diff --git a/code/__DEFINES/~skyrat_defines/armor_defines.dm b/code/__DEFINES/~skyrat_defines/armor_defines.dm
new file mode 100644
index 00000000000..bfb239621e2
--- /dev/null
+++ b/code/__DEFINES/~skyrat_defines/armor_defines.dm
@@ -0,0 +1,8 @@
+#define ARMOR_LEVEL_TINY 10
+#define ARMOR_LEVEL_WEAK 30
+#define ARMOR_LEVEL_MID 50
+#define ARMOR_LEVEL_INSANE 90
+
+#define WOUND_ARMOR_WEAK 10
+#define WOUND_ARMOR_STANDARD 20
+#define WOUND_ARMOR_HIGH 30
diff --git a/code/__DEFINES/~skyrat_defines/traits/declarations.dm b/code/__DEFINES/~skyrat_defines/traits/declarations.dm
index cad3083144d..e7eb77d9224 100644
--- a/code/__DEFINES/~skyrat_defines/traits/declarations.dm
+++ b/code/__DEFINES/~skyrat_defines/traits/declarations.dm
@@ -150,4 +150,7 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
#define TRAIT_CONDOM_BROKEN "broken"
+/// If clothing can also be damaged by piercing wound checks, instead of JUST slashes and burns
+#define TRAIT_CLOTHES_DAMAGED_BY_PIERCING "clothing_damaged_by_piercing"
+
// END TRAIT DEFINES
diff --git a/code/_globalvars/traits/_traits.dm b/code/_globalvars/traits/_traits.dm
index 0c237f43fbf..f0af4914d60 100644
--- a/code/_globalvars/traits/_traits.dm
+++ b/code/_globalvars/traits/_traits.dm
@@ -629,6 +629,7 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_XENOARCH_QUALIFIED" = TRAIT_XENOARCH_QUALIFIED,
"TRAIT_XENO_HEAL_AURA" = TRAIT_XENO_HEAL_AURA,
"TRAIT_XENO_INNATE" = TRAIT_XENO_INNATE,
+ "TRAIT_CLOTHES_DAMAGED_BY_PIERCING" = TRAIT_CLOTHES_DAMAGED_BY_PIERCING,
),
// SKYRAT EDIT ADDITION END
))
diff --git a/code/_globalvars/traits/admin_tooling.dm b/code/_globalvars/traits/admin_tooling.dm
index 3e061e884af..f852a1decbc 100644
--- a/code/_globalvars/traits/admin_tooling.dm
+++ b/code/_globalvars/traits/admin_tooling.dm
@@ -347,6 +347,7 @@ GLOBAL_LIST_INIT(admin_visible_traits, list(
"TRAIT_XENOARCH_QUALIFIED" = TRAIT_XENOARCH_QUALIFIED,
"TRAIT_XENO_HEAL_AURA" = TRAIT_XENO_HEAL_AURA,
"TRAIT_XENO_INNATE" = TRAIT_XENO_INNATE,
+ "TRAIT_CLOTHES_DAMAGED_BY_PIERCING" = TRAIT_CLOTHES_DAMAGED_BY_PIERCING,
),
// SKYRAT EDIT ADDITION END
))
diff --git a/modular_skyrat/modules/company_imports/code/armament_datums/sol_defense.dm b/modular_skyrat/modules/company_imports/code/armament_datums/sol_defense.dm
index adc25d80147..0d7e4a8eca1 100644
--- a/modular_skyrat/modules/company_imports/code/armament_datums/sol_defense.dm
+++ b/modular_skyrat/modules/company_imports/code/armament_datums/sol_defense.dm
@@ -2,21 +2,63 @@
category = SOL_DEFENSE_DEFENSE_NAME
company_bitflag = CARGO_COMPANY_SOL_DEFENSE
-// Basic armor vests
+// Armor vests for protecting against bullets
/datum/armament_entry/company_import/sol_defense/armor
- subcategory = "Light Body Armor"
-
-/datum/armament_entry/company_import/sol_defense/armor/slim_vest
- name = "type I vest - slim"
- item_type = /obj/item/clothing/suit/armor/vest
+ subcategory = "Ballistic Armor"
cost = PAYCHECK_CREW * 3
+/datum/armament_entry/company_import/sol_defense/armor/ballistic_helmet
+ item_type = /obj/item/clothing/head/helmet/sf_peacekeeper/debranded
+
+/datum/armament_entry/company_import/sol_defense/armor/sf_ballistic_helmet
+ item_type = /obj/item/clothing/head/helmet/sf_peacekeeper
