Due to issues with fake accounts being created all account creation is now managed by the Systems Operator and Manager of the D6 Holocron. If you wish to have an account created at all please be sure to E-mail bsdoblivion@d6holocron.com with your requested alias. (((>*.*<)))

Mass Effect Character Armor

From D6Holocron
Jump to: navigation, search

Armor

Armor is protective body covering intended to prevent injury in combat, and is differentiated by species. Turians, krogan, quarians and humans all have specific types of armor; asari use human armor. There are, however, three general armor categories. These rate armor based on the protection it provides. Armor can be customised with upgrades to give better shields or health regeneration, improve cooldown times for tech abilities, or protect against melee attacks depending on individual preference.

Armor can be alternatively termed as combat hardsuit (or combat hard-suit).

All suits of armor have the following abilities:

  • Vacuum Sealed
  • 10 day life support system
  • Sensors 1,000 kilometer range, +1D Search
  • Commlink, 1,000 kilometer range, +1D Communications
  • Computer Data Link, 1,000 kilometer range, +1D Computer Programming/Repair
Name Type Skill Cost Physical Protection Energy Protection Dexterity Penalty
Ariake Technologies Armor Combat Armor Powersuit Operations 22,750 +2D +2D -1D
Armax Arsenal Armor Combat Armor Powersuit Operations 22,500 +2D +2D -1D
Blood Dragon Armor Combat Armor Powersuit Operations 26,500 +2D +2D+2 -1D
Cerberus Ajax Armor Combat Armor Powersuit Operations 24,400 +2D +2D+1 -1D
Cerberus Armor Combat Armor Powersuit Operations 23,250 +2D+1 +2D -1D
Cerberus Nightmare Armor Combat Armor Powersuit Operations 23,500 +2D +2D -1D
Cerberus Shade Armor Combat Armor Powersuit Operations 24,750 +2D +2D+1 -1D
Cerberus Spirit Armor Combat Armor Powersuit Operations 23,500 +2D +2D -1D
Collector Armor Combat Armor Powersuit Operations 24,500 +2D+1 +2D+1 -1D
Hahne-Kedar Armor Combat Armor Powersuit Operations 22,000 +2D +2D -1D
Inferno Armor Combat Armor Powersuit Operations 23,000 +2D +2D -1D
Kassa Fabrication Colossus Armor Combat Armor Powersuit Operations 24,000 +2D +2D+2 -1D
Kestral Armor Combat Armor Powersuit Operations 22,550 +2D +2D -1D
N7 Armor Combat Armor Powersuit Operations 25,000 +3D +2D -1D+1
N7 Defender Armor Combat Armor Powersuit Operations 21,500 +2D +2D -1D
Reckoner Knight Armor Combat Armor Powersuit Operations 21,500 +2D +2D -1D
Rosenkov Materials Armor Combat Armor Powersuit Operations 22,000 +2D +2D -1D
Serrice Council Armor Combat Armor Powersuit Operations 22,000 +2D +2D -1D
Terminus Assault Armor Combat Armor Powersuit Operations 25,000 +2D +2D+2 -1D

Ariake Technologies Armor

An Earth-based electronics concern, Ariake Tech is best known for their high grade omni-tools. Recently they have branched out to develop a line of high grade armor with an enhanced ablative weave to provide extra protection. Ariake Technologies manufactures Mercenary Armor for humans, krogan, and turians.

Game Notes:

  • +40% Melee Damage
  • +5% Weapon Damage
  • +10% Headshot Damage

Armax Arsenal Armor

The main supplier of elite turian military units, Armax Arsenal weapons and armor are high quality, high priced and very difficult to acquire for most non-turians. They also make a basic grade omni-tool which is available to the general public. Armax Arsenal produces Predator L/M/H Armor.

