Personal Armor
Dartalon's Battle Armor
These days it takes more than just a flashy suit of armor to make a name in the
bounty hunting
community, it takes style. Inspired by his favorite holocomic, "The Mighty
Punitors" and
determined to be more than just another bucket-head with a gun, the young
bounty hunter, Dartalon
hired the aged and mysterious tinkerer known only as Max to come up with
something special. E
was not disappointed. Dartalon's armor is light weight and flexible, but
provides the protection
standard in more bulky battle suits. It includes a removable jet pack and
a fearsome and vaguely
insectoid helmet crammed with the latest in state of the art combat
displays and sensor packages.
The armor's sleek green and pink paint job is protected by a scuff and
paint resistant finish which
is sure to keep Dartalon's signature style intact for years to come. This
battle suit's most
distinctive feature is the deadly array of weaponry which can be brought
to bear on the object of
Dartalon's wrath. First, there's the perfect surprise for close quarter combat:
a low powered but
still lethal blaster mounted on the helmet's forehead; next, there's the
gauntlet's repulsor beam
which is appropriate for general use; and finally when a situation calls for
real mayhem, Dartalon
has a specially modified Kirbytech Disruptor Cannon mounted on his shoulder.
Activating or
twitching between any of these weapons systems requires the suit's wearer
to loudly declare a
voice activation code. The complex and unique design of the suit's
armament and powers systems
means that any attempt to change the configuration or activation commands
without scuttling the
suit requires a Heroic Armor Repair roll.
Dartalon's Battle Armor
Model: Custom made assault armor
Type: Modified personal battle armor
Cost: Not for sale
Availability: Unique
Game Effects:
Basic Suit: Provides +2D to Strength for physical attacks, +1D for energy
attacks. Covers head,
torso and arms. No Dexterity penalties.
Jet Pack: 100 meters move horizontally; 70 meters, vertically. 10 Charges.
Infra-Red scanner: +1D search.
Sealed Enviro Filter: 1 hour Oxygen supply.
Weapons and activation code (use Armor Weapons skill): Blaster -
"Feel the power of the Uni-
Beam!":
Mounted on helmet; 3D Damage, range: 3-4/8/12
Repulsor - "Repuls-o-Ray! Go!" : Mounted on wrist; 4D
Damage, range: 10/30/120
Disruptor Cannon - "Beware the Mega-Blaster!" : Mounted
on shoulder; 5D Damage, range: 3
25/50/250
Campaign notes: Poor Dartalon didn't have much of a career in bounty
hunting In his first
appearance, he failed to capture his quarry, the smuggler Action Mon and was
defeated in combat.
Afterwards to make ends meet, he had to hock his jet pack. Finally as part of
larger group trying to
kill a certain company of rebels, Dartalon was again denied victory, and
he was stripped of his
armor. Dartalon has not been heard from since. Currently Rebel Space
Marine, Sgt. Stanislaus
Boomer owns the armor. His attempts to repaint the armor and avoid
embarrassment upon
declaring "Beware the Mega Blaster!" are as yet unsuccessful.Still,
Dartalon has earned a special
place the my heart, and "Feel the power of the Uni-Beam!" has become
an absurdist rallying cry
within the hallowed halls of campaign.
Personal shield Unit
Scale: Character Effect: Adds +4D to character's Strength to resist damage from
energy attacks. If
wearer suffers any damage, belt is overloaded and shorts out. This shield
completely drains a
power pack in ten seconds (two rounds).
EXPLORER POWERSUIT
Model: Primeworld Exploration Farstryder-4 "Brawn"
Skill: Powersuit Operation; Farstryder
Cost: 11,000 credits.
Move: 14 ground, 70 flying
Body Strength: 4D
Altitude Range: Ground level - 100 meters
Weapons:
1 Light Repeating Blaster (shoulder mounted)
Scale: Character
Fire Arc: Front
Skill: Blasters; Repeating Blaster
Fire Control: 1D
Range: 3-50/120/300
Damage: 6D
The top of Primeworld's Farstryder
line, the Brawn suit is designed to provide for long-term
single man exploration of unfamiliar terrain. The Brawn can be adapted for
specific terrains,
adding 5 to it's ground rate, and 20 to the flying rate. However, it's
primary use is not speed or
combat, and it has a number of devices to aid it in it's primary function,
exploration. The body
glove keeps it's wearer comfortable in a range of temperatures from 100 K
to 1,000 K. The air
filtration system can provide breathable air from just about any oxygen
containing compound. The
suit has macrobinoculars built in, as well as a geiger counter, metal detectors,
heat and motion
sensors, video and audio recorders, and constant environmental readouts.