+
+/datum/armament_entry/company_import/sol_defense/armor/soft_vest
+ item_type = /obj/item/clothing/suit/armor/sf_peacekeeper/debranded
+
+/datum/armament_entry/company_import/sol_defense/armor/sf_soft_vest
+ item_type = /obj/item/clothing/suit/armor/sf_peacekeeper
+
/datum/armament_entry/company_import/sol_defense/armor/normal_vest
name = "type I vest - normal"
item_type = /obj/item/clothing/suit/armor/vest/alt
+
+/datum/armament_entry/company_import/sol_defense/armor/slim_vest
+ name = "type I vest - slim"
+ item_type = /obj/item/clothing/suit/armor/vest
+
+/datum/armament_entry/company_import/sol_defense/armor_hardened
+ subcategory = "Hardened Armor"
cost = PAYCHECK_CREW * 3
+/datum/armament_entry/company_import/sol_defense/armor_hardened/enclosed_helmet
+ item_type = /obj/item/clothing/head/helmet/toggleable/sf_hardened
+
+
+/datum/armament_entry/company_import/sol_defense/armor_hardened/emt_enclosed_helmet
+ item_type = /obj/item/clothing/head/helmet/toggleable/sf_hardened/emt
+
+/datum/armament_entry/company_import/sol_defense/armor_hardened/hardened_vest
+ item_type = /obj/item/clothing/suit/armor/sf_hardened
+
+/datum/armament_entry/company_import/sol_defense/armor_hardened/emt_hardened_vest
+ item_type = /obj/item/clothing/suit/armor/sf_hardened/emt
+
+/datum/armament_entry/company_import/sol_defense/armor_sacrifice
+ subcategory = "Sacrifical Armor"
+ cost = PAYCHECK_CREW * 3
+
+/datum/armament_entry/company_import/sol_defense/armor_sacrifice/sacrificial_helmet
+ item_type = /obj/item/clothing/head/helmet/sf_sacrificial
+
+/datum/armament_entry/company_import/sol_defense/armor_sacrifice/face_shield
+ item_type = /obj/item/sacrificial_face_shield
+ cost = PAYCHECK_LOWER
+
+/datum/armament_entry/company_import/sol_defense/armor_sacrifice/sacrificial_vest
+ item_type = /obj/item/clothing/suit/armor/sf_sacrificial
+
/datum/armament_entry/company_import/sol_defense/case
subcategory = "Weapon Cases"
diff --git a/modular_skyrat/modules/specialist_armor/code/cargo_packs.dm b/modular_skyrat/modules/specialist_armor/code/cargo_packs.dm
new file mode 100644
index 00000000000..8dbe34ebc3c
--- /dev/null
+++ b/modular_skyrat/modules/specialist_armor/code/cargo_packs.dm
@@ -0,0 +1,30 @@
+/datum/supply_pack/security/armory/soft_armor
+ name = "Soft Armor Kit Crate"
+ crate_name = "soft armor kit crate"
+ desc = "Contains three sets of SolFed-made soft body armor and matching helmets."
+ cost = CARGO_CRATE_VALUE * 5
+ contains = list(
+ /obj/item/clothing/head/helmet/sf_peacekeeper/debranded = 3,
+ /obj/item/clothing/suit/armor/sf_peacekeeper/debranded = 3,
+ )
+
+/datum/supply_pack/security/armory/hardened_armor
+ name = "Hardened Armor Kit Crate"
+ crate_name = "hardened armor kit crate"
+ desc = "Contains three sets of SolFed-made hardened body armor and matching helmets."
+ cost = CARGO_CRATE_VALUE * 5
+ contains = list(
+ /obj/item/clothing/head/helmet/toggleable/sf_hardened = 3,
+ /obj/item/clothing/suit/armor/sf_hardened = 3,
+ )
+
+/datum/supply_pack/security/armory/sacrificial_armor
+ name = "Sacrificial Armor Kit Crate"
+ crate_name = "sacrificial armor kit crate"
+ desc = "Contains three sets of SolFed-made sacrificial body armor and matching helmets."
