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Utility Apparel
Utility Apparel
Technical Wear
Type | Def. | Soak | Price | Encum. | Hard P. | Rarity |
---|---|---|---|---|---|---|
E-EtE p. 44 | ||||||
Tracker Utility Vest | 0 | 0 | 100 | - | 1 | 2 |
Mountaineer Armor | 1 | 1 | 1800 | 3 | 2 | 6 |
S-FC p. 47 | ||||||
Smuggler's Trenchcoat | 1 | 1 | 1650 | 3 | 0 | 7 |
Mimetic Suit | 1 | 1 | (R)8000 | 2 | 2 | 8 |
T-SM p. 48 | ||||||
Mechanic's Utility Suit | 0 | 2 | 1175 | 5 | 1 | 3 |
Cloaking Coat | 0 | 1 | (R)550 | 4 | 1 | 8 |
Tracker Utility Vest
E-EtU p. 45
Allows the wearer to carry their important tools and items where they can reach them quickly and without items weighing them down overmuch or getting in their way.
When worn, the Tracker utility vest increases the wearer's encumbrance threshold by 2.
Mountaineer Armor
E-EtU p. 45
Mountaineer Armor grants the wearer to all Athletics skill checks made to climb or rappel.
Smuggler’s Trenchcoat
S-FC p. 47
Checks made to find anything hidden within a Smuggler’s Trenchcoat while it is being worn are opposed by the Skulduggery of the wearer. The coat can conceal up to 2 encumbrance worth of items.
Mimetic Suit
S-FC p. 47
Upgrade the ability of Stealth checks the wearer makes while wearing a Mimetic Suit twice while it is active.
The power packs are usually only good for an hour of continuous use before they need to be switched out or recharged.
The GM may spend or on any Stealth check the wearer makes while the suit is active to have the battery run out of energy, causing the suit to stop functioning until it is replaced.
Mechanic's Utility Suit
T-SM p. 47
A Utility Suit is bedecked with pockets, attachment hooks, and gear straps.
The wearer counts as having a Tool Kit.
Cloaking Coat
T-SM p. 48
Upgrade the difficulty of all checks to detect an individual wearing a cloaking coat using sensors or electronic forms of detection twice. Droids with an Intellect characteristic lower than the character's ranks in the Computers skill are also affected in the same way when trying to detect the character.
Survival & Environment Suits
Type | Def. | Soak | Price | Encum. | Hard P. | Rarity |
---|---|---|---|---|---|---|
p. 170 | ||||||
Adverse Environment Gear | 0 | 1 | 500 | 2 | 1 | 1 |
C-FH p. 44 | ||||||
Reinforced Environment Gear | 0 | 1 | 850 | 2 | 2 | 4 |
Shockrider Crash Suit | 0 | 2 | 3000 | 2 | 1 | 3 |
Enviro-suit | 0 | 2 | 750 | 2 | 1 | 2 |
T-SM p. 48 | ||||||
P-14 Hazardous Industry Suit | 0 | 2 | 1000 | 7 | 2 | 4 |
Adverse Environment Gear
p. 169
Characters with this gear may ignore imposed by the environment they find themselves in. The gear must be appropriate to the environment at hand (hot/cold).
Reinforced Environment Gear
C-FH p. 44
Reinforced Environment Gear is essentially improved Adverse Environment Gear.
Reinforced Environment Gear allows a wearer to ignore imposed by environmental conditions, and also reduces Critical Injuries suffered from falling by 20.
The suit also includes a filter, granting to Resilience checks to resist toxic atmospheres or airborne toxins.
Shockrider Crash Suit
E-EtU p. 45
Crash Suits reduce any strain received from Critical Hits dealt to the wearer's vehicle by 1 (to a minimum of 1) and the flame-resistant coating reduces damage dealt to the wearer by fires by 1.
Enviro-suit
E-EtU p. 44
Enviro-suits are fully sealed, full-body suits made of sturdy materials designed to keep sentients alive in inhospitable places. They protect their wearers from toxic environments, radiological, biological, and chemical hazards, extremes of temperature, and variations of atmospheric pressure. With the right suit, a wearer can withstand the vacuum of space, the depths of the deepest oceans, and even atmospheres that are little more than choking miasmas of poisonous gasses.
Enviro-suits have an operational life of eight hours until they need to be recharged and have their gasses and fluids refilled.
An individual wearing an Enviro-suit suffers to any Agility- or Perception-based checks while wearing the suit.
P-14 Hazardous Industry Suit
T-SM p. 48
The Hazardous Industry Suit counts as a Breath Mask (p. 179).
Further, the wearer adds to Resilience checks to resist heat, cold, radiation, and other hostile environmental conditions.
The wearer does not suffer the effects of the Burn or Disorient item qualities.
When the wearer suffers strain in order to take an extra maneuver, they suffer 1 additional strain.