It can also carry 3
months provisions, and up to 59kg worth of other materials.
Glitter Boy Power Armor
Craft: USA-G10 Glitter Boy
Type: Laser Resistant Armored Infantry Personnal Assault Armor
Scale: Speeder
Skill: Powersuit Operation: Glitter Boy
Crew: 1
Crew Skill: Missile Weapons 5D
Passengers: 0
Cargo Capacity: 10 kilograms
Cover: Full
Cost: 250,000
Move: 30; 90 kmh (See notes below)
Body Strength: 4D
Weapons:
Weapon Type: RG-14 Raped Acceleration
Electromagnetic
Rail Gun
Fire Arc: Front
Skill: Missile Weapons: Rail Gun
Range: 50-500/1km/3.2km
Damage: 5D
Notes: The gun will not fire unless the Telescoping-Anti-Sway Pylons
are extended into the
ground. These pylonsextend from the feet of the armor into the ground.hey
are designed to be able
to penatrate most ground types, including metal. It can leap 3.6m high or
across do to powerful leg
motors. Add 4.5 meters for a running start. Jet assisted leaps will
go 24m up or across. They jets
can hold the Glitter Boy aloft at 3.4m for 1D x 10 seconds.Strength for lifting
and brawling damage
is increased by 4D. Damage from laser weapons is reduced by
half.
New Republic Scout Power Armor
Type: Light Power Armor
Crew: 1
Passengers: 0
Cargo Capacity: 15 kg.
Consumables: 1 week
Scale: Character
Armor: 2d
DEX Modifier: 0
STR Modifier: +2
Speed: 15 m. per action on foot
4d (speeder scale) flying with
integral repulsorlift
Weapons:
Heavy Blaster (integral in right
forearm)
FC: 0
Damage: 5d
Range: 25/60/250
Vibroblade (retractable in left
forearm)
FC: 0
Damage: STR+2d (includes above +2 to STR)
Range: Melee only
Sensors:
Macrobinoculars with thermal imager
Full Spectrum Transceiver -- 20 km.
range
Subspace Radio -- 750 km. range
Lifeform Indicator -- 5 km. range
Cost: 7,500 cr.
This is a light suit of power armor, designed for speed and maneuverability
rather than raw
firepower. It is by far the most common of the power armor suits used by
the New Repbulic Army
and Navy; similar suits can be found in use in the Corporate Sector.
New Republic Standard Power Armor
Type: Medium Power Armor
Crew: 1
Passengers: 0
Cargo Capacity: 30 kg.
Consumables: 1 week
Scale: Character
Armor: 3d
DEX Modifier: -1d
STR Modifier: +1d
Speed: 10 m. per action on foot
2d+2 (speeder scale) flying with
integral repulsorlift
Weapons:
Heavy Blaster (integral in left
forearm)
FC: 1d
Damage: 5d
Range: 25/60/250
Flamer (integral in left forearm)
FC: 0
Damage: 4d
Range: 10/30/50
Missile Launcher (swings over right
shoulder)
FC: 2d
Damage: varies with round fired
Range: 100/500/1000
Capacity: 5 missiles
Sensors:
Macrobinoculars with thermal imager
Full Spectrum Transceiver -- 20 km.
range
Subspace Radio -- 500 km. range
Cost: 10,000 cr.
Despite the "Standard" moniker, the standard power armor is much rarer
than the lighter scout
power armor; only one in five suits made is a standard. The
designation "Standard" comes from
the fact that these suits are standard issue to the SpecForces marines,
who are typically involved
in boarding actions and combat with 0GSTs and Dark Troopers.
New Republic Assault Power Armor
Type: Heavy Power Armor
Crew: 1
Passengers: 0
Cargo Capacity: 45 kg.
