Bio-armor/meta
Type 1 Combat Environment Suit[edit]
The suit organism can take 20 hits before it dies. The armor value 6 acts as the suit's level of invulnerability. The suit only takes damage if the hit inflicted more than 6 points of damage and penetrated level 6 armor. The user can share damage w/suit to save the suit or himself. The user regenerates at twice the normal healing rate while wearing the suit, 2 points to user or suit/day or they can each get one point. The suit can lend the user hits in a last gasp struggle and to prevent bleeding to death or going into shock. It acts as built-in bio-monitor/medical kit. To kill both the suit and the user the hits of both are added together.
Instead of the unlimited endurance and double strength of TL–13 battledress, up to 6 points can be added to the user's physical stats. This ability is akin to psionic awareness combined with natural combat drugs. The suit acts as a redundant set of enhanced nerves, muscles and exoskeleton. One stat can go up by 6 or strength, dex and endurance could all go up by 2 each or any combination desired totaling 6 points. The adrenal, neural, muscular enhancement lasts for any desired length of time up to a total of two hours straight before suit fatigue. Once all the 2 hour reserve of boost time is exhausted it is available again after 10 hours of uninterrupted "rest." If any boost is used but the full two hours isn't used up, the suit resets and recovers after 8 hours. The way the enhancement is apportioned can only be changed after the rest period and prior to the next boost. Intelligence and education can also be enhanced if an NAC is installed and not used for skills.
Model 2 combat armor[edit]
A two point NAC is integral to the suit, expansions of up to 6 points are possible. The default skills are bioarmor-1 and survival-1. Other skills can be specified at time of purchase. The suit and/or user heals 5 points/day. 18 points of physical stat augmentation available.
Neurological Activity Controller[edit]
up to +6 bonus to intelligence, education or both if total bonus doesn't exceed 6. Instead of general stat bonuses up to 6 points of skills can be stored; no one skill at more than level 3 ability. 50,000 Cr/point of stat or skill and double if reprogrammable. One gigabyte of raw data can be stored per point if the appropriate computer/neural interface can be found. Bonuses to mental stats and skills in combinations totaling no more than 6 points are possible in human brains.