Armors
Armors
Light Armor Cost Armor Equip Max Speed Weight Availability Slots Special Réf.
bonus to bonus to DEX (6 sq) (kg)
Ref Def Fort Def bonus
Blast Helmet 500 +2 - +5 - 3 - 1 - SECR
and vest p.132
Flight suit, 2000 +3 +1 +4 - 5 - 1 A SECR
padded p.133
Combat 1500 +4 - +4 - 8 Licensed 1 - SECR
jumpsuit p.133
Flight suit, 4000 +5 +2 +3 - 10 Licensed 1 A SECR
armoured p.133
Stormtrooper 8000 +6 +2 +3 - 10 Military, 1 B SECR
armor Rare p.133
Energy shield 500 - - +4 - 1 - 0 - KORCG
SR5 p.71
Energy shield 2000 - - +4 - 1 - 0 - KORCG
SR10 p.71
Battle armor, 6500 +4 +2 +3 - 12 Military 2 E KORCG
light powered p.70
Dark armor, 10,000 +4 +3 +3 - 10 Sith only 1 J JATM p.61
light
Jedi battle 4000 +3 +3 +4 - 6 Rare 1 - JATM p.62
armor
Medium Cost Armor Equip Max Speed Weight Availability Slots Special Réf.
Armor bonus to bonus to DEX (6 sq) (kg)
Ref Def Fort Def bonus
Ceremonial 5000 +7 - +2 4 13 Restricted 1 - SECR
armor p.132
Corellian, 10,000 +7 - +3 4 20 Restricted 2 C SECR
powersuit p.132
Battle Armor 7000 +8 +2 +2 4 16 Military 1 - SECR
p.132
Energy shield 4500 - - +3 - 1 - 0 - KORCG
SR15 p.71
Energy shield 8000 - - +3 - 1 - 0 - KORCG
SR20 p.71
Mesh armor 6000 +6 +2 +2 4 13 Restricted 1 F KORCG
p.72
Weave Armor 5000 +6 +2 +3 4 15 Restricted 1 - KORCG
p.72
Battle armor, 11,000 +7 +2 +2 4 17 Military 2 E KORCG
powered p.70
Camo armor 6000 +5 - +3 4 6 Restricted 1 H TCWCG
p.64
Katarn-class 30,000 +9 +4 +1 4 20 Military 3 I GW p.44
commando
armor
Stalker armor 7500 +7 - +3 4 10 Licensed 3 - GW p.45
Dark armor, 15,000 +7 +4 +2 4 16 Sith only 1 J JATM p.61
medium
Jedi battle 6000 +5 +5 +3 4 12 Rare 1 - JATM p.62
armor, medium
GTU AV-1C 15,000 +7 +2 +2 4 18 Military 2 K SV p.48
scout armor
Krail 210 16,300 +7 +1 +3 4 17 Military 2 L SV p.49
personal armor
Heavy Armor1 Cost Armor Equip Max Speed Weight Availability Slots Special Réf.
bonus to bonus to DEX (6 sq) (kg)
Ref Def Fort Def bonus
Armored 12,000 +9 +3 +1 4 35 Restricted 1 D SECR
spacesuit p.132
Battle armor 15,000 +10 +4 +1 4 30 Military 1 - SECR
p.132
Energy shield 12,500 - - +2 - 1 - 0 - KORCG
SR25 p.71
Energy shield 18,000 - - +2 - 1 - 0 - KORCG
SR30 p.71
Matrix armor 9000 +9 +3 +1 4 25 Restricted 1 G KORCG
p.72
Battle armor, 19,000 +9 +4 +1 4 32 Military 2 E KORCG
heavy powered p.70
Dark armor, 25,000 +8 +5 +1 4 30 Sith only 1 J JATM p.61
heavy
GTU AV-1C 25,000 +9 +4 +1 4 25 Military, 2 M SV p.48
combat armor Rare
1
When running in heavy armor, you can move up to only three times your speed (instead of four)
ARMOR UPGRADES
1. Grants the wearer a +2 equipment bonus on Perception checks as well as low-light vision.
Includes an integrated comlink
2. Seals your armor against the pressure of deep ocean travel, allows you to filter breathable air out
of water indefinitely. Gains a swim speed equal to one-half your armoured walking speed. Can
reroll a failed Swim check (keeping better result) and can take 10 on Swim check even if
rushed/threatened
3. Reduces the weight of the armor by 50%
4. Retractable spikes worked into the arms and legs. Gain a climb speed equal to one-half your
armoured walking speed. Can reroll a failed Climb check (keeping better result) and can take 10
on climb check even if rushed/threatened. Can use claws to attack foes in melee (1d4 for medium
character)
5. Attaches one piece of equipment to the armor. If medium character, can mount a piece of
equipment up to Diminutive size or a weapon up to Small size. This equipment is constantly ready
for use and need not be drawn before being used
6. Same as #5 but can mount a second of equipment
7. Assists in making long jumps. Treat all jumps as running jumps. Can reroll a failed Jump check
(keeping better result) and take 10 on Jump checks even if rushed/threatened
8. Only medium and heavy armor can have the powered exoskeleton upgrade. Operates for 20 rds on
a single energy cell. Turning it on or off is a swift action. When active, gives a +2 equipment
bonus to STR. Adds 5 kg to the weight of the armor
9. Allow the armor to float up to 1 meter off the ground. Can be activate/deactivate as a swift action.
While active, wearer ignores the effects of difficult terrain and takes half damage from falls.
Operates for 10 rounds on a single energy cell
10. Includes airtight gaskets around all joints and simple life support equipment that adds 2 kg of
weight. Allows the wearer to survive for 10 hours in the vacuum of space/hostile environment.
Medium and Heavy armor can have improved life support that lasts up to 24h, adding kg of
weight
11. Gains a +5 equipment bonus to his damage threshold against stun damage