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A/KT Mountaineer Armor: 1800 A/Kt Tracker Utility Vest: 100

This document provides item descriptions and statistics for various types of armor and protective gear. It includes summaries of the key features and benefits of each item in 3 sentences or less: 1. The A/KT Mountaineer Armor is a thick yet flexible and lightweight climbing suit that allows for efficient use of ropes and rappelling gear. It adds 2 boost dice to Athletics checks for climbing or rappelling. 2. The A/KT Tracker Utility Vest is a gear with load-bearing straps and pockets favored by explorers. It allows for easy carrying and access of equipment while increasing encumbrance threshold by 2. 3. The Cloaking Coat is laced with sensors that

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0% found this document useful (0 votes)
183 views24 pages

A/KT Mountaineer Armor: 1800 A/Kt Tracker Utility Vest: 100

This document provides item descriptions and statistics for various types of armor and protective gear. It includes summaries of the key features and benefits of each item in 3 sentences or less: 1. The A/KT Mountaineer Armor is a thick yet flexible and lightweight climbing suit that allows for efficient use of ropes and rappelling gear. It adds 2 boost dice to Athletics checks for climbing or rappelling. 2. The A/KT Tracker Utility Vest is a gear with load-bearing straps and pockets favored by explorers. It allows for easy carrying and access of equipment while increasing encumbrance threshold by 2. 3. The Cloaking Coat is laced with sensors that

Uploaded by

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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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A/KT Mountaineer Armor: 1800

1 1 3 6 2 A/KT Tracker Utility Vest : 100

0 0 0 1 1

This is a thick yet flexible and lightweight suit. It


has a set of loops and straps integrated into the
This gear has a set of load-bearing straps and
outfit's frame - allowing for ropes and rappelling
pockets, a suit favoured by explorers all over the
gear to be more efficiently used. Add 2 boost
galaxy. It allows for equipment to be easily
dice to Athletics checks for climbing or rappel.
carried and accessible. Increase encumbrance
threshold by 2.

A/KT Shockrider Crash Suit : 3000


A/KT Armored Flight Suit: 1500
0 0 0 2 1
1 1 3 6 1

This suit is built for pilots of extremely fast


Following the design of the Shockrider, this
atmospheric vehicles, to protect them against
flight suit which is created for space flight and
possible harm when suffering collisions. Reduce
an extra set of deflective plating. Reduce strain
strain to the pilot due to a critical hit to the
to the pilot due to a critical hit to the vehicle by
vehicle by 1. Reduce damage due to fire and the
1. Reduce damage due to fire and the burn
burn quality by 1.
quality by 1. It is sealable.
Alliance Light Stealth Armor: 2200 (R)
Adverse Environment Gear: 500 0 2 3 7 2
0 1 2 1 1

A Mk II Clone Trooper armor left over from the


This is a specialized set of clothing which allow final days of the Republic sprayed in various
an individual to resist the hostile environment of camouflage patterns. A coating of specialized
a planet. When wearing this, an individual may material absorbs some light and sound waves
ignore 1 setback die imposed by the harsh making it easier for marines and Special Forces
conditions of the environment. troops to move about unnoticed by sensors and
sentries. Add 1 boost die to Stealth checks.

Ancient Battle Armor : 3750

0 2 6 9 1
Alliance Engineer’s Helmet and Vest: 75

0 1 1 1 0 The armour worn by the ancient jedi fits the


threats of the time, and thus don't necessarily
hold up to the more advanced equipment found
Engineers, civilian or military, need appropriate today. Found in archaeological digs, force users
protective equipment during construction may find something special about these
efforts. This is the standard distribution of that defensive plates. Gain Defense +1 when this is
equipment by the Alliance. Wearer has an worn by a character with a force rating of 1 or
innate rank of the Durable talent. higher.
Armored Clothing: 1000
Anti-Concussive Armor Mk II: 6500 (R)
1 1 3 6 1
0 3 8 7 1

This clothing is a tad bulkier than normal, due to


This is extremely heavy non-powered armour, the inclusion of energy-dispersion mesh and
drawing significant attention on most worlds. other damage soaking pads. For an individual to
Generally, only the strongest species have the detect that the clothing is armoured, must roll
strength to bear this armour. Add 1 setback dice an average (2 difficulty) perception check.
to Brawn- and Agility-based checks while
wearing armour. Reduce rounds staggered or
disoriented by 1.