Game Notes:

  • +20% Ammo Capacity
  • +20% Headshot Damage
  • +10% Weapon Damage

Blood Dragon Armor

Blood Dragon Armor

Originally created for Earth's Urban Combat Championship league, this set of armor has undergone as much or more field testing than those of modern militaries. It uses a unique, proprietary power cell that costs as much as a EUCC rookie's contract. The armor's microframe computer adapts to any top-tier omni-tool, kinetic barrier, or biotic amp, giving breathtaking and error-free performance. The chest and shoulder piece bears the logo of the Edmonton Blood Dragons, and the inside of the armor bears the signatures of the entire team.

Game Notes:

  • +10% Power Recharge Speed
  • +30% Power Damage
  • +20% Shields

Cerberus Ajax Armor

Among Cerberus soldiers, Ajax armor is favored by those brave or unlucky enough to lead charges to break enemy formations. Its role is to keep the wearer standing and shooting as long as possible. It offers some benefit to omni-tool and biotic amp systems, but its main emphasis is boosting and recharging its kinetic barrier and bleeding off weapon heat through coolant circulation in its gloves. Due to the high-risk tactics associated with the armor, the Alliance has captured very few suits in perfect condition.

Game Notes:

  • +25% Ammo Capacity
  • +10% Weapon Damage
  • +10% Power Damage
  • +10% Shield Regen Speed

Cerberus Armor

Cerberus Assault Armor

Cerberus assault armor is designed for shock troops, who are expected to turn the tide of battle against creatures or forces that would decimate normal soldiers. The troops demanded three things in its design: shields and armor thick enough to last against a superior foe, and a rechargeable pack to extend a heavy weapon power cell. The only drawback of the armor is its weight, which the troops carry as a point of pride. They have a saying: "Out of shape going in, in shape coming out."

Game Notes:

  • +10% Ammo Capacity
  • +20% Weapon Damage

Cerberus Nightmare Armor

Nightmare armor is worn by Cerberus Phantoms expecting long-range conflicts. Powerful capacitors deliver punishing energy to the Phantom's weapons, and circulating coolant in its gloves allows for more shots before a given thermal clip overheats. The remaining energy focuses on shield strength and regeneration time to help survivability.

Game Notes:

  • +20% Ammo Capacity
  • +20% Headshot Damage
  • +20% Weapon Damage
  • +10% Shield Regen Speed

Cerberus Shade Armor

Cerberus Shade armor is worn by Phantoms who need to be prepared for a wide variety of threats. Its capacitors give modest boosts to shields and shield regeneration time. Many small improvements increase the performance of biotic amps and omni-tools, heat management and kinetic coils for ranged weapons, and synthetic muscle assistors for melee capability.

Game Notes:

  • +10% Melee Damage
  • +10% Ammo Capacity
  • +10% Weapon Damage
  • +10% Power Damage
  • +20% Shield Regen Speed

Cerberus Spirit Armor

Spirit armor is worn by Cerberus Phantoms fortunate enough to be biotic or for those who are skilled enough to use highly technical attacks. The armor has small gains for shield strength and regeneration, but where it truly shines is in its capacity to amplify biotic amps and omni-tools. These attacks hit significantly harder and more often, allowing the Phantom to dismantle heavily-armored targets.

Game Notes:

  • +30% Power Recharge Speed
  • +30% Power Damage
  • +10% Shield Regen Speed

Collector Armor

Collector Armor

The Collectors' chitinous armor is flexible and even tougher than ballistic fibers. Its organic construction allows it to be self-healing, and the muscle-like tissue that assists movement ensures it is comfortable to wear despite its weight. This suit was originally adapted out of salvaged Collector technology by Cerberus, and is incredibly difficult to find on the galactic market.

Game Notes:

  • +20% Shield Regen Speed

Hahne-Kedar Armor

Reliable and efficient, Earth-based Hahne-Kedar has become a major supplier to the Systems Alliance military. Their weapons are considered stock quality at best, though their armor lines are generally recognized as above average.

