SFS Standard Microcord Armor

Price 25 credits
AC Bonus +2
Dex Cap +3
Check Penalty
Speed Penalty
Strength +1
Bulk 1
Category Light
Group Polymer
Upgrades 1

This light armor is woven from ultralight fibers that flex with a wearer's movements but turn hard as steel on impact.

Improvements

Grade Level Upgrade Price Total Price Upgrades AC Bonus Resilient
Commercial Microcord Armor 0 25 credits 1 +2
Tactical Microcord Armor 5 +1600 credits 1600 credits 2 +3
Advanced Microcord Armor 8 +3400 credits 5000 credits 2 +3 +1
Superior Microcord Armor 11 +9000 credits 14000 credits 3 +4 +1
Elite Microcord Armor 14 +31000 credits 45000 credits 3 +4 +2
Ultimate Microcord Armor 18 +195000 credits 240000 credits 4 +5 +2
Paragon Microcord Armor 20 +460000 credits 700000 credits 4 +5 +3

Traits

Tech:Equipment with the tech trait rely on electricity and may gain the glitching condition. Some creatures and hazards also have the tech trait, such as artificial intelligence, robots, and turrets.

Armor with the tech trait incorporate electronics, computer systems, integrated power sources, and a comm unit.

Shields with the tech trait incorporate electronics, computer systems, and integrated power sources.

Weapons with the tech trait incorporate electronics, computer systems, and power sources. Usually the weapons rely on integrated power sources (such as melee weapons that don't have the powered trait), while others drain batteries with each attack.

Cybernetic augmentations are technological, not magical, though they aren't subject to any effect or attack that targets technology unless it specifies that it affects cybernetics.

Armor Specialization Effects

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

Polymer This flexible armor protects you from dispersed heat and force. You gain resistance to area damage equal to 1 + the armor's resilience value for medium armor, or 2 + the armor's resilience value for heavy armor.