Consumables: 2 weeks
Scale: Character
Armor: 4d
DEX Modifier: -(1d+2)
STR Modifier: +2d
Speed: 5 m. per action on foot
1d+1 (speeder scale) flying with
integral repulsorlift
Weapons:
2 Heavy Blasters (integral in either
forearm)
FC: 1d+2
Damage: 5d
Range: 25/60/250
Missile Launcher (swings over right
shoulder)
FC: 2d+2
Damage: varies with round fired
Range: 100/500/1000
Capacity: 15 missiles
Repeating Blaster (swings over left
shoulder)
FC: 1d+2
Damage: 7d
Range: 50/120/300
Sensors:
Macrobinoculars with thermal imager
Full Spectrum Transceiver -- 20 km.
range
Subspace Radio -- 500 km. range
Cost: 25,000 cr.
The assault power armor is extremely rare; only one in 150 suits made is an
assault suit. New
Republic officers are typically reluctant to commit assault suits to
combat, as their low speed and
heavy firepower make them juicy targets for enemy fire.
Imperial Dark Trooper Power Armor
Type: Medium Power Armor
Crew: 1
Passengers: 0
Cargo Capacity: 30 kg.
Consumables: 2 weeks
Scale: Character
Armor: 3d (reflective -- 1/2 damage from blasters)
DEX Modifier: 0
STR Modifier: +1d
Speed: 10 m. per action on foot 4d (speeder scale) flying with integral
repulsorlift
Weapons:
Repeating Blaster (swings over right
shoulder)
FC: 1d
Damage: 7d
Range: 50/120/530
Missile Launcher (swings over right
shoulder)
FC: 1d
Damage: varies with round fired
Range: 100/500/1000
Sensors:
Macrobinoculars
Subspace Radio -- 750 km. range
Cost: $30,000 cr.
The Dark Trooper armor is an evolutionary step from the original, bulky
0GST "Spacetrooper")
suits. They were developed shortly before the Battle of Yavin, but
Rebel operatives sabotaged
the pro duction facilities. However, a small reserve of the suits is said
to been hidden in one of
the Emperor's many "treasure cache" worlds...
Mandelorian Armor
NOTE: No one knows who the Mandelor where or where they came from.
There are many
conflicting stories and legends, but they all agree on three points: they
were mercenaries, they
were elite, and they were powerful enough to hunt down and kill many of
the Jedi. They used
many different variants of the same suit of armor for several different
units.
Mandelorian Light (Scout) Armor
Following the typical pattern of the Mandelor Warriors, the light suit covered
only the
torso, head and arms. While heavy for its day, the light suit is
about equal to the suits worn by
Stormtroopers today. Based on the surviving records, it seams that these
were issued to members
of training cadres, vehicle and starship crews, and non-combat support
units. It contains a short
range defensive laser and flame projector, light weight sensors, and a
broadband transceiver. It is
believed that Jodo Kast's suit is a modified specimen of this armor.
These new recruits were roughly as efficient as the Desert and Arctic
Stormtrooper
legions. Personal equipment is believed to have consisted of a survival
kit, a blaster pistol and a
knife. They remained in the training cadre for an unknown period of
time, where they acted as
sweepers and beaters, messengers and emergency reinforcements. Ship
and vehicle crews were
similarly equipped.
Model: :Mandelorian Light Battle Armor.
Type: :Personal battle armor.
Cost: :Not for sale.
Availability: :Nearly unique.
Game effects:
Basic Suit: :+2D physical, +1D energy, no DEX penalties. Head, torso and
arms.
Wrist Laser: :5D damage, 3-5/15/25m range. Right forearm. Armor
Weapons skill.
Flame Projector: :5D damage, 1m diameter, 1-5m long. Left forearm.
Armor Weapons skill.
IR/motion Sensor:+1D PER in darkness and/or against moving targets both ahead
and to either
side.
Sensor Pod: :+2D Search, 50-100m.
Macrobinoculars::+1D Search, 100-200m.
Broadband Antenna: :Can intercept and decode most communications
frequencies. Can patch
into shipboard and vehicular communications systems.
