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Armors

The document provides a detailed list of various armors categorized into Light, Medium, and Heavy types, including their costs, armor bonuses, special features, and availability. Each armor type includes specific enhancements and upgrades that can be applied, along with their respective costs and effects. Additionally, it outlines the benefits of armor upgrades such as aquatic adaptation, integrated equipment, and vacuum seals.

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Marc Savard
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0% found this document useful (0 votes)
7 views

Armors

The document provides a detailed list of various armors categorized into Light, Medium, and Heavy types, including their costs, armor bonuses, special features, and availability. Each armor type includes specific enhancements and upgrades that can be applied, along with their respective costs and effects. Additionally, it outlines the benefits of armor upgrades such as aquatic adaptation, integrated equipment, and vacuum seals.

Uploaded by

Marc Savard
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Armors

Light Armor (-2)

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

A. Provides up to 10 hours of life support (vacuum/hostile environment)


B. +2 equipment bonus to Perception checks, low-light vision, integrated comlink in the helmet
C. +2 equipment bonus to STR
D. Provides up to 24 hours of life support (vacuum/hostile environment)
E. Comes with a “Helmet package” preinstalled
F. Once per encounter, while fighting defensively, gain DR 20 vs a single ranged energy attack as a
reaction
G. Once per encounter, while fighting defensively, gain DR 30 vs a single ranged energy attack as a
reaction
H. When attempting to hide, the wearer gains a +10 equipment bonus to Stealth checks, regardless of
the terrain
I. Includes an integral comlink in the helmet. As a full round action, the wearer can use the bacta
tanks built into the armor to grant a +10 skill Treat Injury for self-treatment (ignoring the -5
penalty for sefl-administration of this skill). Includes the “Vacuum Seal” upgrade (SV p.47). A
wearer with the Proficiency Heavy Armor (feat) gains a +2 bonus on Perception Checks, as well
as low-light vision
J. Automatically comes with a single enhancement from the Sith Alchemy Specialist talent (JATM
p.22)
K. Includes “Vacuum seal” upgrade, “Helmet package” upgrade, a built-in glowrod (as an
“Integrated equipment” upgrade) and a repulsorlift system that replicates a jet pack (SACR p.138)
but produces no noise, heat or flames (grants a fly speed of 4 sq)
L. Includes a built-in “Helmet package”, a jet pack, a liquid dispenser and the “Vacuum seal”
upgrade. +2 equipment bonus to STR checks made to lift, drag or pull an object
M. Includes “Vacuum seal” upgrade, “Helmet package” upgrade and a repulsorlift system that
replicates a jet pack (SACR p.138) but produces no noise, heat or flames (grants a fly speed of 6
sq)
Medium Armor (-5)

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 (-10)

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

Armor upgrades Cost Slot cost Availability Description Réf


Helmet package 4000 0 Common 1 SECR p.140
Aquatic adaptation 500 1 Common 2 SV p.44
Armorplast 900 0 Common 3 SV p.45
Climbing claws 200 1 Common 4 SV p.45
Integrated equipment 1 200 1 Common 5 SV p.46
Integrated equipment 2 500 1 Common 6 SV p.46
Jump servos 100 1 Common 7 SV p.46
Powered exoskeleton 4000 2 Licensed 8 SV p.46
Repulsorlift 1000 1 Common 9 SV p.47
Vacuum seal 2000 0 Common 10 SV p.47
Mesh underlay 2500 2 Common? 11 KORCG p.76

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

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