If a class under used by is listed in parenthesis it can get a specialisation to use it later on.
A resist in italics indicates only light protection, parenthesis indicate an optional resistance that is not found on every armour of that type.
Kinetic, Armour Piercing (AP), Explosive and Energy are considered common damage types, the other are considered exotic types. Energy might be split up into Plasma and Optical types, with Energy as a supertype. EMP and Mental damage have no armour resist because the former has no effect on player characters and the later can not be reduced by armour.
- Personal Armour
Basic armour for support duty combatants. Protects against the most common dangers on the battlefield only.- Used by: Psionics, Scouts, Soldiers, Guardians
- Resists: Kinetic, Explosive
- EC cost: Low
- Speed penalty: None
- Environmental Armour
Has very high protection against a specific damage type.- Used by: (Psionics), Scouts, Soldiers, Guardians
- Resists: Kinetic, (Fire),(Shock),(Cold), (Biological), (Energy), (Explosive)
- EC cost: Varies
- Speed penalty: Varies, mostly low
- Tactical Armour
Front line combat armour, the better models have light protection against an additional specific damage type.- Used by: (Scouts), Soldiers, Guardians
- Resists: Kinetic, Explosive, AP, Energy, (Fire),(Shock),(Cold), (Biological)
- EC cost: Medium
- Speed penalty: Medium
- Reinforced Armour
Heavy armour, even the lower end models have light protection against most damage types.- Used by: (Soldiers), Guardians
- Resists: Kinetic, Explosive, AP, Energy, (Fire),(Shock),(Cold), (Biological)
- EC cost: High
- Speed penalty: High