Spook Clothing is a ranged of armour clothing that helps to further protect the user from any attack. Created from a dense grid of fibres any round that penetrates the clothing looses energy as it tears through the different layers of the fibre. Although these fibres are not sufficient to stop most attacks, they can at least slow them down and allow more conventional armours a better chance at stopping them.
As well as providing additional protection from attacks, Spook Clothing is also fully water-proof, an essential on the streets of Mort. Spook Clothing has recently collaborated with Track opticS to provide ECM (Electronic Counter Measures) capabilities to the outfits. This includes the ability to absorb small amounts of IR and UV partially hiding the wearer from such systems. It can also affect nearby Motion Scanners, preventing the wearer from being detected.
| Type | Protection | ID (Torso) | ID (Arms) | ID (Legs) | Cost |
| Light Coat Standard Coat Heavy Coat Heavy Jacket |
PV +1 PV +1 PV +2 PV +2 |
6 8 10 8 |
3 4 6 4 |
4 6 8 --- |
200c 350c 600c 450c |
ECM capabilities are available for each of the oufits for an additional 100c.
Spook clothing reduces the PEN value of any attack that passes through it. In effect it increases the PV of the armour worn underneath. The ID value of the Spook clothing does not have AD applied to it, instead it is reduced by one for each attack that penetrates it, passing through to armour underneath. If there is no armour underneath it takes the full AD amount.
Spook Clothing can only be worn over the following types of armour: CAF Padquil, Striker, Blocker, PP7, PP8 and DeathSuits. Stormer and Shaktar versions of the clothing are available for larger versions of the above armours and also for PP9 armour. However, Spook clothing charges an additional 50 percent.
The ECM capabilities are available with the same restrictions as those presented in the Main Rule Book.