+ cost = CARGO_CRATE_VALUE * 5
+ contains = list(
+ /obj/item/clothing/head/helmet/sf_sacrificial = 3,
+ /obj/item/sacrificial_face_shield = 3,
+ /obj/item/clothing/suit/armor/sf_sacrificial = 3,
+ )
diff --git a/modular_skyrat/modules/specialist_armor/code/clothing_bullet_damage_component.dm b/modular_skyrat/modules/specialist_armor/code/clothing_bullet_damage_component.dm
new file mode 100644
index 00000000000..48d56948660
--- /dev/null
+++ b/modular_skyrat/modules/specialist_armor/code/clothing_bullet_damage_component.dm
@@ -0,0 +1,81 @@
+/// Component that lets clothing be damaged in zones by piercing bullets. The parent MUST have limb_integrity set.
+/datum/component/clothing_damaged_by_bullets
+ /// How much of the incoming projectile damage is taken, multiplier
+ var/projectile_damage_multiplier
+ /// Who is wearing the target?
+ var/mob/living/wearer
+
+/datum/component/clothing_damaged_by_bullets/Initialize(projectile_damage_multiplier = 1)
+ if(!istype(parent, /obj/item/clothing)) // Just in case someone loses it and tries to put this on something that's not clothing
+ return COMPONENT_INCOMPATIBLE
+
+ var/obj/item/clothing/parent_clothing = parent
+
+ src.projectile_damage_multiplier = projectile_damage_multiplier
+
+ if(ismob(parent_clothing.loc))
+ var/mob/holder = parent_clothing.loc
+ if(holder.is_holding(parent_clothing))
+ return
+ set_wearer(holder)
+
+/datum/component/clothing_damaged_by_bullets/RegisterWithParent()
+ RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
+ RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equipped))
+ RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(lost_wearer))
+
+/datum/component/clothing_damaged_by_bullets/UnregisterFromParent()
+ UnregisterSignal(parent, list(COMSIG_ATOM_EXAMINE, COMSIG_ITEM_DROPPED, COMSIG_ITEM_EQUIPPED, COMSIG_QDELETING, COMSIG_ATOM_BULLET_ACT))
+
+/// Check if we've been equipped to a valid slot to shield
+/datum/component/clothing_damaged_by_bullets/proc/on_equipped(datum/source, mob/user, slot)
+ SIGNAL_HANDLER
+
+ if((slot & ITEM_SLOT_HANDS))
+ lost_wearer(source, user)
+ return
+ set_wearer(user)
+
+/// Either we've been dropped or our wearer has been QDEL'd. Either way, they're no longer our problem
+/datum/component/clothing_damaged_by_bullets/proc/lost_wearer(datum/source, mob/user)
+ SIGNAL_HANDLER
+
+ wearer = null
+ UnregisterSignal(parent, list(COMSIG_QDELETING, COMSIG_ATOM_BULLET_ACT))
+
+/// Sets the wearer and registers the appropriate signals for them
+/datum/component/clothing_damaged_by_bullets/proc/set_wearer(mob/user)
+ if(wearer == user)
+ return
+ if(!isnull(wearer))
+ CRASH("[type] called set_wearer with [user] but [wearer] was already the wearer!")
+
+ wearer = user
+ RegisterSignal(wearer, COMSIG_QDELETING, PROC_REF(lost_wearer))
+ RegisterSignal(wearer, COMSIG_ATOM_BULLET_ACT, PROC_REF(hit_by_projectile))
+
+/// Checks an incoming projectile to see if it should damage the thing we're attached to,
+/datum/component/clothing_damaged_by_bullets/proc/hit_by_projectile(mob/living/dude_getting_hit, obj/projectile/hitting_projectile, def_zone)
+ SIGNAL_HANDLER
+
+ var/obj/item/clothing/clothing_parent = parent
+
+ if(!(def_zone in cover_flags2body_zones(clothing_parent.body_parts_covered)))
+ return
+ if(hitting_projectile.sharpness == SHARP_EDGED)
+ return
+ if(hitting_projectile.damage_type != BRUTE)
+ return
+
+ /// This seems complex but the actual math is simple, the damage of the projectile * vest damage multiplier, divided by two if the projectile is weak to armour, then modified by wound bonus
+ var/total_damage = ((hitting_projectile.damage * projectile_damage_multiplier) * (hitting_projectile.weak_against_armour ? 0.5 : 1) * (1 + (hitting_projectile.wound_bonus / 10)))
+ var/damage_dealt = clothing_parent.take_damage(total_damage, BRUTE, hitting_projectile.armour_penetration, FALSE)
+
+ if(clothing_parent.limb_integrity)
+ clothing_parent.take_damage_zone(def_zone, damage_dealt, BRUTE)
+
+/// Warns any examiner that the clothing we're stuck to will be damaged by piercing bullets
+/datum/component/clothing_damaged_by_bullets/proc/on_examine(obj/item/source, mob/examiner, list/examine_list)
+ SIGNAL_HANDLER
+
+ examine_list += "
[span_warning("This will be damaged when it protects you from bullets, taking [projectile_damage_multiplier] times the damage that the bullet deals.")]"