Mandelorian Standard (Trooper) Armor
Worn by almost everyone in the Mandelorian legions, the "trooper suit"
provides a great
deal of protection, and a large quantity of firepower. Issued to
line troopers, junior NCOs,
Officers regardless of their unit, and starship command crews, these suits
expanded on the light
armor. Having 50% greater armor, they also contained a basic jump
pack (deleted for ship board
personnel), a second arm laser, more powerful sensors and an atmospheric
filter. They were
commonly teamed with a light environmental or climate control body suit
for ground side
operations, or with a light vac suit similar to those worn by fighter
pilots for boarding operations.
Although more of these suits were made, they are no less rare than the
scout suits.
A standard Mandelor trooper was roughly as effective as the elite Storm
Commandos,
making them far from common troops. They carried all of the
equipment used by the probationary
trooper, as well as grenades, a blaster rifle, and a variety of melee
weapons.
Model: :Mandelorian Standard Battle Armor.
Type: :Personal battle armor.
Cost: :Not for sale.
Availability: :Nearly unique.
Game Effects:
Basic Suit: :+3D physical, +2D energy, no DEX penalties. Head, torso and
arms.
Wrist Lasers: :5D damage, 3-5/20/35m range. Both forearms. Armor
Weapons skill.
Flame Projector: :5D damage, 1m diameter, 1-5m long. Left forearm.
Armor Weapons skill.
IR/motion Sensor:+1D PER in darkness and/or against moving targets both ahead
and to either
side.
Sensor Pod: :+2D Search, 50-100m.
Macrobinoculars:+2D Search, 100-300m.
Jetpack: :70m horizontal, 50m vertical range. Has 10 charges; may expend
one
charge every other round (Deleted from suits worn by ships' command crew).
Environmental Filter: :Blocks the most harmful molecules in the atmosphere, or
can seal with 30
minutes of breathable air.
Broadband antenna: :Can intercept and decode most communications
frequencies. Can patch
into shipboard and vehicular communications systems.
Mandelorian Heavy (Commando) Armor
Made for the Mandelorians' best troops, these priceless suits were issued to
senior NCOs
as well as officers, commandos, snipers, and recon troopers. Twice
as strong as the light suit,
and more than twice as heavily armed, these suits would have cost a
fortune to make. Today, the
few remaining specimens would sell for as much as an Imperial Star
Destroyer. They contained
the best sensors of any of the suits, a grapple, a very fine jetpack and a
vertically fired grenade
launcher. Surprisingly, the grenade launcher used the long standard
35x40mm shells, the same as
used in the popular Zone Control line. It is widely believed that
Boba Fett uses one of these suits.
The Mandelorian Super Commandos were among the most effective fighters ever,
being at
the least equal to The Emperor's Royal Guard. They carried and used
whatever the mission
called for, and was available.
Model: :Mandelorian Heavy Battle Armor.
Type: :Personal battle armor.
Cost: :Not for sale.
Availability: :Nearly unique.
Game Effects:
Basic Suit: :+4D physical, +3D energy, no DEX penalties. Head, torso and
arms.
Wrist Lasers: :5D damage, 3-5/25/50m range. Both forearms. Armor
Weapons skill.
Flame Projector: :5D damage, 1m diameter, 1-5m long. Left forearm.
Armor Weapons skill.
Grenade Launcher: :1-50/200/300m, 4 shots. Damage varies with grenade
type. Fire Rate:
1/2.
Uses Missile Weapons skill.
Turbo-Projected Grapple: :Uses either a physical or magnetic grapple.
0-3/10/20m range.
Mounted
on the right arm. Missile Weapons skill.
Winch: :Attached to grapple, has 100kg capacity (wearer and his equipment).
IR/motion Sensor: :+1D PER in darkness and/or against moving targets, both ahead
and to
either
side.
Sensor Pod: :+2D Search, 25-100m.
Macrobinoculars: :+3D Search, 100-500m.
Sound Sensor: :+1D PER in quite situations only.
Broadband Antenna: :Can intercept and decode most communications
frequencies. Can patch
into shipboard and vehicular communications systems.
Environmental Filter: :Filters out most harmful particles from the air, or can
seal with two hours
of air.
Mandelorian Powered (Engineer) Armor
This is the least well known of the Mandelor suits, as it received the lowest
production
run. Meant for combat engineers and limited issue with heavy weapons units
and commando units,
these suits actually covered the whole body. The blunt of their sensory
equipment came from the
heavy suit, while the of their weapons systems came from the scout suit.
