'Armour' is a catch-all term to describe your character's bodily protection, whether that be simple clothing, bodysuits, plating, or power armour.
Armours are your primary source of Shield Points and Armour Points to help protect you during combat. Some types of armour may also confer special benefits.
All armours provide at least 5 minutes of breathable air in case of accidental exposure to space. This includes simple clothing armours, thanks to pocket-sized rebreather masks, capable of generating an air-tight shield around the user's head.
For species who rely on enviro-suits such as Quarians and Volus, and for species that do not wear clothing such as Geth, instead of wearing armour, you spend some time dismantling and integrating its technology and plating into your existing suit/shell, at no extra cost or downsides.
Description - Standard civilian fare for leisure or light work. Ideal for downtime or undercover operations.
Armour Points - 0
Shield Points - 0
Medi-Gel Capacity - 1
Omni-Gel Capacity - 1
Power Cell Capacity - 0
Bonus - N/A
Cost - 100
Description - Expensive suits, dresses, jewellery, or other formalwear. Ideal for formal situations where turning up in combat gear may be inappropriate.
Armour Points - 0
Shield Points - 0
Medi-Gel Capacity - 1
Omni-Gel Capacity - 1
Power Cell Capacity - 0
Bonus - N/A
Cost - 300
Description - With thousands of manufacturers across the galaxy, many travellers and workplaces rely on cheap, unbranded armours. This armour is little more than a bodysuit with some minor environmental protection.
Armour Points - 5
Shield Points - 5
Medi-Gel Capacity - 1
Omni-Gel Capacity - 1
Power Cell Capacity - 1
Bonus - N/A
Cost - 600
Description - In an effort to improve galactic relations, Aldrin Labs was one of the first Human manufacturers to begin designing armours for a variety of species. Although minimal in protection, the light weight and comfort factor make it ideal for low-risk guard duties.
Armour Points - 10
Shield Points - 5
Medi-Gel Capacity - 1
Omni-Gel Capacity - 1
Power Cell Capacity - 1
Bonus - N/A
Cost - 1500
Description - Before Aldrin Labs, Elkoss Combine were the galactic standard for cheap and effective armour. In an effort to retain loyalty with contracted security organisations, Elkoss Combine have improved the armour coverage on recent models at no extra cost.
Armour Points - 15
Shield Points - 5
Medi-Gel Capacity - 1
Omni-Gel Capacity - 1
Power Cell Capacity - 1
Bonus - N/A
Cost - 3000
Description - Built to similar standards as Alliance Marine armour, Cerberus' focus on strike teams and infiltration means this armour sacrifices some protection in favour of mobility. To avoid mistaken affiliation, this armour has been scrubbed of any Cerberus logos.
Armour Points - 10
Shield Points - 10
Medi-Gel Capacity - 1
Omni-Gel Capacity - 1
Power Cell Capacity - 1
Bonus - N/A
Cost - 4500
Description - A private security corporation, ERCS armours are often sold to other private forces and are popular among independent mercenaries. This armour's strong shields and mobility make it ideal against small arms fire, but it lacks the armour to stand up to sustained hits.
Armour Points - 5
Shield Points - 15
Medi-Gel Capacity - 2
Omni-Gel Capacity - 2
Power Cell Capacity - 2
Bonus - N/A
Cost - 7500
Description - The last word in private security armour, Devlon Industries models provide all-around protection and long-term comfort in both urban and hazardous planetary environments, making it ideal for wealthy independent mercenaries who may be required to operate in a variety of situations at a moment's notice.
Armour Points - 10
Shield Points - 10
Medi-Gel Capacity - 2
Omni-Gel Capacity - 2
Power Cell Capacity - 2
Bonus - N/A
Cost - 10,500
Description - Despite being heavier than most typical armour sets, the micro-servos in this armour are powerful enough to not only counteract the additional weight, but in fact boost the user's movement, allowing the wearer to run slightly faster at no extra effort.
Armour Points - 15
Shield Points - 15
Medi-Gel Capacity - 2
Omni-Gel Capacity - 2
Power Cell Capacity - 2
Bonus - Movement speed is increased by 1m.
Cost - 13,500
Description - Whilst having a strong anti-war principle, the Sirta Foundation produced this armour set to assist crisis response teams and battlefield medics, allowing them to quickly provide on-site aid in the hopes of reducing the number of needless casualties.
Armour Points - 5
Shield Points - 10
Medi-Gel Capacity - 6
Omni-Gel Capacity - 3
Power Cell Capacity - 1
Oxygen Supply - 15 Minutes
Bonus - When using Medi-Gel on yourself or another character, you now roll double the amount of dice.