diff --git a/modular_skyrat/modules/specialist_armor/code/hardened.dm b/modular_skyrat/modules/specialist_armor/code/hardened.dm
new file mode 100644
index 00000000000..777bfed67e0
--- /dev/null
+++ b/modular_skyrat/modules/specialist_armor/code/hardened.dm
@@ -0,0 +1,99 @@
+// Hardened vests negate any and all projectile armor penetration, in exchange for having mid af bullet armor
+/datum/armor/armor_sf_hardened
+ melee = ARMOR_LEVEL_WEAK
+ bullet = ARMOR_LEVEL_MID
+ laser = ARMOR_LEVEL_WEAK
+ energy = ARMOR_LEVEL_TINY
+ bomb = ARMOR_LEVEL_WEAK
+ fire = ARMOR_LEVEL_MID
+ acid = ARMOR_LEVEL_WEAK
+ wound = WOUND_ARMOR_WEAK
+
+/obj/item/clothing/suit/armor/sf_hardened
+ name = "'Muur' hardened armor vest"
+ desc = "A large white breastplate, and a semi-flexible mail of dense panels that cover the torso. \
+ While not so incredible at directly stopping bullets, the vest is uniquely suited to cause bullets \
+ to lose much of their armor penetrating energy before any damage can be done."
+ icon = 'modular_skyrat/modules/specialist_armor/icons/armor.dmi'
+ icon_state = "hardened_standard"
+ worn_icon = 'modular_skyrat/modules/specialist_armor/icons/armor_worn.dmi'
+ inhand_icon_state = "armor"
+ blood_overlay_type = "armor"
+ armor_type = /datum/armor/armor_sf_hardened
+ supports_variations_flags = CLOTHING_DIGITIGRADE_VARIATION_NO_NEW_ICON
+
+/obj/item/clothing/suit/armor/sf_hardened/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text, final_block_chance, damage, attack_type, damage_type)
+ . = ..()
+
+ if(istype(hitby, /obj/projectile))
+ var/obj/projectile/incoming_projectile = hitby
+ incoming_projectile.armour_penetration = 0
+ playsound(owner, SFX_RICOCHET, BLOCK_SOUND_VOLUME, vary = TRUE)
+
+/obj/item/clothing/suit/armor/sf_hardened/examine_more(mob/user)
+ . = ..()
+
+ . += "What do you do in an age where armor penetration technology keeps getting better and better, \
+ and you're quite fond of not being a corpse? The 'Muur' type armor was a pretty successful attempt at an answer \
+ to the question. Using some advanced materials, micro-scale projectile dampener fields, and a whole \
+ host of other technologies that some poor SolFed procurement general had to talked to death about, \
+ it offers a unique advantage over many armor piercing bullets. Why stop the bullet from piercing the armor \
+ with more armor, when you could simply force the bullet to penetrate less and get away with less protection? \
+ Some people would rather the bullet just be stopped, of course, but when you have to make choices, many choose \
+ this one."
+
+ return .
+
+/obj/item/clothing/suit/armor/sf_hardened/emt
+ name = "'Archangel' hardened armor vest"
+ desc = "A large white breastplate with a lone red stripe, and a semi-flexible mail of dense panels that cover the torso. \
+ While not so incredible at directly stopping bullets, the vest is uniquely suited to cause bullets \
+ to lose much of their armor penetrating energy before any damage can be done."
+ icon_state = "hardened_emt"
+
+/obj/item/clothing/head/helmet/toggleable/sf_hardened
+ name = "'Muur' enclosed helmet"
+ desc = "A thick-fronted helmet with extendable visor for whole face protection. The materials and geometry of the helmet \
+ combine in such a way that bullets lose much of their armor penetrating energy before any damage can be done, rather than penetrate into it."
