Most Adventurers prefer to enter hostile situations wearing more than a jumpsuit.
Armor protects the wearer against unwanted environmental or violent effects.
ablative suit: protection during emergency atmospheric re-entry
advanced military armor: numerous designs based on mission requirements across the Alliance
artificial psionic shield helmet: person protection equipment against psionics
assault exoskeleton: motion-amplifying exoskeleton with heavy weapon hard-points and sensors
assault hard-suit: enclosed assault exoskeleton with armor plating, heavy weapon hard-points, and sensors.
battle armor: plated armor-gel suit
battle suit: armor-gel suit
combat exoskeleton: motion-amplifying exoskeleton with weapon hard-points and sensors
combat hard-suit: enclosed combat exoskeleton with armor plating, weapon hard-points, and sensors.
heavy space suit:: tear-reinforced vacuum suit with armored joint for use in salvage operations
powered boost armor: Armor with specific boost additions that are not a complete exoskeleton.
reflective armor: armored solar glare and lase-resistant reflective suit
reflective suit: solar glare and lase-resistant reflective suit
space combat suit: a vacuum suit with additional armor and self-repair capability to improve combat survival in vacuum
vacuum suit: personal protection equipment against vacuum exposure
All Armor has at least an Endurance Attribute with Endurance Reserve as described in Attributes and Attribute Reserves
When a successful strike is made, and the Defender uses a screen or successfully parries with a weapon or shield, those absorb the damage rather than their armor.
If the screen, shield, or weapon parry fails, and the strike lands directly, the armor takes the incoming damage.
If the Armor possesses some form of Damage Resistance Special Effects (SFX) ability, then the Damage Resistance reduces the total damage taken from a strike before being applied to the armor's Endurance Reserves.
Remaining Damage accumulates against the armor Endurance Reserves and Endurance in the same manner as for an Adventurer.
For every 10 points of lost Endurance Reserve, the Armor's Endurance attribute falls by 1.
An attack has to beat a screen, weapon or shield parry, armor damage resistance, and the armor itself in order to hurt someone.
Any Damage points left after being deflected and absorbed by screens, shields, weapon parries, armor damage resistance, and the armor's damage absorption itself is then applied as damage to the Adventurer.
Successful Smithing (Armor) skill checks can craft armor pieces given materials, time, and tools.
Successful Smithing (Armor) skill checks can increase armor Endurance Reserves or add additional features given materials, time, and tools.
If the improvements require redesign or creating new designs, the Guide my ask for successful Ingenuity checks also.
Successful Smithing (Armor) skill checks can salvage usable parts and material from armor otherwise too damaged to be useful.