A bit on SWAT and SF physical fitness. I'll tackle the armour issue a bit further down.
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Hmmm, I don't know about that. Having worked with members of a SWAT team at one point, and taking BOD to be an abstract (this IS Shadowrun, after all) measure of fitness AND build, I would say that as a MINIMUM it would have to be a 4 just to handle most of the physical demands and get on the team, unless you might happen to be someplace rural like, say... Southwest Virginia. Some place like LA or NY or 6th World Seatle, where those units see enough action to be full-time squads and not "on-call" part-time volunteers, part of the job descripton is going to be MAINTAINING that peak near-military fitness.
Yes these guys are on very good physical condition. Don't let anyone tell you otherwise. They workout very frequently on resistance, more than volume or raw physical strength, and depending on their job it varies. Ranger's programs concentrate on heavy cardio, mainly for marching, SEAL programs include swimming every time. As much as I admire their condition I would hesitate to put them into the body 5 mark
on average . The regular SF trooper, who is not a training junkie is going to have body 4 -higher than an untrained human, whose body should be 2, not 3, unless he works out at least 3 days a week-. The team's athlete should have a 5, the battalion's best runner who also goes to represent it in military Olympics has a 6. This is because even in the military, not everyone is a talented athlete-. I have completed SF training workouts, and trust me I'm not in peak physical condition. Not that they're easy. They demand a lot of time, preparation, discipline and concentration. I may not have gotten the highest marks at the academy, but I could have passed. And I'm 6'1 and weigh 140lbs. If oyu ask me I'd place my body at a solid 3.... after some 3 months of strenuous workout I'd get a 4.
This takes me to the next point.
They compensate these "low" attribute scores with skills: they probably do have athletics group at 4 with specialization on their chosen area of expertise, and 'ware: synthacardium is a must for almost any SF guy, and probably also for SWAT teams. This increases significantly their efficiency, and results in about 2 or 3 auto successes on their rolls. And that's where they shine. Regular workouts can be overcome easily with these auto successes, as a threshold 3 training program is tough on you, I assure you. A regular trooper will be able to stay in the team with these stats.
About the armour bit:
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Why don't you think normal officers wear all the supplemental protective gear? Because it's hot and heavy as drek? Nope: it's because of how badly it compromises your flexibility, balance, fields of vision, center of gravity AND because it's hot and heavy as drek. And what is the first thing a soldier or officer does when thet aren't in the heightened threat environment any more? Take off the helmet and supplemental pieces of kit while they're standing around, even if they are leaving on the primary components. The above example of 12/14 protection: that officer is ABSOLUTELY going to be slowed down and unbalanced by all that armor, unless she has the build of a top professional wressler AND the health and fitness of a Navy S.E.A.L., because it's massively extensive, not to mention binding, likely to catch on things, makes it hard to bend in certain ways and not really designed to help with a silent entry. If you really need that level of protection in SR, go with the (sealed and/or powered) military armors that offer that level of protection and IIRC also default to BODx3 for the calculation because they MUST be custom fit and are DESIGNED to allow for proper movement, and even THEN require a BOD 4 or higher to not be severely penalized.
True. Except I don't like powered military armours in the character's hands. But that's not the issue here.
Comfort is essential with these armours, and its true that characters wearing even form-fitting (my group calls them Pajamas, because they never take them off) you'll be uncomfortable. You are obstructed in everyday activities, or you are sweating too much, or it itches and you can't reach adequately. Hell, some leather jackets I use are uncomfortable like that, hence I will /not/ use them on sunny days even if I /love/ them. The point about armour, is, mainly, role play it adequately instead on concentrating on the ruels. If you say to the 24/7 armour using character he's bending the rules he'll feel nerfed. you can accomplish the same with a nice description of how he itches and can't reach the place, how he's starting to stink because he sweats like a pig, and people sense it, how his back is straining and feeling sore, how he cannot find a comfortable chair anywhere anymore. The player will understand why armours aren't used by everyone all the time, and will actually be willing to spend money on a second suit of armour -even if less effective- but that will, in a descriptive way, feel more comfortable to him.