Armored Drop Suit : 7500

1 1 6 7 2
Arakyd PX-11 Powered Armor: 9000(R)

1 3 3 9 3
Armored drop suits are a type of light laminate
armor constructed around a powerful
The suit is vacuum-sealed with life support for 1 repulsorlift unit. The arrangement of composite
hour. Helmet has a comlink and a sensor that plating of the armor in such suits minimizes air
remove 2 black dice for obscuring vision. Power resistance and improves maneuverability. Flight
pack lasts 12 hours of use. Brawn +1 and systems as a maneuver, can engage the system
Athletics +1 while wearing armour. If armour and do not suffer damage from falling.
loses all his power, encumbrance becomes 12, Repulsorlift stats Sil: 1, Spd: 2, Hang: +2, SST 3.
defense becomes 0 and lose Brawn and
Athletics increase.
Armored Robes: 5000 (R) Beast-Hide Warrior's Armor: 300

1 2 5 8 3 0 1 3 2 0

A modified clone trooper laminate armor, worn This set of clothing is built from the hides of
under jedi robes, that offers vital protection in animals, worn by Survivalists and Fringers. Add
battle without compromising acrobatic an advantage result to Coercion checks and a
lightsaber forms and Force- assisted maneuvers. disadvantage result to Charm checks.
That armor were used by Jedi during the Clone
Wars, this set of armour is illegal on all imperial
worlds.

Banal Apparel: 25
Biogel Suit: 350
0 0 0 0 0
0 2 6 1 0

Sometimes a simple set of commoner's clothes


These suits have been used by students and
is enough stealth apparel for most situations.
teachers to protect themselves during martial
Upgrade the difficulty of checks to identify
arts training. The body-glove is designed to
wearer once.
prevent blunt force but is quite bulky. Add +1
soak when the wearer suffers damage from
Brawl or bludgeoning Melee weapons. Add 1
setback dice to any Brawn or Agility checks while
wearing this armour.
Catch Vest: 300

0 2 1 3 0
Blast Vest: 200

0 1 3 3 1
This is an outfit made of energy-dispersing
fabrics and generally as good as laminate when
This outfit is built from some more primitive it comes to defense against blaster shots - yet
fabrics that were especially good at dissipating not so good when it comes to anything else.
the impact of slugthrowers. However, they do Only counts as Soak 1 against non-energy
little against energy weapons. Gain +2 soak weapons.
against slugthrowers and other physical
projectile weapons

Chitin Armor: 600

0 2 4 6 1
Cargo Clothing: 30

0 0 1 0 0
Usually made from the husk of giant insect.
The suit can be any color or style
Cargo clothes are found worn by engineers and imaginable. A character wearing the armor
others in every spaceport of the galaxy. They are adds automatic ADVANTAGE to her
useful for carrying the right tools for the job.
Coercion checks and automatic THREAT on
Carry up to 3 items of encumbrance 1 or lower
her Charm checks.
without them counting towards the
encumbrance threshold.
Corellian Arms "Storm" Charge Suit: 2000
Cloaking coat: 550 (R)
0 2 3 6 0
0 1 4 8 1

The "Storm" suit is essentially padded armour


This cloak is laced with a set of sensors which
lined with fabrics which are resistant to
broadcast junk-data, obscuring the bio-signature
electrical energy. If an attacker using melee gets
which would otherwise be detected by anti-
a DESPAIR result, they are hit by an attack
personnel systems. Upgrade difficulty of all
dealing 8 damage to strain. If the attack
checks to detect wearer using sensors or
generates 2 DISADVANTAGES, the attacker is
electronic forms of detection twice. This applies
disoriented for 1 round. Counts as being
to droids with Intellect characteristic lower than
equipped with Shock Gloves.
the wearer's Computers skill.

Crash Gear: 550


Concealing Robes: 150
0 1 1 3 1
0 1 1 2 0

Typical outerwear includes impact absorbing gel


Once used by most Jedi Knights, this heavy set
inserts worked into a jumpsuit with thick gloves
of cloth robes is useful to avoid identification by
and boots. Most importantly, crash gear comes
others. Add 1 setback die to an opponent
with protective headwear. A character wearing
attempting to identify the wearer.
crash gear ignores the effects of ongoing Critical
Injuries on any Intellect or Cunning-related
checks, but still suffers from the injuries
themselves, She also cannot be disoriented.
Creshaldyne Survivalist Armor: 350

0 1 3 6 2
Cresh "Luck" Armor: 1000

0 2 4 5 1
This suit provides whole-body protection with
reinforcement patches at the elbows, knees and
The Creshaldyne riot armour, as it is properly shoulders. Each suit features a collection of
called, is favoured by many security forces in the pouches of various sizes with attachments for
galaxy. Due to its integrated motion and infrared external load-carrying capabilities. The wearer's
sensors, the wearer is well aware of their encumbrance threshold by 1.
surroundings. Add 1 ADVANTAGE result to
Vigilance checks.

