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Combat Attire
Combat Attire
Soft/Light Protection
Type | Def. | Soak | Price | Encum. | Hard P. | Rarity |
---|---|---|---|---|---|---|
p. 170 | ||||||
Heavy Clothing | 0 | 1 | 50 | 1 | 0 | 0 |
Padded Armor | 0 | 2 | 500 | 2 | 0 | 1 |
Armored Clothing | 1 | 1 | 1000 | 3 | 1 | 6 |
BH-ND p. 49 | ||||||
Hunter's Trophy Armor (custom-made) | 0 | 2 | (R)1000 | 4 | 1 | 6 |
Hunter's Trophy Armor (completed) | 0 | 2 | (R)2000 | 4 | 1 | 9 |
C-FH p. 44 | ||||||
Kamperdine Armored Jacket | 0 | 2 | 6200 | 1 | 0 | 7 |
HG-DC p. 49 | ||||||
Beast-hide Armor | 0 | 1 | 300 | 3 | 0 | 2 |
Flak Vest | 0 | 1 | 300 | 3 | 1 | 2 |
Charge Suit | 0 | 2 | 2000 | 3 | 0 | 6 |
S-FC p. 47 | ||||||
Blast Vest | 0 | 1 | 200 | 3 | 1 | 3 |
Heavy Clothing
p. 169
(see table)
Padded Armor
p. 169
(see table)
Armored Clothing
p. 169
These plates are mostly undetectable as long as the clothing is reasonably bulky. An Average () Perception check detects that a person's clothing is plated.
Hunter's Trophy Armor
BH-ND p. 49
Similar to Beast-hide Armor, a character wearing trophy armor suffers to Charm checks, but gains to Coercion checks due to the armor's intimidating appearance. At the GM's discretion, Charm checks made to impress or persuade other characters of the wearer's prowess may receive instead of .
Use the first price listed if a character is attempting to purchase an existing suit of trophy armor outright, and the second price listed if a character has already procured a suitable hide and wishes to have it fashioned into trophy armor by an artisan.
Kamperdine Armored Jacket
C-FH p. 44
Kamperdine Armored Jackets are each tailored to a specific wearer. When worn by that wearer, they add to any successful Charm, Deception, or Negotiation checks the character makes (the GM may decide that the bonus does not apply in certain situations, such as dealings over a comlink).
Beast-hide Armor
HG-DC p. 49
When wearing Beast-hide Armor, the character gains automatic on Coercion checks and automatic on Charm checks. The GM may determine that this armor provides different benefits or detriments depending on the situation. The wearer of the armor may be barred from high society events on Coruscant, but automatically invited to similar events on a Rim world, for example.
Flak Vest
HG-DC p. 50
This armor gains +1 Soak when the wearer suffers damage from the Blast quality.
Charge Suit
HG-DC p. 50
When switched on, the entire suit hums with energy. Any enemy who comes into direct contact with the suit suffers a jolt comparable to a lower-end stun blaster.
If the wearer of the Charge Suit is hit by a melee attack and the attack generates , the attacker is automatically hit by an attack dealing 8 damage. This damage is applied to the target's strain threshold. If the attack generates , the attacker is disoriented for one round.
Wearing a Charge Suit counts as being equipped with Shock Gloves (Brawl; Damage + 0; Critical 5; Range [Engaged]; Stun 3).
Blast Vest
S-FC p. 47
The armor gains + 2 soak when the wearer suffers damage from a slugthrower or other physical projectile.
Hard/Complex Protection
Type | Def. | Soak | Price | Encum. | Hard P. | Rarity |
---|---|---|---|---|---|---|
p. 170 | ||||||
Laminate | 0 | 2 | 2500 | 4 | 3 | 5 |
Heavy Battle Armor | 1 | 2 | (R)5000 | 6 | 4 | 7 |
BH-ND p. 49 | ||||||
Armored Drop Suit | 1 | 1 | 7500 | 6 | 2 | 7 |
Mandalorian Armor | 1 | 2 | (R)6000 | 6 | 5 | 8/Special |
C-FH p. 44 | ||||||
Creshaldyne Riot Armor | 1 | 1 | (R)1850 | 3 | 1 | 6 |
HG-DC p. 49 | ||||||
Protector 1 Combat Armor | 1 | 2 | (R)5500 | 4 | 3 | 7 |
Mk.II "Steelskin" Anti-Concussive Armor | 0 | 3 | (R)6500 | 8 | 0 | 7 |
PX-11 "Battlement" Powered Armor | 1 | 3 | (R)9000 | 3 | 3 | 9 |
T-SM p. 48 | ||||||
N-57 Armor | 0 | 2 | 3000 | 5 | 5 | 6 |
Laminate
p. 169
Laminate typically includes vision magnification and integrated comlinks to others attuned to the same frequency.