Cost - 18,000
Description - The primary supplier of armour to the Alliance Marines, Hahne-Kedar have become the standard for front-line infantry armours, offering much greater damage protection than typical mercenary fare.
Armour Points - 15
Shield Points - 20
Medi-Gel Capacity - 3
Omni-Gel Capacity - 3
Power Cell Capacity - 2
Bonus - N/A
Cost - 22,500
Description - Built to allow wearers to take advantage of hazardous environments, Terminus Assault Armour features enhanced oxygen recycling, thermal masking, secondary motion servos and optical simulators.
Armour Points - 20
Shield Points - 20
Medi-Gel Capacity - 3
Omni-Gel Capacity - 3
Power Cell Capacity - 2
Oxygen Supply - 15 Minutes
Bonus - Whilst wearing this armour, your heat signature is masked and cannot be detected by sensors. In addition, your movement is not reduced while walking through hazardous terrain. Also when encountering thick fog, clouds, or other similar environmental effects, your suit's optics combine heat and radar signals to create a simulated view of the other side.
Cost - 27,000
Description - Primarily a tech and software company, this armour was designed to integrate directly with a user's omni-tool to improve performance. Tech professionals in particular praise the armour's ability to virtually eliminate packet loss when converting telemetry data across multiple systems.
Armour Points - 15
Shield Points - 25
Medi-Gel Capacity - 4
Omni-Gel Capacity - 4
Power Cell Capacity - 2
Bonus - Whilst wearing this armour, if the user has an Omni-Tool equipped, gain +1 to all Tech Talent attack and damage rolls.
Cost - 33,000
Description - Whilst relatively small compared to most manufacturers, Rosenkov Materials' premier build quality has earned them a loyal client base who swear by the armour's defensive power.
Armour Points - 20
Shield Points - 15
Medi-Gel Capacity - 4
Omni-Gel Capacity - 4
Power Cell Capacity - 2
Bonus - Whilst wearing this armour, gain +5 to your maximum Health Points.
Cost - 39,000
Description - Originally designed for the Edmonton Blood Dragons, a professional sports team in the Urban Combat Championship League, these armours resemble that of a medieval knight from Earth history. The original armours have since become collectables worth millions, however these officially licensed replicas still surpass the performance of most military armour.
Armour Points - 25
Shield Points - 25
Medi-Gel Capacity - 4
Omni-Gel Capacity - 4
Power Cell Capacity - 2
Bonus - Whilst wearing this armour, gain +1 to all Talent attack and damage rolls.
Cost - 45,000
Description - Widely known for producing the finest commercially available body armour in the galaxy, Kassa Fabrication invest a great deal into each suit of armour by offering a lifetime guarantee on repairs, tailoring, and detailing at any of their qualified outfitters.
Armour Points - 25
Shield Points - 35
Medi-Gel Capacity - 5
Omni-Gel Capacity - 5
Power Cell Capacity - 3
Bonus - As a Reaction to taking damage, you may choose to spend an Omni-Gel and regain 1d20 Armour Points. You must perform a long rest to use this feature again.
Cost - 52,500
Description - A highly exclusive range, the list of clients that Serrice Council trade with is difficult to break into. For those that can afford it, there is no better armour for integrating with Biotic Amps on the market.
Armour Points - 20
Shield Points - 30
Medi-Gel Capacity - 5
Omni-Gel Capacity - 5
Power Cell Capacity - 3
Bonus - Whilst wearing this armour, if the user has a Biotic Amp equipped, gain +2 to all Biotic Talent attack and damage rolls.
Cost - 60,000
Description - The primary supplier of Turian elite and spec ops units, Armax Arsenal armours are light and flexible, whilst still packing a shield generator capable of tanking sniper fire.
Armour Points - 15
Shield Points - 40
Medi-Gel Capacity - 5
Omni-Gel Capacity - 5
Power Cell Capacity - 3
Bonus - In the event that your Shield Points drop to 0, as a Reaction, you may choose to emit a large electrical burst centred on your character. Deals 1d20 Tech damage to all enemies within 2m. You must perform a long rest to use this feature again.
Cost - 67,500
Description - Whilst recognisable for its distinct red and white stripe, N7 armour does not refer to any particular model. Instead each armour is custom built for its user, using hours of combat data and field testing to compensate for the user's weaknesses and enhance their strengths.
Exclusively reserved for N7 Operatives, or those with extreme black market connections.
Armour Points - 30
Shield Points - 30
Medi-Gel Capacity - 7
Omni-Gel Capacity - 7
Power Cell Capacity - 7
Bonus - +1 to all Attributes. +1 to all attack and damage rolls.
Cost - 80,000