Diplomat's Robes: 400


Creshaldyne Mk.IV Riot Armor: 1850 (R)
0 0 2 6 0
1 1 3 6 1

Robes of this type are worn by ambassadors,


This riot armour is exclusively sold to law
senators and other officials engaging in
enforcement agencies and governments. It is
important negotiations. They are generally
advertised as the last word in protection for riot
immediately recognizable, providing their
police, relatively light weight and blast-resistant.
wearers the status they deserve. Add 1 boost
Includes a breath-mask that filters out airborne die to social checks related to diplomatic
toxins and gases. Reduce duration of staggered authority and when attempting to bypass
and disoriented effects by 1 round (to minimum procedure due to status.
of 1 round).
Enviro-Suit: 750 0 1 1 1 0

0 2 2 2 1

This outfit is seen all around the galaxy, used by


engineers in vehicle pools, hangars and most
These suits are generally full body and bulky
small industrial operations. It comes with dark-
suits that are environmentally sealed and
tinted goggles and face-mask, as well as thick
reinforced against whatever hostile elements
gloves and a reinforced apron. Wearer ignores
will be most pertinent. Protects user from a
the effects of fires or acids of rating 1 or 2.
specified environmental condition for 8 hours.
Counts as soak +2 against damage from
Add 1 setback dice to any Agility-based or
weapons with the Blast quality.
Perception checks while wearing the suit.

Flare Jacket: 1500

0 1 3 8 0

Explosives Disposal Armor MKII: 5300

0 4 8 6 0 The flare jacket contains a set of charges that


release a blinding light upon release, produced
experimentally by both military and high-end
This heavy and awkward suit is designed to clothing companies. Once per encounter, a
protect an Engineer working on explosive. character wearing the jacket can trigger the
Wearer loses their free movement due to thick charges as a maneuver. Everyone in short range
padding. Despite lacking hardpoints, for 700 (except the wearer) must make a Hard (3
credits, the EOD-Mk II can be upgraded with an difficulty) Vigilance check. Failure leads to being
integrated load-bearing gear system to reduce staggered for 1 round, plus 1 per 3
the encumbrance by 3. Another option, for 300 DISAVANTAGES.
credits, a data-link that allows a connection to
control a single EOD with a remote.

Formal Council Armor: 8000 (R)

0 2 5 10 2
Fabricator’s Protective Gear: 450
These are very ornate suits worn by members of This set of braces and harnesses is a prized piece
the Jedi Council when sent to act on behalf of of equipment in many industries, allowing users
the council with societies entrenched in high to carry heavy loads around when needed,
class and tradition. Add 2 advantage results to without droid assistance. Increase encumbrance
Negotiation checks when interacting with capacity by 6, upgrade combat checks difficulty
individuals who hold Jedi in high regard. [At twice.
GM's discretion:] Add 2 advantage results to
Coercion checks when interacting with
individuals who hate/fear the Jedi.

Heavy Battle Armor: 5000 (R)


G-suit: 2000
1 2 6 7 4
0 1 2 3 1
Heav
y battle armor is a full suit of reinforced plastoid
The gravity suits are special garments worn or ceramic armor that is designed to provide
under flight suits by pilots and racers who are complete protection from small arms fire,
regularly exposed to high g-forces. G-suits use splinters, shrapnel, and some light support
inflatable bladders, pressurized gel pockets, and weapon. Can be sealed up to act as a makeshift
compression garments to keep the pilot's blood spacesuit or hazardous environment suit.
from pooling in their lower extremities. Pilots
can push their vehicles more aggressively
without fear of blacking out. Reduces the strain
cost to perform a second Pilot Only maneuver
during a turn by 1.

Heavy Clothing: 50
Hauling Harness: 1000
0 1 1 0 0
1 1 3 6 2
Just a set of heavier clothes, made a little thicker and skins of their prey. While these outfits can
to give some protection to their wearer. be bought outright - most will take a creature's
skin to be made custom. Add 1 Black dice to
Charm checks, but add 2 Blue dice to Coercion
checks.

Hutt Shell Armor: 25000 (R)


Holographic Costume: 750
2 2 6 9 4
1 0 2 8 0

This armour is produced for a group of Hutt


This glossy form-fitting suit is lined with warriors, containing a set of repulsor lifts which
holoprojectors that are capable of projecting allow the Hutt to hover 5 metres above the
any dress our outfit programmed upon the user. ground. These segmented durasteel cylinders
Recording a new garment requires an Easy (1 provide excellent armour, reminiscent of lightly
difficulty) Computers check while in possession armoured vehicle plating. Hutt may ignore
of the clothing, or a Daunting (4 difficulty) effect of Awkward or Ponderous if possessed.
Computers check to create a copy of the clothes Wearer does not expend additional maneuvers
that are not in hand. for traversing difficult terrain.