They also included high-
intensity work lights mounted on each shoulder, servo-systems, a utting/welding
laser, and a
climate control body suit.
These troopers had to be as good a solider as their line brethren, but they also
had to know
how to fix and use almost any piece of machinery in existence, build field
fortifications, prepare
landing sights and handle explosives, all under fire. It is believed that
in addition to combat
maintenance and construction, they also were tasked with fire fighting and
ground transportation
duties, making them some of the most well rounded troops in the Mandelor Order.
Model: :Mandelorian Powered Battle Armor.
Type: :Personal powered battle armor.
Skill: :Powersuit Operations.
Cost: :Not for sale.
Availability: :Nearly unique
Game Effects:
Basic Suit: :+2D physical, +1D energy, arms and legs. +3D Physical, +2D
Energy, head and
torso. 1D DEX and all related skills. Servo systems: provides +2D to the
Lifting skill and all STR
based damage rolls.
Wrist Laser: :5D damage, 3-5/15/25m range. Right forearm. Armor
Weapons skill.
Flame Projector: :5D damage, 1m diameter, 1-5m long. Left forearm.
Armor
Weapons
skill.
Cutting/Welding Laser: :Variable damage (3D Character scale to 5D Walker scale),
25cm
range. Mounted on the right arm, uses Melee Combat, Moderate difficulty.
IR/Motion Sensor: :+1D PER in darkness and/or against moving targets, both ahead
and to
either side.
Sensor Pod: :+2D Search, 50-100m.
Macrobinoculars: :+2D Search, 100-500m.
High-Intensity Worklights:Mounted on each shoulder.
Broadband Antenna: :Can intercept and decode most communications
frequencies. Can patch
into shipboard and vehicular communications systems.
Environmental Filter: :Filters out most harmful particles from the air, or can
seal with two hours
of air.
Climate control Body Suit::Provides comfortable operating conditions in extreme
heat to
moderately
cold environments. May be pressurized for acuum operations (treat as
pilot's vac suit).
Mandelorian (Boarding) Armor
Believed to have been in the final stages of evaluation at the time of the
Mandelorian
Order's destruction, these ten powered armor suits are based on the engineer's
suit. Carrying a
powerful sensor suite, thrusters and heavy weapons, these would have been
murderously efficient
in space boarding. There is little doubt, however, that these suits would
have been reserved for
specialized missions only.
Model: :Mandelorian Powered Battle Armor.
Type: :Personal powered battle armor
Skill: :Powersuit Operations.
Cost: :Not for sale.
Availability: :Nearly unique.
Game Effects:
Basic Suit: :+3D physical, +2D energy, arms and legs. +4D Physical, +3D
Energy, head and
torso.1D DEX and all related skills. Servo systems: provides +2D to the
Lifting skill and all STR
based damage rolls.
Wrist Lasers: :5D damage, 3-5/25/50m range. Both forearms. Armor
Weapons skill.
2 Mini-Missiles: :Speeder scale, does 5D damage. Range 0/1/2
(25-50/100/200). Carried
on either side of the thruster pack.
Turbo-Projected Grapple: :Uses either a physical or magnetic grapple.
3-12/30/100m
range.Mounted on the left arm. Missile Weapons skill.
Winch: :Attached to grapple, has 100kg capacity (wearer and his equipment),:(in
1G).
Cutting Laser: :Does 2D+2 starship scale damage, 25cm range. Mounted on the
right :arm, uses
Melee
Combat, Moderate difficulty.
Thruster Pack: Provides space move of 1.
Sensor Pod :Uses Sensors skill. Passive 1/0D, Scan 2/1D, Search 4/2D.
Macrobinoculars:+3D Search, 100-500m.
High-Intensity Worklights: Mounted on each shoulder.
Broadband Antenna::Can intercept and decode most communications
frequencies. Can patch into
shipboard and vehicular communications systems.
Environmental Systems: Provides air, power, and climate control for up to 5
hours.
Typical Leather/Synthetic Gloves
Type: Typical Glove
Cost: 10
Availability: 1
Game Effect: +2 From physical (covers hands)
Capsule: This type of armor is more useful then one might think. In
brawling these help to keep
weapons in your hands and out of the enemy's. They are easy to get a hold of and
can have just
what it takes to turn the tide of a fight.