Game Notes:

  • +40% Weapon Damage

Inferno Armor

Inferno Armor

Built specifically for Cerberus field officers, the Inferno armor has a VI dedicated to recognizing signs of stress and medical trauma. This application helps assess soldiers, but can be useful in any high-risk situations. The Inferno's microframe computer also manages biotic amp and omni-tool power, and microservos help the wearer's movements to counteract the armor's weight.

Game Notes:

  • +30% Power Recharge Speed
  • +30% Power Damage

Kassa Fabrication Colossus Armor

A human-controlled private company, Kassa Fabrication is known to make some of the finest body armor in the galaxy (Colossus Armor). When it comes to personal protection suits, no expense is spared - as reflected in the exorbitant cost of their products. Kassa also makes top quality weapons such as the advanced Harpoon Sniper Rifle. Recently, Kassa has also begun to manufacture omni-tools, though it will be some time until the quality is brought up to the high standards of their armor lines.

Game Notes:

  • +10% Shield Regen Speed

Kestral Armor

Kestrel Armor

The Kestrel Armor system is a set of armor.

Game Notes:

  • +30% Melee Damage
  • +5% Headshot Damage
  • +11% Weapon Damage Strength
  • +5% Spare Heavy Weapon Ammo Capacity

N7 Armor

N7 Armor

In Mass Effect 2, the N7 Armor is the first armor set made available to the player. It is obtained in the mission Prologue: Awakening, where the N7 Armor worn by Commander Shepard during Prologue: Save Joker and before Prologue: Awakening is the heavy model of Mass Effect. The armor has undergone some minor aesthetic changes, most notably a new helmet, a new right arm with a supplementary shoulder on the right clavicle, and a grainy aspect compared to the smooth aspect of the previous game.

N7 Defender Armor

The Defender Armor is a variation on the N7 Special Forces’ combat gear, built to protect soldiers in long-running engagements where reinforcements may be sparse. When the wearer fires a weapon, the suit's computers divert energy from the main power cell to the gun's kinetic coils, offering an extra punch. The Defender's storage compartments are designed to hold spare thermal clips, while capacitors throughout the armor provide extra power to shields during critical moments in battle. The armor also comes with an injection system built into the suit and neural-linked bio-monitors that help adjust the wearer's breathing rate and adrenaline levels.

Game Notes:

  • +10% Weapon Damage
  • +20% Ammo Capacity

Reckoner Knight Armor

The Reckoner-Knight armor was originally worn by the winners of Earth's Urban Combat Championship 2186, the Rhode Island Knights. A military-grade version of this equipment was presented to longtime Knight fans at the Alliance's Rhode Island base, in thanks for their passionate (and vocal) support during the EUCC championship matches. Beneath this armor's medieval-gothic facade lie a host of biofeedback systems intended to monitor the wearer's health and combat performance. Micro-servos maximize damage done in close-quarters combat, while a beefed-up power cell feeds energy into weapons systems to increase projectile velocity. Befitting gear originally designed for a full-contact sport, a sophisticated shield system also offers the wearer solid protection from incoming attacks.

Game Notes:

  • +10% Weapon Damage
  • +20% Melee Damage

Rosenkov Materials Armor

A human corporation of supposedly Russian origin, Rosenkov Materials has forged a reputation as one of the premier armor manufacturers in Citadel space.

Game Notes:

  • +40% Power Recharge Speed

Serrice Council Armor

An asari consortium, the Serrice Council is the creator of the most powerful bio-amp on the market. Not just concerned with profit, they typically make customers undergo a rigorous screening process before being approved to purchase their products. Serrice Council amps are incredibly rare—and highly prized—items on the galactic market.

Game Notes:

  • +40% Power Damage

Terminus Assault Armor

Terminus Assault Armor

Terminus armor is environmentally sealed with an independent air supply for use in space and extreme planetary conditions. Its onboard microframe computer runs a suite of battle management software. To prevent detection by passive thermal sensors, body heat is channeled to the base of the feet and dispersed into the ground.

Game Notes:

  • +15% Melee Damage
  • +15% Ammo Capacity

Source