Armor in 2092 ranges from discreet protective clothing and reinforced civilian wear to corporate security gear, tactical suits, and military-grade protection. Good armor is not just about stopping bullets. Coverage, mobility, concealment, integrated systems, and modification potential can matter just as much as raw protection.
Shields remain less common than body armor, but riot units, security teams, breachers, and specialists still use them when controlling angles and surviving concentrated fire matters more than remaining unobtrusive.
Armor Traits
Some armor has Traits that describe properties shared across multiple designs.
Flexible: The armor may be worn beneath compatible outer armor and can contribute its protection when armor is layered.
Noisy: The armor imposes −5 to Stealth tests while worn.
Restrictive: The armor imposes −5 to tests requiring significant physical movement while worn.
Concealment X: While worn, the armor provides the listed Concealment Rating for hiding equipment. Any restrictions on what can be concealed are listed in the armor’s entry.
Layering Armor
Armor does not normally stack. If multiple worn pieces protect the same location, use only the highest applicable Armor value.
Armor with the Flexible Trait may be worn beneath compatible outer armor. Where both pieces provide protection, add the Flexible armor’s Armor value to that of the outer armor.
Only one Flexible armor may contribute to a location. If several Flexible pieces overlap, use only the highest Armor value among them.
The GM may rule that two pieces of armor cannot be layered when their construction, fit, or coverage makes doing so impractical.
Fit and Anatomy
Armor must fit the wearer’s body and anatomy to function properly.
Ordinary differences in height, build, and proportions are assumed to be handled through normal fitting and do not require special rules.
Armor designed for a substantially different body shape cannot normally be worn until adjusted. This includes armor built around different limb proportions, horns, tails, unusual feet, or other anatomical features that interfere with its construction or coverage.
For example, the shiny combat armor taken from a downed troll is obviously not going to fit a goblin without major alteration.
Adjusting armor may require suitable tools, materials, time, and an appropriate Expertise test depending on the armor involved.
The GM should only apply these rules when the difference is significant enough to matter. Minor fitting issues do not need to be tracked.
See Armor Modding for armor customization rules.
Armor Catalogue
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The Static Veil armor catalogue will be added once the setting’s manufacturers, armor lines, protective materials, and equipment lore are finalized.
Catalogue entries will include each armor item’s protection, coverage, Weight, Price, Availability, Access Tag, Traits, Coating capacity, and Mod Slots.