Laminate armor is worn over a tight-fitting body glove. This system offers significant insulation, making it easier to operate in all environments. For extended service in extreme environments, more specialized versions are made. (GM Note: Potential benefits for toxins, vacuum, hot/cold, etc.)
Heavy Battle Armor
p. 170
Heavy Battle Armor can be sealed and provide the same benefits as full-body Laminate armor as above, or it can take the form of a heavy vest and blast helmet. (Near-Mandalorian Armor)
Armored Drop Suit
BH-ND p. 49
Armored Drop Suits are a type of light Laminate body armor constructed around a powerful repulsorlift unit, allowing the wearer to fly between firing positions or spots of cover, or to rain down attacks from above.
As a maneuver, the wearer of an Armored Drop Suit can engage their flight systems to function as a — Silhouette 0, Speed 2, Handling +2, System Strain Threshold 3 — Vehicle that requires Piloting (Planetary) to operate.
Further, while the flight systems are engaged and the wearer is conscious to guide themself down, they do not suffer damage from falling.
Mandalorian Armor
BH-ND p. 50
PCs who wish to obtain Mandalorian armor may find the effort of getting a suit worthy of the name more challenging than buying other gear. See Acquiring Mandalorian Armor (p. 50) for suggestions on acquiring Mandalorian armor with upgrades installed.
Creshaldyne Riot Armor
C-FH p. 44
This armor includes a breath mask that allows the user to filter out and ignore airborne toxins and gases (but not breathe in atmospheres without the character's required atmosphere mix).
When staggered or disoriented, the wearer reduces the duration of the effect by one round, to a minimum of one round.
Protector 1 Combat Armor
HG-DC p. 51
(see table)
Mk.II "Steelskin" Anti-Concussive Armor
HG-DC p. 51
All Brawn- and Agility-based checks while wearing Steelskin armor gain .
Whenever the bearer is Staggered or Disoriented from a weapon quality, reduce the rounds Staggered or Disoriented by 1.
PX-11 "Battlement" Powered Armor
HG-DC p. 51
The suit forms a vacuum-sealed life support system, allowing the wearer to survive in a vacuum or toxic environment for up to one hour.
The suit's helmet incorporates a comlink as well as sophisticated optical and auditory sensors, allowing the wearer to deduct from all Perception, Surveillance, Vigilance, and combat skill checks due to darkness, smoke, or similar environmental factors that obscure vision.
PX-11 armor suit charge packs supply enough power for 12 hours of use.
The armor increases the wearer's Brawn by 1 while wearing the armor. This does not increase soak or wound threshold.
The wearer also gains +1 rank of the Athletics skill as long as they are wearing the armor.
The listed encumbrance value assumes the armor is powered. If a Battlement suit loses power or ceases to function for any reason, its encumbrance becomes 12, its defense becomes 0, and the wearer loses the Brawn increase.
Equipping the armor without assistance takes five minutes. Assistance cuts this time in half.
N-57 Armor
T-SM p. 48
As a maneuver, the wearer may recharge an energy weapon or device that has run out of power or ammunition in the manner of an Extra Reload/Power Pack (p. 183).
Gadgets
Type | Def. | Soak | Price | Encum. | Hard P. | Rarity |
---|---|---|---|---|---|---|
p. 170 | ||||||
Personal Deflector Shield | 2 | 0 | 10000 | 3 | 0 | 8 |
Personal Deflector Shield
p. 169
Deflector shields use limited ray/particle shielding that deflects and blocks incoming projectiles.
The shield has enough power to last about ten minutes. Recharging a deflector shield requires three hours and electrical facilities.
When the wielder is using a personal deflector shield, the GM can spend any the wielder generates to have the shield run out of power for the remainder of the encounter.