+ icon = 'modular_skyrat/modules/specialist_armor/icons/armor.dmi'
+ icon_state = "enclosed_standard"
+ worn_icon = 'modular_skyrat/modules/specialist_armor/icons/armor_worn.dmi'
+ inhand_icon_state = "helmet"
+ armor_type = /datum/armor/armor_sf_hardened
+ toggle_message = "You extend the visor on"
+ alt_toggle_message = "You retract the visor on"
+ flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
+ visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
+ flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
+ visor_flags_cover = HEADCOVERSEYES
+ dog_fashion = null
+ supports_variations_flags = CLOTHING_SNOUTED_VARIATION_NO_NEW_ICON
+
+/obj/item/clothing/head/helmet/toggleable/sf_hardened/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text, final_block_chance, damage, attack_type, damage_type)
+ . = ..()
+
+ if(istype(hitby, /obj/projectile))
+ var/obj/projectile/incoming_projectile = hitby
+ incoming_projectile.armour_penetration = 0
+ playsound(src, SFX_RICOCHET, BLOCK_SOUND_VOLUME, vary = TRUE)
+
+/obj/item/clothing/head/helmet/toggleable/sf_hardened/examine_more(mob/user)
+ . = ..()
+
+ . += "What do you do in an age where armor penetration technology keeps getting better and better, \
+ and you're quite fond of not being a corpse? The 'Muur' type armor was a pretty successful attempt at an answer \
+ to the question. Using some advanced materials, micro-scale projectile dampener fields, and a whole \
+ host of other technologies that some poor SolFed procurement general had to talked to death about, \
+ it offers a unique advantage over many armor piercing bullets. Why stop the bullet from piercing the armor \
+ with more armor, when you could simply force the bullet to penetrate less and get away with less protection? \
+ Some people would rather the bullet just be stopped, of course, but when you have to make choices, many choose \
+ this one."
+
+ return .
+
+/obj/item/clothing/head/helmet/toggleable/sf_hardened/emt
+ name = "'Archangel' enclosed helmet"
+ desc = "A thick-fronted helmet with extendable visor for whole face protection. The materials and geometry of the helmet \
+ combine in such a way that bullets lose much of their armor penetrating energy before any damage can be done, rather than penetrate into it. \
+ This one has a red stripe down the front."
+ icon_state = "enclosed_emt"
diff --git a/modular_skyrat/modules/specialist_armor/code/peacekeeper.dm b/modular_skyrat/modules/specialist_armor/code/peacekeeper.dm
new file mode 100644
index 00000000000..999d3bf9508
--- /dev/null
+++ b/modular_skyrat/modules/specialist_armor/code/peacekeeper.dm
@@ -0,0 +1,75 @@
+// The peacekeeper armors and helmets will be less effective at stopping bullet damage than bulletproof vests, but stronger against wounds especially, and some other damage types
+/datum/armor/armor_sf_peacekeeper
+ melee = ARMOR_LEVEL_WEAK
+ bullet = ARMOR_LEVEL_MID
+ laser = ARMOR_LEVEL_TINY
+ energy = ARMOR_LEVEL_TINY
+ bomb = ARMOR_LEVEL_WEAK
+ fire = ARMOR_LEVEL_MID
+ acid = ARMOR_LEVEL_WEAK
+ wound = WOUND_ARMOR_HIGH
+
+/obj/item/clothing/suit/armor/sf_peacekeeper
+ name = "'Touvou' peacekeeper armor vest"
+ desc = "A bright blue vest, proudly bearing 'SF' in white on its front and back. Dense fabric with a thin layer of rolled metal \
+ will protect you from bullets best, a few blunt blows, and the wounds they cause. Lasers will burn more or less straight through it."
+ icon = 'modular_skyrat/modules/specialist_armor/icons/armor.dmi'
+ icon_state = "soft_peacekeeper"
+ worn_icon = 'modular_skyrat/modules/specialist_armor/icons/armor_worn.dmi'
+ inhand_icon_state = "armor"
+ blood_overlay_type = "armor"
+ armor_type = /datum/armor/armor_sf_peacekeeper
+ supports_variations_flags = CLOTHING_DIGITIGRADE_VARIATION_NO_NEW_ICON
+
+/obj/item/clothing/suit/armor/sf_peacekeeper/examine_more(mob/user)
+ . = ..()
+
+ . += "A common SolFed designed armor vest for a common cause, not having your innards become outards. \
+ While heavier armors certainly exist, the 'Touvou' is relatively cheap for the protection you do get, \
+ and many soldiers and officers around the galaxy will tell you the convenience of a mostly soft body armor. \
+ Not for any of the protection, but for the relative comfort, especially in areas where you don't need to care \
+ much if you're able to stop an anti materiel round with your chest. Likely due to all those factors, \
+ it is a common sight on SolFed peacekeepers around the galaxy, alongside other misfits and corporate baddies \
+ across the galaxy."
