Armor Check Penalty (ACP) – While wearing armor with which you are not proficient, you take an armor check penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. The type of armor worn determines the size of the penalty: light, -2; medium, -5; heavy, -10. Additionally, you do not gain the armor’s equipment bonuses to anything other then your Fortitude defense.
Uniforms and Non-Combat Armor (-0 ACP)
Armor | Cost | Damage Reduction | Armor Bonus to REF Defense | Equip Bonus to FORT Defense | Max DEX Bonus | Speed | Weight | Availability |
All-Weather Durability Underliner | 75 Credits | 1 | – | – | – | – | 4 kg | – |
Armored Attire | 400 Credits (Fancy), 350 Credits (Utility) | 2 | – | – | – | – | 6 kg (Fancy), 8 kg (Utility) | – |
Armored Longcoat | 500 Credits | 3 | +2 | – | – | – | 10 kg | Restricted |
All-Weather Durability Underliner – Developed with stakeouts and wilderness exploration in mind, this form-fitting bodysuit is perfect for bounty hunters, researchers in the field, and just about anyone who might spend excessive time exposed to the elements without having time to acquire or change into the proper gear. Slim and form-fitting with the proper insulated areas surrounded by moisture-venting polymers and layered with a molecular level particle repellent, the durability liner is perfect for users who need to wear their environmental protection under their armour or clothing. Its tear-resistant fabric offers slight protection against punctures and abrasions, and anyone wearing the liner can ignore half (round down) of the negative effects from natural weather directly applied to them (exhaustion and fatigue, but not lack of visibility) while adding +2 to their Fortitude defense against the effects of heat or cold.
Armored Attire – Bounty hunters and Sector Rangers are always aware that they are in danger when working, as are members of many other occupations. Those who never know when trouble might arise will want to wear protection as much as they can, but must also be able to function in their everyday lives without looking like they are expecting an assassin’s bullet at any time. The result is the multi-layer polymer and composite system of armoured attire.
Designed and produced by dozens of different companies, armoured attire is manufactured with tiny platelets of internal armour baffling built into the fabrics. This process makes the clothing very durable and surprisingly resistant to damage from physical or energy-based sources. It also makes the clothing considerably heavier and less flexible than other clothing, but otherwise the visual look of the clothing is no different than the types of wardrobes it is designed to match. The Damage Reduction granted by Armored Attire does not apply if you are wearing armor overtop of it.
Armored Longcoat –
A throwback to the older days of gun slinging bounty hunters and roguish trackers who enjoyed the ‘look’ as much as the usefulness of it, the armored longcoat is still a favourite amongst many professions. It is a loose-fit coat that comes in a rainbow of colours and style-alterations for every purchaser. It has seven different pockets (two external, five internal) that can hold up to two Small-sized objects each. Three of the internal pockets can be adjusted into a much longer single ‘sleeve’ for one Medium-sized object instead.
The cloth used in the manufacture of the armored long coat is extremely tear-, abrasion- and fire-resistant, having an effective Hardness of 10 against attempts to directly harm the coat itself. Between the external and internal layers of the coat are long, multi-segmented plates of a non-ferrous alloy that can withstand considerable punishment and offer adequate protection to the wearer. The alloy plates will set off any sort of weapon or metal scanner, so the wearer should know not to try and sneak around such devices while wearing the long coat, assuming they don’t have the appropriate license to possess one.
An Armored Longcoat provides no bonuses if worn in conjunction with a normal suit of armor.
