This post is an effort to present my collection of combat sleeves in a more concise and uniform way. These rules assume that you're using Quadra's PC hits rules (https://www.traaa.sh/mothership-house-rules). I also suggest rolling on the critical hit table of your choice whenever a PC loses a hit with the exceptions noted below.
Robotic sleeves must be repaired and don't heal (as androids at my own table); chimeras gain advantage on their body saves when resting; other sleeves heal as regular players.
Many combat sleeves add an extra hit. If this hit is marked with an asterisk, losing it does not force a roll on the critical hit table.
On reseleeve make a SANITY and BODY save. If either is a critical failure you die. Otherwise you incur substantial medical expenses equal to 10% of the cost of the sleeve. Each time you resleeve increase your minimum stress by 1. This stress is eliminated if you return to your original body or merge with a chimera sleeve.
If you are in an unusual body or a substandard chrome sleeve you must roll sanity each week or month. On a failure, you panic at an inopportune time.
If you are implanted in a chimera, you may choose to ignore the results of the panic table but must make a SANITY save and take 2 STRESS. After the first failed save all subsequent saves are at disadvantage. After two failed saves, you have merged irreparably with the chimera. Your next death will be permanent
The market-leading manufacturer of chimera sleeves. Well-deserved reputation for rigorous QA testing and stable host temperaments. The secret to smooth host-brain integration is Gaunt Worm extract. Brain is stored in the armored chest cavity in all Horizon sleeves.
It doesn't look anything like a werewolf but the host is a social pack predator by nature. Elaphantine skin, hunched posture, massive limbs, and a whiplike tail. Inexperienced operators wear it like powered armor. Veterans embrace the host's instincts.
Armor: +4 (costs 1 cybernetic slot and stacks)
Abilities: IR vision and phased array radar (as IR goggles and bioscanner) -- 1 cybernetic slot; claws and teeth 4d10
Designed for tight spaces and hard vacuum. Unsettling hypermobile limbs and razor-sharp claws. Can fit through anything the size of its head. A roughly human silhouette but elongated.
Abilities: IR vision and phased array radar (as IR goggles and bioscanner) -- 1 cybernetic slot; claws 2d10; fits into all spaces wider than a human head, rated for 30 minutes in hard vacuum (consumes 50% of a human's oxygen), climbs as fast as it walks.
PRU WEREWOLF (60mcr):
Manufactured especially for corporations with deep pockets for operations that call for contact with the paranormal including the sleeve's namesake: Rhombus' legendary PRU kill teams. You can't afford it. Any resemblance to an Alpha Gaunt is purely coincidental (also, why do you know what an Alpha Gaunt is anyway?).
Armor: +4 (costs 1 cybernetic slot and stacks)
Abilities: IR vision and phased array radar (as IR goggles and bioscanner) -- 1 cybernetic slot; claws 5d10; redwire implant (no stress from violent actions carried out by you or allies); limited telekinesis (claw attacks at range), and a really nasty scream.
Rugged, efficient, and affordable chrome. Spare parts are available anywhere. Financing is accessible to the masses and most purchases include a free gift and fully-insured body storage.
Named for the folkloric figure; a headless chrome sleeve. Lightweight, compressible, and durable.
Strength: 35 (fixed)
Speed: 30 (fixed)
Body: 40 (fixed)
Armor: 45 (fixed, stacks with body armor)
Abilities: Integrated IR, Integrated Bodycam, Internal oxygen for brain (lasts 48 hours per tank)
A hulking sleeve powered by a miniature nuclear reactor.
Strength: 60 (fixed, advantage on checks)
Speed: 25 (fixed)
Armor: 60 (fixed, doesn't stack)
Abilities: Integrated IR, Integrated Bodycam, Internal oxygen for brain (lasts 48 hours per tank), Two integrated weapons of your choice
A first-rate manufacturer of specialist chrome. Proprietary DNI adapters allow unusual body plans without undue neural overhead. Branching fractal manipulators and multilateral symmetry is common. Daeyi sleeves excel in microgravity environments.
4-axis symmetry and fractal manipulators. Despite the unwieldy appearance, moves surprisingly quickly on foot). Even faster in microgravity.
Strength: 50 (fixed)
Armor: 55 (fixed, doesn't stack)
Abilities: Integrated IR, Integrated Bodycam, Integrated Mag Boots, Integrated Thruster Pack, Internal oxygen for brain (lasts 48 hours per tank), 2 integrated toolkits of your choice, climbs as fast as it walks, fractal disassembly arms (3d10).