+
+ return .
+
+/obj/item/clothing/suit/armor/sf_peacekeeper/debranded
+ name = "'Touvou' soft armor vest"
+ desc = "A bright white vest, notably missing an 'SF' marking on either its front or back. Dense fabric with a thin layer of rolled metal \
+ will protect you from bullets best, a few blunt blows, and the wounds they cause. Lasers will burn more or less straight through it."
+ icon_state = "soft_civilian"
+
+/obj/item/clothing/head/helmet/sf_peacekeeper
+ name = "'Kastrol' peacekeeper helmet"
+ desc = "A large, almost always ill-fitting helmet painted in bright blue. It proudly bears the emblems of SolFed on its sides. \
+ It will protect from bullets best, with some protection against blunt blows, but falters easily in the presence of lasers."
+ icon = 'modular_skyrat/modules/specialist_armor/icons/armor.dmi'
+ icon_state = "helmet_peacekeeper"
+ worn_icon = 'modular_skyrat/modules/specialist_armor/icons/armor_worn.dmi'
+ inhand_icon_state = "helmet"
+ armor_type = /datum/armor/armor_sf_peacekeeper
+ dog_fashion = null
+ flags_inv = null
+ supports_variations_flags = CLOTHING_SNOUTED_VARIATION_NO_NEW_ICON
+
+/obj/item/clothing/head/helmet/sf_peacekeeper/examine_more(mob/user)
+ . = ..()
+
+ . += "A common SolFed designed ballistic helmet for a common cause, keeping your brain inside your head. \
+ While heavier helmets certainly exist, the 'Kastrol' is relatively cheap for the protection you do get, \
+ and many soldiers don't mind it much due to its large over-head size bypassing a lot of the fitting issues \
+ some more advanced or more protective helmets might have. \
+ Especially in areas where you don't need to care \
+ much if you're able to stop an anti materiel round with your forehead, it does the job just fine. \
+ Likely due to all those factors, \
+ it is a common sight on SolFed peacekeepers around the galaxy, alongside other misfits and corporate baddies \
+ across the galaxy."
+
+ return .
+
+/obj/item/clothing/head/helmet/sf_peacekeeper/debranded
+ name = "'Kastrol' ballistic helmet"
+ desc = "A large, almost always ill-fitting helmet painted a dull grey. This one seems to lack any special markings. \
+ It will protect from bullets best, with some protection against blunt blows, but falters easily in the presence of lasers."
+ icon_state = "helmet_grey"
diff --git a/modular_skyrat/modules/specialist_armor/code/sacrificial.dm b/modular_skyrat/modules/specialist_armor/code/sacrificial.dm
new file mode 100644
index 00000000000..45643140f83
--- /dev/null
+++ b/modular_skyrat/modules/specialist_armor/code/sacrificial.dm
@@ -0,0 +1,156 @@
+// Sacrificial armor has massive bullet protection, but gets damaged by being shot, thus, is sacrificing itself to protect the wearer
+/datum/armor/armor_sf_sacrificial
+ melee = ARMOR_LEVEL_WEAK
+ bullet = ARMOR_LEVEL_INSANE // When the level IV plates stop the bullet but not the energy transfer
+ laser = ARMOR_LEVEL_TINY
+ energy = ARMOR_LEVEL_TINY
+ bomb = ARMOR_LEVEL_MID
+ fire = ARMOR_LEVEL_MID
+ acid = ARMOR_LEVEL_WEAK
+ wound = WOUND_ARMOR_HIGH
+
+/obj/item/clothing/suit/armor/sf_sacrificial
+ name = "'Val' sacrificial ballistic vest"
+ desc = "A hefty vest with a unique pattern of hexes on its outward faces. \
+ As the 'sacrificial' name might imply, this vest has extremely high bullet protection \
+ in exchange for allowing itself to be destroyed by impacts. It'll protect you from hell, \
+ but only for so long."
