Armor converts some Physical damage to Stun.
After resisting damage, convert 1 box of Physical damage to Stun for every 8 full points of Armor/Defense Rating you have.
In the case of damage from blast attacks 1 point of Physical damage is converted to Stun for every 4 full points of Armor/Defense Rating.
This rule is not applied to damage resulting from toxins or statuses.
Vehicles hit directly hit by an Anti-Vehicle weapon cannot benefit from this rule.
Armor now offers a bonus Dice Reroll in social encounters when comparing a Social Rating created by the Charisma + Social Rating modifier of the armors worn by the participants.
If the Social Rating of one participant is 4 or more greater than their opponent, they gain a free Dice Reroll. The modifiers on the armors are used as written for most Influence-based tests, with the exception of Intimidation. Intimidation tests use the opposite value (i.e. –10 becomes +10) for determining Social Rating.
As usual, exceptions can be made for situations where the social disparity of two parties doesn’t really affect their interactions.
Once the guns start firing, your appearance is no longer consequential to the way events are unfolding, so Social Rating has no combat use.