Civilian Armour

Caf ThixoGel armour

This armour is designed to be worn under other forms of armour, providing a final layer of protection. The ThixoGel in the armour allows for the absorption of kinetic damage (ie: bruise damage) when the Torso is struck by a projectile weapon. When ID is reduced to 0, gel is forced out of the suit, ruining any clothing that it gets in contact with. Gel is also forced out of the suit when it is penetrated (ie: struck directly with any PEN 1+ weapon). Gel armour can not be repaired due to the degradation of the thixotropic gel.

Location: Torso only. PV 0, ID 6, Cost 30c/600u

Caf Helmet

The Caf Helmet is basic head protection from Caf rounds and attacks from hand held weapons. It is mainly used by Monarch Law Enforcement.

Location: Head only. PV4, ID 6, Cost 15c/300u

Caf ThixoGel Helmet

The ThixoGel helmet is a variant of the normal Caf Helmet and contains an additional PV 0, ID 3 against bruising damage due to an extra layer of thixotropic gel inside the helmet. See ThixoGel armour for restrictions of use.

Location: Head only. Base Helmet: PV 4, ID 6, ThixoGel internal layer : PV 0, ID 3, Cost 20c/400u

Caf Wraith Coolant Suit

The Wraith coolant suit is divided into a honeycomb matrix of little gel packs. The gel used solidifies on contact with air, ensuring that any holes punctured in the suit do not leak the gel everywhere. The gel has been specifically chosen to remain cold when a slight electrical charge is passed through it. This allows the Wraith to keep their body temperature at the preferred 5 degrees c rather than at Mort's normal air temperature of 15 degrees c. This temperature can be altered manually down to 0 degree C. When the ID of a location is reduced to zero the electrical charge mechanism is destroyed and the suit no longer cools that section. The suit has been designed to allow fool movement by the Wraith without penalty. The suit's batteries store a 5,000 standard hour charge which the suit consumes at a rate of 10 hour charges per hour.

Location: Not Head. PV 0, Torso ID 10, Arm ID 6, Leg ID 8, Cost 50c/1000u

Caf Striker ThixoGel Armour

The Striker armour has a small layer of ThixoGel added between the two leather layers. The thixotropic gel is applied to key areas of the normal Striker armour to add additional protection from impact. As well as absorbing any bruise damage from non-penetrating attacks (damage is done to ID instead) the suit will also protect from falling/impact/grenade damage (if using Tim D's rules, then one additional d10 may be subtracted if the user is wearing Striker ThixoGel armour).

Location: Not Head. PV 1, Torso ID 6, Arm ID 3, Leg ID 4, Cost 20c/40u

Notes

The ThixoGel Armours have been developed with funding from MAL. Thixotropic means a gel that is liquid when stirred or shaken, but reverts to a semi-solid state when direct force is applied to it. The idea of this armour is that when struck by a blow the gel solidifies, spreading the force across a wider area and so reducing the damage done to the individual.

Most likely the gel can resist certain high temps anyway - it was probably developed for the Fire Shivers. Ther eason it can't protect arms and legs too well is because too much gel would be neede in these locations, making it clumsy to wear.If the gel armour is the only armour worn it may give you a slight amount of protection against heat and Hotline (ie if the round doesn't penetrate its PV0), but doesn't offer any specific advantages.

Upon impact the gel would revert back to its normal state pretty quickly. Those hit will still loose the attack from being bruised (unless they are immune to pain/PHYS rolls), they just don't take any damage from it.