Light Armor (-2 ACP)
Armor | Cost | Armor Bonus To REF Defense | Equip Bonus to FORT Defense | Max DEX Bonus | Speed | Weight | Availability |
Half-Vest | 250 | +1 | – | +5 | – | 2 kg | Restricted |
Utility Vest | 300 | +1 | – | +5 | – | 0.5 kg | – |
Blast Helmet and Vest | 500 | +2 | – | +5 | – | 3 kg | – |
Combat Jumpsuit | 1,500 | +4 | – | +4 | – | 8 kg | Licensed |
Flight Suit, Padded | 2,000 | +3 | +1 | +4 | – | 5 kg | – |
Riot Armor | 2,500 | +2 | +2 | +5 | – | 6 kg | Military |
Stun Cloak | 3,500 | +1 | – | +5 | – | 2 kg | Licensed |
Flight Suit, Armored | 4,000 | +5 | +2 | +3 | – | 10 kg | Licensed |
Blast Helmet and Vest – This armor consists of a lightweight helmet and a composite vest that, when worn together, offer limited protection against incoming attacks.
Combat Jumpsuit – This heavily padded jumpsuit is designed to provide limited protection against physical trauma without overly restricting the wearer’s movement.
Flight Suit, Armored – A combat-ready flight suit that provides additional protection against the vacuum for limited periods, this armor comes in various models, including the TX-3 worn by Terran Navy fighter pilots. An armored flight suits provides up to 10 hours of life support, allowing its wearer to survive in the vacuum of space or any other hostile environment.
Flight Suit, Padded – Favored by civilian pilots across the space, the one-piece padded flight suit protects against decompression, g-forces, and harmful environments. It provides limited protection against attacks as well. A padded flight suit comes with matching helmet and gloves that seal around the wearer and provide up to 10 hours of life support, allowing him to survive in the vacuum of space or any other hostile environment.
Half-Vest – This protective vest is standard issue for police forces, and is usually worn underneath their uniforms. This allows them to remain armored, doesn’t create the outward appearance of intimidating armor. Lightweight, flexible, and easily hidden under clothing (+5 equipment bonus to Stealth checks made to conceal the armor), a half-vest protects the wearer against surprise attacks. Once per encounter as a free action, the wearer can negate the bonus damage on any attack made against him while he is denied his Dexterity bonus to Reflex Defense (such as when being targeted by an attacker with the Sneak Attack talent).
Riot Armor – This armor is used by police forces when it appears that a riot is imminent or is already in action. It consists of a reinforced blast helmet, vest, and a small shield; the shield is strapped to the wearer’s arm and does not interfere with their ability to use the associated hand. While more expensive than a combat jumpsuit, riot armor offers the maneuverability of a typical blast helmet and vest, and is lighter than a jumpsuit.
Stun Cloak – This cloak is as much a weapon as it is a form of protection. Lined with microfilaments attached to a power cell, the stun cloak can emit a powerful electric shock to any character who grapples or is grappled by the wearer. This are frequently worn to thwart kidnapping attempts, and commandos who expect to engage in close combat also wear them. The interior of the cloak is insulated to prevent accidental shocks to the wearer. If the wearer successfully makes a grapple attack, or is successfully grappled by an enemy, the stun cloak deals 3d8 points of stun damage. By doubling the price, the stun cloak can be upgraded to include the same capabilities as an all-temperature cloak or camouflage poncho. Otherwise, it cannot be upgraded, even through the use of modifications or the Tech Specialist and Superior Tech feats.
Utility Vest – This simple garment allows hunters, guides, and mechanics to carry a wide assortment of small equipment without discomfort. Although they can be constructed from an assortment of materials, they are commonly made from a tough leather, treated to be watertight, stainproof, and resistant to rips and tears. The vest features pockets, pouches, and straps capable of carrying up to twenty-four small objects weight no more than 1 kilogram each. Because the items are stored so that their weight is distributed evenly around the wearer’s torso, their cumulative weight is halved for the purposes of calculating the wearer’s total carried weight.
Medium Armor (-5 ACP)
Armor | Cost | Armor Bonus To REF Defense | Equip Bonus to FORT Defense | Max DEX Bonus | Speed | Weight | Availability |
Biohazard Suit | 4,000 | – | +3 | – | 4 squares | 9 kg | Licensed |
Ceremonial Armor | 5,000 | +7 | – | +2 | 4 squares | 13 kg | Licensed |
Camo Scout Armor | 6,000 | +6 | +2 | +3 | 4 squares | 13 kg | Restricted |
Battle Armor | 7,000 | +8 | +2 | +2 | 4 squares | 16 kg | Military |
Powersuit | 10,000 | +7 | – | +3 | 4 squares | 20 kg | Restricted |
Battle Armor – Battle armor combines protective metal or composite plates with a padded jumpsuit to form a layer of protection. While off-the-rack battle armor is available, most users cobble together their gear from various sources.
