Armor can be customized with Coatings and Mods.
Each armor item can have:
- 1 Coating
- A listed number of Mod Slots
The number of Mod Slots is determined by the specific armor model. Two suits with similar protection may have very different modification potential depending on their construction and intended role.
Coatings alter or enhance the armor’s surface, while Mods add or integrate additional functionality into the armor itself.
Coatings
Every armor item may have one Coating.
A Coating represents a specialized functional layer applied to or integrated into the armor’s surface. Depending on the technology involved, this may represent chemicals, smart materials, nanomachines, active fabrics, or similar systems.
Examples include chameleon surfaces, thermal damping, fire resistance, electrical insulation, and chemical protection.
An armor item can only have one Coating at a time unless a specific rule states otherwise. Applying a new Coating replaces the existing one.
Mod Slots
Armor Mods add functionality to the armor beyond its surface treatment.
Each armor item lists a number of Mod Slots.
Examples include integrated biomonitors, concealed pockets, sensor systems, communications equipment, environmental systems, auto-injectors, and similar additions.
Larger or more demanding Mods are restricted through compatibility requirements rather than by consuming multiple slots. A Mod may require specific armor coverage, an integrated helmet, a rigid shell, or another suitable feature.
If no Mod Slots remain, another Mod cannot be installed unless an existing one is removed.
Mod Compatibility
Having an available Mod Slot does not automatically mean every Mod can be installed on every piece of armor.
Individual Mods list any requirements that apply, such as:
- Full-body armor required.
- Integrated helmet required.
- Rigid armor required.
- Specific coverage required.
- Compatible power or electronics systems required.
Compatibility is handled through these requirements rather than by giving larger Mods additional slot costs.
A piece of armor may therefore have an unused Mod Slot but still be unable to accept a particular Mod.
Installing and Removing Mods
Each Armor Mod or Coating lists its installation requirements and installation time.
Simple Installation: Mods designed to be fitted, removed, or replaced without specialized work require no test. Spend the listed installation time.
Technical Installation: Mods that require integrating electronics, altering the armor’s construction, replacing internal systems, or performing other specialized work require an appropriate Expertise test. The Mod specifies which Expertise applies.
On a failed test, the installation fails and the time is spent.
A Complication may cause additional problems such as damaged components, poor calibration, lost materials, or damage to the armor.
Removing a Mod follows the same general procedure. Simple Mods can normally be removed without a test, while integrated or complex Mods may require an appropriate Expertise test.
Applying a new Coating replaces the existing Coating unless a specific rule states otherwise.