Modelar Appendage Heavy Protection
Type: Military Gauntlet
Cost: 100
Availability: 2
Game Effect: +2D+2 From physical, +1D+1 from energy -1D from DEX
skills involving hands
and
arms. (covers hand and forearm)
Capsule: This armor piece was invented to keep the hands and arms of
soldiers in heavy fighting
safe from shrapenal or energy blasts. Though a direct hit from a blaster
cannot be deflected easily
the gloves can take some wear and tear.
Peacemaker's Offensive/Defensive Gauntlet
Type: Dual Use Gauntlet
Cost: 225/power packs 10 credits
Availability: 3
Game Effect: +1D From physical, +2 from energy, does STR+2D damage, power cell
lasts for 10
hits (Covers Hands)
Capsule: This armor piece was originally intended for riot control use. It
mostly appealed to
bounty hunter's and Mercenaries for the fact that it was an often
concealed weapon. Due to the
fact that this is still an uncommon item it still suprises many
people. This glove releases a high
powered charge upon impact. This glove has been known to "shock
its owner" doing 2D damage.
If the person struck is wearing armor apply the physical resistance to the
characters strength and
energy resistance to the 2D.
Merr Sonn's Shielder
Type: Electronic Glove
Cost: 400
Availability: R
Game Effect: Adds 2D from energy for 2 rounds, must rest for 2 rounds
after being used.
Capsule: This shield operates under the characters DEX; and may be
increased under the skill:
shield parry. This is resolved like a melee parry or partial
dodge. The character rolls his DEX
or shield parry skill, this becomes the difficulty for the person firing
on the character. If the
character is succsesfull in parying the shot he rolls STR plus 2D
against the
damage. This can only be used for two consecutive rounds and then it must
recharge for two
rounds. It is suggested that this only be used as a last resort.
Corselets/Body Armor
Model: Magnar's Field Vest
Type: Combat Protective Vest
Cost: 150
Availability: 1
Game Effect: +1D from physical (covers torso front and back)
Capsule: This Protective vest was made in a time when slugthrowers and
melee weapons were
the primary weapons. It has no resistance to energy. This thin
layer of tough material can absorb
high amounts of impact. Making it effective against any physical
attacks.
Shandulian Spiked Armor
Type: Plate Armor
Cost: 200/ can be traded for
Availability: 3
Game Effect: Adds +1D+2 fr om physical, +2 from energy, does STR+1D
damage(covers torso
front and arms) Capsule: This black armor is intimidating when looked
at. It is made by the
Shanduls of Barenia, a planet located in the same sector as tatooine
and has a similar reputation;
it is also known for its armor. This plate protection is covered
with nasty barbs and spikes. If a
someone attempts to brawl a person wearing this armor he will take 1D
damage if he strikes and
armored area.
Damorind's Impact Resistance Suit
Type: Full body armor
Cost: 200
Availability: 2
Game Effect: +2D from physical to all locations -1D to Dex
Capsule: Once again this suit of armor was made to repel impact not energy. It
is, however a cheap
way to fully armor yourself. In a close quaters battle this suit can
withstand as much physical
abuse as stormtrooper armor.
Rodian Ring Mail
Type: Ring Mail Body Armor
Cost: 300
Availability: 2
Game Effect: +1D from physical, +2 from energy (covers everything except hands
head)
Capsule: Rodian Ring Mail (try saying that 10 times fast) is an ancient
but useful armor. The
nonconductive nature of the metal used in this armor makes it somewhat blast
resistant. It can aslo
be worn under clothing; making the individual appear unarmored. (you never
know it might have
saved greedo had he been wearing it)
Helmets
Model: Shandulian Spiked Helmet
Type: Plate Helmet
Cost: 50/can be traded for
Availability: 3
Game Effect: +1D from physical, +1 from energy, does STR+2 damage (covers head)
Capsule: The helmet adds the final touch to making a character look like
he is going to kill you.
Wearing the armor with the helmet adds 1D to a character's intimidation roll.
Magnar's Spot & Shoot Helmet
Type: Modified protective helmet
Cost: 100
Availability: 1
Game Effect: +1D from physical, +1 from energy, Infared vision for
darkness. Macrobinocular
plate view reduces range by one (thus long range is Medium, Medium is
short)
Capsule: The Spot & Shoot was a very popular model amongst
assassins. It provides night vision
aslo with a magnified view of the target. It also provides defense
for fleeing the scene.
