comms Upgrade adds +1 to their Initiative Value (IV) Attribute. This upgrade can only be taken once.
Size Upgrade Cost: +20 Slots: 3
Some armours are designed to be more bulky and powerful, usually to be used as a weapon platform for heavy artillery. A model equipped with a Size Upgrade increases their size by one category – thus a Medium Sized Model becomes a Large Model and a Large Model becomes a Huge Model.
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