+ icon = 'modular_skyrat/modules/specialist_armor/icons/armor.dmi'
+ icon_state = "hexagon"
+ worn_icon = 'modular_skyrat/modules/specialist_armor/icons/armor_worn.dmi'
+ inhand_icon_state = "armor"
+ blood_overlay_type = "armor"
+ armor_type = /datum/armor/armor_sf_sacrificial
+ max_integrity = 200
+ limb_integrity = 200
+ repairable_by = null // No being cheeky and keeping a pile of repair materials in your bag to fix it either
+ supports_variations_flags = CLOTHING_DIGITIGRADE_VARIATION_NO_NEW_ICON
+
+/obj/item/clothing/suit/armor/sf_sacrificial/Initialize(mapload)
+ . = ..()
+
+ AddComponent(/datum/component/clothing_damaged_by_bullets)
+
+/obj/item/clothing/suit/armor/sf_sacrificial/examine_more(mob/user)
+ . = ..()
+
+ . += "An extreme solution to an extreme problem. While many galactic armors have some semblance of self-repairing tech \
+ in them to prevent the armor becoming useless after being shot enough, it does have its limits. Those limits tend to be \
+ that the self-repairing, while handy, take the place of what could have simply been more armor. For a small market, \
+ one that doesn't care if their armor lasts more than one gunfight, there exists a niche for armors such as the 'Val'. \
+ Passing up self-repair for nigh-immunity to bullets, the right tool for a certain job, if you can find whatever that job may be."
+
+ return .
+
+/obj/item/clothing/head/helmet/sf_sacrificial
+ name = "'Val' sacrificial ballistic helmet"
+ desc = "A large, almost always ill-fitting helmet painted in a tacticool black. \
+ As the 'sacrificial' name might imply, this helmet has extremely high bullet protection \
+ in exchange for allowing itself to be destroyed by impacts. It'll protect you from hell, \
+ but only for so long."
+ icon = 'modular_skyrat/modules/specialist_armor/icons/armor.dmi'
+ icon_state = "bulletproof"
+ worn_icon = 'modular_skyrat/modules/specialist_armor/icons/armor_worn.dmi'
+ inhand_icon_state = "helmet"
+ armor_type = /datum/armor/armor_sf_sacrificial
+ max_integrity = 200
+ limb_integrity = 200
+ repairable_by = null // No being cheeky and keeping a pile of repair materials in your bag to fix it either
+ dog_fashion = null
+ flags_inv = null
+ supports_variations_flags = CLOTHING_SNOUTED_VARIATION_NO_NEW_ICON
+ /// Holds the faceshield for quick reference
+ var/obj/item/sacrificial_face_shield/face_shield
+
+/obj/item/clothing/head/helmet/sf_sacrificial/Initialize(mapload)
+ . = ..()
+
+ AddComponent(/datum/component/clothing_damaged_by_bullets)
+
+/obj/item/clothing/head/helmet/sf_sacrificial/attackby(obj/item/attacking_item, mob/user, params)
+ . = ..()
+
+ if(!(istype(attacking_item, /obj/item/sacrificial_face_shield)))
+ return
+
+ add_face_shield(user, attacking_item)
+
+/obj/item/clothing/head/helmet/sf_sacrificial/Destroy()
+ QDEL_NULL(face_shield)
+ return ..()
+
+/obj/item/clothing/head/helmet/sf_sacrificial/AltClick(mob/user)
+ remove_face_shield(user)
+
+/// Attached the passed face shield to the helmet.
+/obj/item/clothing/head/helmet/sf_sacrificial/proc/add_face_shield(mob/living/carbon/human/user, obj/shield_in_question)
+ if(face_shield)
+ return
+ if(!user.transferItemToLoc(shield_in_question, src))
+ return
+
+ flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDESNOUT
+ flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
+
+ playsound(src, 'sound/items/modsuit/magnetic_harness.ogg', 50, TRUE)
+ face_shield = shield_in_question
+
+ icon_state = "bulletproof_glass"
+ worn_icon_state = icon_state
+ update_appearance()
+
+/// Removes the face shield from the helmet, breaking it into a glass shard decal if that's wanted, too.