Creshaldyne Industries Scout Armor
Model: Creshaldyne Industries Scout Armor
Type: Light scout armor
Availabilty: 2
Cost: 1,500
Special: +1D physical; +2 energy for every part of the body except the
head.
Camo Field: +1D to the difficulty to spot the wearer as long as he
remains motionless.
Note : If you're looking for something to equip an advanced scout team
with, this armor should be
your first choice.
Corelliian Technologies A3AA Personal Defense Module
Model: Corelliian Technologies A3AA Personal Defense Module
Type: Personal defense system
Availabilty: 4,X
Cost: 8,500; 100 (ammo pack)
Ammo: 3
Special: +2D physical; +1D energy for the whole body; -1D to dexterity
related skills.
Energy beam dispersing cloud: Reduces the damage of laser bolts by -2D.
Note : This piece of cutting edge technology gives you the defense
you need in "hot" areas. The
only drawback are the high costs for maintaining the armor and the
low ammo capacity.
Wrokix Works Deluxe Boarding Armor
Type: Boarding armor
Availabilty: 3,X
Cost: 8,500 credits
Source: Han Solo and the Corporate Sector Sb pg.122
Special: +2D physical; +1D energy for the whole body; -1D from
dexterity and related skills;
has life support for 5 hours
Alderaanian Plate Armor
Type: Mid-tech battle armor
Effects: 1D+2 to resist physical, +2 to resist energy attacks. Also the armor is
made with the
essence of the light side inside it, this makes any attempt for other Jedi(light
or dark) to detect a
Jedi in this armor one level easier. It also increases the Jedi’s sense Dice
by +2.
Description: Chain mail modelled clearly by the best Armours and artisans that
Alderaan has to
offer. Covers full torso front and back with a light gold tinted metal mail with
ornate designs on the
breast piece including the seal of Alderaan covering the heart of the wearer.
Unlike most kinds of
Plate armor it is quite flexible because it consists of many interlocking plates
providing the wearer
with protection, a full range of motion, and the beauty of Alderaanian
design.
History: As tradition goes Alderaanian Plate armor is given to Jedi in service
of Alderaan when
they achieve Knighthood. It is not only ceremonial, but it is also used in
combat by the Jedi of
Alderaan.
Name: Royal Class Armor
Type: Heavy Personal Combat Armor
Availability: 4
Scale: Character
Cost: n/a
Notes:
Protection: +4D vs Physical, +3D vs Energy. No Dexterity penalty.
+1D Strength bonus. Full
coverage.
Sensors: +2D to search, +1D to Perception in total darkness.
Internal Comlink.
Sealed Environment Filters: Provide total protection against hostile
environments and vaccuum
for up to 2 hours with internal oxygen supply.
Targeting Link: +1D to hit when using Mandalorian-built firearms.
Wrist-Blaster: Range 3-8/20/100, Damage 4D
The stats above are for the basic suit only. Additional modifications are
at the discretion of the
wearer (and the GM). We assume no responsibility for any nasty surprises
your characters may
encounter.
Model: BT battle armor
Cost: 3'000 credits
Availability:X Notes: Basic suit provides +1D energy +2D
physical, -1D dexterity Sepcial
servomoters add +2D to dodge.
Model: BT-2 Armor
Cost: 2,500 credits
Availability: X Notes: Basic suit provids +1D energy +2D
physical, -1D dexterity Soulder
mounted stun gas gun
skill:Blaster:gas gun
Range:0-3/5/12
Damage:5D stun Effect: sends a jet of gass 12 feet infront of
user
Model: BT early warning armor
Cost: 2'000 credits
Availability:X Notes: Basic suit provides +1D energy and
physical Sensor: Alert user to
movement up to 100m away, really only good in solitude. (Can be adjusted to
anywhere from 3-
100m.)
Model:Bt heat suit
type:Heat masking suit
Cost:10,000
Effect: Alien on motion sensor must make a very difficult to
spot the character
Capsule: If suit is damaged user loses the ability to hide their body heat. 5
sizes to fit all.