Revision 06
This is not an exhaustive list, just examples to help build your own ideal set of armour and equipment.
All armour can be made with a particular metal (where metal is applicable). The default is steel and adds +50 to Endurance, but you can modify the material to add or subtract effects and cost.
Armour functions by invisibly adding to the Endurance stat and only works if at least 60% of the body is covered. Your actual Endurance stat does not change, but you can treat the stat as higher based on you armour.
The following is a list of metals available:
TYPE EFFECTS
Iron -25 Endurance -30% price
Chromium +150 Endurance +70% price
Tungsten +300 to Endurance involving heat, +10% price
Admantium +50% to Endurance, -50% to Speed +200% price
Monakite +100% to Endurance +1000% to price
You can make an alloy out of any metal, but the effects are reduced by 1/3 for each additional ingredient added.
Enhancements
Armour can be magically or technologically enhanced and each enhancement adds a '+1' to its name and costs ʢ500 but each enhancement can only be taken once.
TYPE EFFECTS
Flame Element +100 to Endurance involving fire or heat
Lightening Element +100 to Endurance involving electricity or lightening
Water Element +100 to Endurance involving hydrogen-based liquids
Wind Element +100 to Endurance involving Wind Element or gasses of any kind
Nature Element +100 to Endurance involving Nature Element
Earth Element +100 to Endurance involving Earth Element
Ice Element +100 to Endurance involving the cold or ice
Metal Element +100 to Endurance involving Metal Element
Kevlar Weave +50 to Endurance involving piercing or small calibre bullets
Ballistic plating +100 to Endurance involving piercing or small calibre bullets
Insulated Padding +200 to Endurance involving cold environments, but not Ice Element
Superheavy plating +200 to Endurance involving piercing or medium-calibre bullets, +400 to Endurance for small-calibre -150 Speed
Extra Pockets +10kg of storage capacity
Emergency Auto-Aid Will automatically administer first aid upon reaching less than 5% of Health Points, will stabilise bleeding and grant 5 HP. Has one use per combat round or two uses per day.
Holdout Slots Able to stash small weapons covertly, adding +1 SLv to Stealth skills against perceiving said weapons
Ancient armour provides only 50% protection against modern weapons. Suitable for RPs set in an earlier era. This is not an exhaustive list, but a template to build your own ancient armour ideas.
NAME EFFECTS PRICE
Dreadnaught +200 to Endurance ʢ600
Plate Mail +125 to Endurance ʢ400
Halfplate +75 to Endurance ʢ300
Magnetic Mail Attract/Repulse Metals ʢ300
Ringmail +40 to Endurance ʢ100
All heavy armour increases the difficulty of dice checks involving agility, stealth, or speed by 2 unless the character is trained in heavy armour, then it is only an increase of 1
Ancient light armour provides only 30% protection against modern weapons.
NAME EFFECTS PRICE
Studded+Padded Leather + 30 to Endurance ʢ300
Hide + 20 to Endurance ʢ100
Leather +10 to Endurance ʢ70
NAME EFFECTS PRICE
Dragon Skin +400 to Endurance ʢ1600
Interceptor +250 to Endurance ʢ1000
Bomb Disposal +600 to Endurance (against explosions) ʢ1300
Armoured Vest Lv III +200 to Endurance ʢ600
Armoured Vest Lv II +125 to Endurance ʢ300
All heavy armour decreases speed by 10%
NAME EFFECTS PRICE
Ghost Vest +50 to Endurance, +50 to Speed ʢ400
Light Duty Vest +40 to Endurance ʢ300
Armoured Vest Lv I +60 to Endurance, -5% to Speed ʢ200
WEAPON DAMAGE ABILITIES DISABILITIES SKILL PRICE
Electrosledge 160 Electrified, muscle-powered Slow, Melee Melee (2H Weapons) ʢ400
Waraxe 120 Muscle-powered Slow, Melee Melee (2H Weapons) ʢ260
Zweihänder 110 Muscle-powered Slow, Melee Melee (2H Weapons) ʢ240
Nodachi 90 Muscle-powered Melee Melee (2H Weapons) ʢ230
WEAPON DAMAGE ABILITIES DISABILITIES SKILL PRICE
Wrist-dagger 60 Concealed, muscle-powered Short range, Melee Melee (Daggers) ʢ300
Gladius 80 High-penetration, muscle-powered Melee Melee (Swords) ʢ300
Shortsword 60 Muscle-powered Melee Melee (Swords) ʢ200
Katana 50 Fast, muscle-powered Non-penetrating, Melee (Swords) ʢ200
Melee
Sai 40 Disarming, muscle-powered Short range, melee Melee (Daggers) ʢ175
WEAPON DAMAGE ABILITIES DISABILITIES SKILL PRICE
Action Seven (A7) 170 Unique Ability, Accurate Limited by Faction Ranged (Rifle) ʢ2000
(Free for Pathfinders)
AM50-P 160 Penetrating Limited Ammo Type Ranged (Rifle) ʢ1500 (Particle)
HGN-5 'Diamondback' 160 Penetrating Limited Ammo Type Ranged (Rifle) ʢ900
(14.5×114mm)
Voss 29 250 Penetrating, Accurate Limited Ammo Type Ranged (Sniper) ʢ900
(Particle)
Colt XTS 320 Penetrating Limited Ammo Type Ranged (Sniper) ʢ900 (950 JDJ), Heavy
Mark 10 'Wyrm' 70 Automatic Super high fire rate Ranged (Heavy) ʢ800
T70 Plasma Cannon 400 Area Effect, Burning Inaccurate, Slow Ranged (Heavy) ʢ800
T30 Plama Caster 250 Area Effect, Burning Inaccurate Ranged (Rifle) ʢ720
M20 'Advent Dawn' 8x10 Spreading Slow, Heavy Ranged (Shotgun) ʢ400
H&K P2000 V5 25 Concealable, Accurate Limited Shots (7) Ranged (Pistol) ʢ300
Standard C20 55 Accurate Low Penetration Ranged (Rifle) ʢ200
Yula Special Six 30 Concealable Limited Shots (6) Ranged (Pistol) ʢ130
X5-Needle 15 Undetectable Limited Shots (2) Ranged (Pistol) ʢ130
Low Penetration
Emos Stub-20 26 Concealable Limited Shots (5) Ranged (Pistol) ʢ40