The following Traits have been added or changed;
Invulnerable: Invulnerable Armour reduces the AP value of attacks made against it by a value equal to that armour's AR. The reduction in AP from Invulnerable cannot be stacked from multiple sources; only the highest *AR value is used.
Shield: Whilst wielding a Shield, you gain +1 to your Defence - this does not stack with the bonus from weapons with the Parry Trait, and does not apply against attacks made by weapons with the Flamer Trait. You may use either a Combat or Reflexive Action to add your Shield's AR to both your Defence and Resilience until the beginning of your next Turn; doing so reduces your Speed for your next Turn, and you cannot take the Sprint movement option. You automatically gain this benefit if you use the Full Defence option.
Most Imperial equipment is mass-produced to fit a range of average Human body types, and though the Astra Militarum and the Inquisition know the effectiveness of occasionally employing abhumans and Xenos, acquiring custom equipment for them is a difficult (and sometimes politically dangerous) task. The Adeptus Mechanicus and the Administratum sneer at squandering material on these forces, ensuring they are low in availability and often customised to fit, but still available to those who look hard enough.
For abhumans (Beastmen, Ogryns, Pelagers, Ratlings, and Squats) the Rarity of any Armour without the [ABHUMAN] or MILITARUM AUXILLA keyword is increased by +1. Currently, no Powered Armour is made which can accommodate an Abhuman's physique, with the exception of Pelagers, who may wear Light Power Armour.
Some armour incorporates built-in technology for ease of use. Though most armour has been stripped of parts for use wherever most needed in the many beleaguered systems within the Ryxes Sector, it can be reintegrated by a skilled armourer or technician.
The equipment that can be integrated into a suit of armour is dependent on the armour type; check the wargear list linked in the Discord Server.
Installation can be achieved via one of the methods below;
You may attempt a Tech Test to install the equipment whilst in the field; the DN is equal to 3 + the total Rarity of the Armour and the Equipment being installed. This process lasts a number of hours equal to the combined Rarity. You may shift exalted icons to reduce the time taken; each exalted icon that can be shifted reduces the total time by 1 hour, to a minimum of 2 hours.
You may pay one of Nexus City's craftsmen (or those of your own Faction) to install the item; the Wealth cost is equal to 2 + the combined Value of both the Armour and Equipment.
If your Tech rating is higher than the total Rarity of the Armour and Equipment, you may spend Wealth equal to half this value and install it at your Faction or Organisation's base of operation. [Requires access to a Crafting Workshop]
Removing equipment that has been integrated into a suit of armour can be achieved via one of the methods below;
You may attempt a Tech Test to remove an item of equipment; the DN is equal to 5 + the Rarity of the Equipment being removed. Rolling a Complication results in the item of Equipment being destroyed. This process lasts a number of hours equal to half the combined Rarity.
You may pay one of Nexus City's craftsmen (or those of your own Faction) to remove the item; the Wealth cost is equal to 5 + the Value of the item of Equipment.
If your Tech rating is higher than the total Rarity of the Armour and Equipment, you may spend Wealth equal to the Rarity of the Equipment to remove it at your Faction or Organisation's base of operation. [Requires access to a Crafting Workshop]