+/obj/item/clothing/head/helmet/sf_sacrificial/proc/remove_face_shield(mob/living/carbon/human/user, break_it)
+ if(!face_shield)
+ return
+
+ flags_inv = initial(flags_inv)
+ flags_cover = initial(flags_cover)
+
+ if(break_it)
+ playsound(src, SFX_SHATTER, 70, TRUE)
+ new /obj/effect/decal/cleanable/glass(drop_location(src))
+ qdel(face_shield)
+ face_shield = null // just to be safe
+ else
+ user.put_in_hands(face_shield)
+ playsound(src, 'sound/items/modsuit/magnetic_harness.ogg', 50, TRUE)
+ face_shield = null
+
+ icon_state = initial(icon_state)
+ worn_icon_state = icon_state // Against just to be safe
+ update_appearance()
+
+/obj/item/clothing/head/helmet/sf_sacrificial/take_damage_zone(def_zone, damage_amount, damage_type, armour_penetration)
+ . = ..()
+
+ if((damage_amount > 20) && face_shield)
+ remove_face_shield(break_it = TRUE)
+
+/obj/item/clothing/head/helmet/sf_sacrificial/examine(mob/user)
+ . = ..()
+ if(face_shield)
+ . += span_notice("The face shield can be removed with Right-Click.")
+ else
+ . += span_notice("A face shield can be attached to it.")
+
+ return .
+
+/obj/item/clothing/head/helmet/sf_sacrificial/examine_more(mob/user)
+ . = ..()
+
+ . += "An extreme solution to an extreme problem. While many galactic armors have some semblance of self-repairing tech \
+ in them to prevent the armor becoming useless after being shot enough, it does have its limits. Those limits tend to be \
+ that the self-repairing, while handy, take the place of what could have simply been more armor. For a small market, \
+ one that doesn't care if their armor lasts more than one gunfight, there exists a niche for armors such as the 'Val'. \
+ Passing up self-repair for nigh-immunity to bullets, the right tool for a certain job, if you can find whatever that job may be."
+
+ return .
+
+/obj/item/sacrificial_face_shield
+ name = "'Val' ballistic add-on face plate"
+ desc = "A thick piece of glass with mounting points for slotting onto a 'Val' sacrificial ballistic helmet. \
+ While it does not make the helmet any stronger, it does protect your face much like a riot helmet would."
+ icon = 'modular_skyrat/modules/specialist_armor/icons/armor.dmi'
+ icon_state = "face_shield"
+ w_class = WEIGHT_CLASS_NORMAL
diff --git a/modular_skyrat/modules/specialist_armor/icons/armor.dmi b/modular_skyrat/modules/specialist_armor/icons/armor.dmi
new file mode 100644
index 00000000000..d3e56a6b051
Binary files /dev/null and b/modular_skyrat/modules/specialist_armor/icons/armor.dmi differ
diff --git a/modular_skyrat/modules/specialist_armor/icons/armor_worn.dmi b/modular_skyrat/modules/specialist_armor/icons/armor_worn.dmi
new file mode 100644
index 00000000000..ad052b7aaf3
Binary files /dev/null and b/modular_skyrat/modules/specialist_armor/icons/armor_worn.dmi differ
diff --git a/tgstation.dme b/tgstation.dme
index f7c278f7123..7797d747e1c 100644
--- a/tgstation.dme
+++ b/tgstation.dme
@@ -385,6 +385,7 @@
#include "code\__DEFINES\~skyrat_defines\antagonists.dm"
#include "code\__DEFINES\~skyrat_defines\apc_defines.dm"
#include "code\__DEFINES\~skyrat_defines\armaments.dm"
+#include "code\__DEFINES\~skyrat_defines\armor_defines.dm"
#include "code\__DEFINES\~skyrat_defines\atom_hud.dm"
#include "code\__DEFINES\~skyrat_defines\augment.dm"
#include "code\__DEFINES\~skyrat_defines\automapper.dm"
@@ -7878,6 +7879,11 @@
#include "modular_skyrat\modules\space_vines\venus.dm"
#include "modular_skyrat\modules\space_vines\vine_mutations.dm"
#include "modular_skyrat\modules\space_vines\vine_structure.dm"
+#include "modular_skyrat\modules\specialist_armor\code\cargo_packs.dm"
+#include "modular_skyrat\modules\specialist_armor\code\clothing_bullet_damage_component.dm"
+#include "modular_skyrat\modules\specialist_armor\code\hardened.dm"
+#include "modular_skyrat\modules\specialist_armor\code\peacekeeper.dm"
+#include "modular_skyrat\modules\specialist_armor\code\sacrificial.dm"
#include "modular_skyrat\modules\stasisrework\code\all_nodes.dm"
#include "modular_skyrat\modules\stasisrework\code\bodybag.dm"
#include "modular_skyrat\modules\stasisrework\code\bodybag_structure.dm"