Biohazard Suit – The biohazard suit is a common piece of equipment that protects the wearer from hazardous biological matter. The standard biohazard suit is usually brightly colored and features a domed, transparent helmet that allows for normal vision. A biohazard suit provides immunity to all atmospheric or inhaled poison hazards, as well as to any diseases spread by inhalation or contact. A biohazard suit provides 1 hour of breathable atmosphere before the filter and atmosphere canister must be replaced.
Camo Scout Armor – This armor is frequently used by special operations forces. It combines sound-dampening technology with light absorption and dynamic optical camouflage. Wearing it provides a +5 equipment bonus on all Stealth checks made by the wearer.
Ceremonial Armor – Ceremonial armor blends practicality with ornate design. A typical suit of ceremonial armor consists of a helmet, durable breast guard, shoulder guards, and articulated greaves for the arms and legs.
Powersuit – This suit of body armor contains an energized exoskeleton and a series of servomotors that boosts the wearer’s physical strength. The powersuit grants its wearer a +2 equipment bonus to Strength if they are proficient with Medium Armor.
Heavy Armor (-10 ACP)
Armor | Cost | Armor Bonus To REF Defense | Equip Bonus to FORT Defense | Max DEX Bonus | Speed | Weight | Availability |
Armored Spacesuit | 12,000 | +9 | +3 | +1 | 4 squares | 35 kg | Restricted |
Battle Armor, Heavy | 15,000 | +10 | +4 | +1 | 4 squares | 30 kg | Military |
Vacuum Pod | 20,000 | +4 | +1 | +0 | 4 squares | 35 kg | – |
Armored Spacesuit – This bulky coverall contains a sealed life support system that provides everything the wearer needs to survive for 24 hours in the vacuum of space or any other hostile environment.
Battle Armor, Heavy – Similar to regular battle armor, heavy battle armor features more plating than padding, including various pieces molded to fit the user, such as breastplates and armor covering the arms and legs.
Vacuum Pod – The Extra-Vehicular Activity (EVA) pod, or vacuum pod, is an computer-assisted suit of powered armor specifically designed for spaceship repairs and construction of spacecraft and orbital structures. Its systems are designed so that a wearer not proficient with heavy armor (such as a mechanic or construction worker) can use it competently in nonstressful situations. The suit, once donned properly, provides full life support to its wearer and also includes external thrusters to allow movement in a zero-gravity environment (speed Fly 6). It also features motorized limbs, a complete set of integrated repair tools, and an external compartment to allow the user to carry any extra materials or tools. The suits functions are controlled by a computer systems that handle all the complex systems of the suit, such as the life support monitoring system and the regulation of the external thrusters. Vacuum pod users who have the Armor Proficiency (heavy) feat can use the following features and receive the bonuses listed. A wearer who does not have the feat can still use the suit but does not receive any of the equipment bonuses listed below, unless otherwise noted. Regardless, the wearer has any armor check penalties halved in noncombat situations. Putting on the suit and bringing all the systems online takes 15 minutes. Removing the suit takes only 3 rounds.
- Comlink – The suit’s integrated comlink has a range of 100 kilometers and can send and receive encrypted messages.
- Life Support – The suit provides up to 10 hours of continuous life support with air supply and protection against extreme environments, including hard vacuum and moderate levels of radiation.
- Powerlamp- The armor comes with an integrated glowrod, which emits a 70-square cone of light.
- Repair Kit – The tools integrated into the suit’s motorized arms give the user a +2 bonus on all Mechanics checks wile the systems function.
- Strength Augmentation: The suit’s power systems grant the wearer a +4 bonus to Strength while the suit is operational.