I must admit I never noticed that shields aren't a type a worn armor and thus do work with military armor. However, the SWAT setup is still better in my opinion. It's cheaper, permittable, and adjustable (it scales down well for when you have to meet at a bar or something).
Always a good thing. And why I advocate the higher Body, as it suits both setups, and you can certainly own both to a large degree. Milspec caps out a bit higher and offers a number of unique armor enhancement options that can really get you going. Mobility not only raises the bar for encumbrance, but also helps Running skill. As do the Hydrolic Jacks you can add in. And the +3 Strength enhancement (which can take you
beyond your augmented max stat). Stack in some Synthacardium and Athletics skill group and you can blitz into combat pretty dang fast if you're the melee type. You can even fit the cyber spurs in the armor itself, making one less illegal mod to explain to airport secuirty when you're on the down-low.
If you want pure tank, this gives you more oompf. More practical tank will likely take the other routes, but won't be able to reach the same levels. Full Body Armor is also Restricted, so there's some potential issues there as well. Easier to get around then milspec's forbidden, but milspec offers a bigger payout for your effort / investment. Not suitable to all campaigns, but that's something for the GM to decide.
Really the big advantage of the limb route is that it's only 12 BP for the arms, but you've covered 3 of your attributes. You might be able to sneak in a secondary skillset as well as being a tank.
Cyberlimbs help on averages, but not in all situations, and are useless against shots called other places then the limb. For cheaper you could get bone lacing and muscle replacement, even alpha grade if you like. Or take the Bioware equivalents to save on the Essence even more. And you still get a big boost to 3 attributes, but it's applicable to virtually every situtation instead of just some. And unlike the Cyberlimbs, it's applicable to your skull, too. A full body conversion gets around this, but even using a custom cybersuite it'll run you well over 200k to get it without zeroing out your essence, and those limbs eat up essence
fast.
Don't get me wrong, I like cyberlimbs, even have some full-conversion characters, but I think other mods can be more useful for the applicable costs in terms of raw stats for tanking. Limbs main draw really is what you can install in them, like smuggling compartments, weapons, gizmos, recoil comp gyros, etc. And a lot of those can be duplicated in milspec armor mods. The basic stat / armor is done better by other mods for standard chargen because the other mods work all the time, while limbs are negated every time somebody makes a Called Shot, which literally
everybody can do.
Bonelacing works against SOME direct combat spells, but not against the go-to direct combat spell, Stunbolt/Stunball. Same for platelet factories. Bone Lacing does help you resist stun damage from weapons, but it is super cost inefficient. 1.5 Essence for +3? Yeah, no thanks.
You need to re-read them then. Stunbolt/ball does stun damage, which is damage resisted by Body unless the source of the damage specifically says otherwise. And they don't say otherwise. Willpower is used for the reistsance test against them, but Body soaks the actual damage. So yes, Bone Lacing and Platelette factories
do apply. So does a Trauma Damper
![Cheesy :D](https://forums.shadowruntabletop.com/Smileys/default/cheesy.gif)
And the Formori's Arcane Arrester ability. And if you want to save on essence, check out Bone Density!