Mecha!/Schtick/Armor

Armor
Each level of Armor gives the mecha an extra 27 points of Armor against Attacks (or 3 if no hit locations are used). These must be spread out over all hit locations. Cost is equal to Total Cost/Divisor. Total Cost is equal to the number of schticks, and the Divisor starts at 1. If Divisor is lowered below 1, it becomes a multiplier instead. Example: Divisor is 1 and is lowered two steps. It then becomes a multiplier of 2 (Divisor 1 +lowered once (divisor 1 becomes multiplier 1)+once more= Multiplier 2)
 * External
 * Progression 4


 * Burnout:Lower Progression by X. Armor works 4-X sequences. One-shot burn.
 * Overload: Lower Progression by 1. Armor stops working when it takes a hit with EV equal to Schticks * 5 points.
 * Ablative: Lower Progression by X. Armor ablates X points per hit.
 * Regenerative: Lower Progression by 1. Armor ablates at a rate of 2 points per hit, and regenerates at a rate of 1 point per sequence.
 * Shield: Lower Progression by 1. Shields only protect when defending actively. This armor is bypassed by Eagle Eye as if it was 5 points of armor, regardless of the amount of armor. Shields are always bypassed first by Eagle Eye. 1 point of Strength is needed per point of Armor in the shield. To raise Strength specifically in the shield-carrying capacity, pay 1 point per 4 Strength raised up to 20 (Progression 5, per 4 Strength).
 * Selective Armor: Lower Progression by 1. The armor only stops certain kinds of attacks. Choose one of Kinetic, Energy, Close Combat or Guns Damage.
 * Enhanced Armor: Lower Progression by 1. The armor counts as +4 against certain kinds of attacks. Choose one of Kinetic, Energy, Close Combat or Guns Damage. If you choose this option twice, lower Progression by 2.