Hunter's Trophy Armor: 1000


Imperial Hazard Trooper Armor: 18000 (R)
0 2 4 6 1
0 3 4 8 3

Hunters often enjoy displaying their prowess in


Once active, internal life support and power
the wild, crafting suits of armour out of the hide
systems allow to survive in radiation zones, toxic
environments, and total vacuums for up to 24h. neutralizes a target's defenses and weaponry
A high-powered comlink able to communicate when in contacts. If the field touch a droid, they
from the ground to low orbit. Helmet have take 5 Strain. Electronic device shorts out and
multi-frequency targeting system that negate inactive for the rest of the encounter. Melee
two black dice due to obscure vision. attack with field active counts as Melee weapon
with +2 damage and Stun Damage quality

Imperial Storm Commando Armor: 5000 Jedi Battle Armor: 7500 (R)

0 2 4 9 4 1 2 6 9 4

The armor allows the same flexibility as scout When the Jedi battled Sith warriors before the
trooper armor, but is reinforced against blaster old republic, many wore suits of armor. Crafted
fire and explosions. Helmet is equipped with by the best armorsmith in the galaxy, these
macro binoculars and scanner goggles as well as battle armors were extremely resistant to
a comlink. Armor removes 1 black dice due to cutting edges and blaster fire alike. This can be
obscure vision. Additionally, armor adds 1 black sealed against vacuum. Wearing unfitted armour
dice to other characters' Perception checks to adds 2 black dice to combat checks. Can fit the
detect the wearer. armour by passing a hard (3 difficulty)
Mechanics check.

Jedi Temple Guard Armor: 12000 (R)


Individual Field Disruptor: 9500 (R)
2 1 4 10 3
1 0 0 7 0

Used by the guards of the Jedi Temple in old


A field disruptor is used to disable vehicle shield,
republic, this armor is imposing and makes the
but when smaller and wear it at belt, it
wearer anonymous with his armored mask,
which contains an integrated comlink and a quite a great first impression. When worn by
scanner. person it is tailored to, add an automatic
advantage result to any successful Charm,
Deception or Negotiation checks done in person.

Jedi Training Suit: 400 (R) Karflo Thinsuit: 1200

0 2 4/6 9 0 0 1 0 6 0

Used to train the Jedi's athletic abilities and The Thinsuit is a skin-tight body glove, weighing
prepare them for true combat, it was usually only 1kg, which provided total coverage, leaving
accompanied with a blinding helmet. It features only the face exposed. The suit come with a
in-built weights. Encumbrance is 6 until weights facemask and a filtration system that remove 2
are removed by an easy (1 difficulty) mechanics black dice due to environment temperature,
check. pressure, radiation, chemical and vacuums.

Kav-Dann Power Armor: 13500 (R)


Kamperdine Custom Armored Jackets: 6250
2/0 2 4/20 7 6
0 2 1 7 0

This set of armour is a super-heavy piece of


Kamperdine is a small boutique manufacturer equipment which is fully sealed (4hr) and built
which offer a jacket as a protective piece of to withstand even the most extreme conditions
clothing, exclusively order with any material. It is in the galaxy... as long as it has a charge. Gain 1
popular with those of influential positions, being blue dice for radiation. Helmet come with long
range comlink and a basic visual package that helmet. This armor come in many models and
remove one black dice imposed by the use by all trooper of the Empire.
environment. Grants Brawn +1 as long as it is
equipped and powered.

Koromondain Half-Vest: 500 Lector's Outfit: 525

1 1 3 5 0 0 1 2 6 1

The vest is designed to protect the wearer from This set of clothes is fitted with microphones in
ambushes and sudden attacks from unexpected the collar, allowing the wearer to give a speech
directions. However, its durability is such that it on the fly without employing a personal
quickly loses its protective qualities as it absorbs announcement system. Add 1 blue dice to social
damage. When suffering a critical hit, damage interactions with large groups of listeners. Can
the armor by one step. be heard clearly over longer distances.

Laminate Armor: 2500 Leviathan Power Armor: 15000

0 2 4 5 3 2 2 8 8 1

A plastoid composite worn over a black body A Leviathan suit is fully sealed and has an
glove, which allowed for mobility, while also integrated respirator. It possesses the following
dispersing energy, protecting the wearer from attachments: a heating system, an enhanced
glancing blaster bolts. A comlink is built into optics suite, and a strength enhancement
system. Equipped with one Mon Cal Defenses
Mini Torpedo Launcher and one Salus DF-D1
Duo-Flechette Rifle. All these attachments
cannot be removed.

Merr-Sonn N-57 Armor: 3000

Mandalorian Armor: 6000 (R) 0 2 5 6 5

1 2 6 8 5

This piece of armour was designed specifically


for combat engineers, sold on the general
Among the most recognisable Mandalorian market. This provides a decent degree of
items are their meticulously crafted suits of protection while ensuring an engineer will have
battle armor, Suits of Mandalorian armor offer the energy packs required to boost external
some of the best personal protection in the equipment. As a maneuver, recharge an energy
galaxy, and their owners typically take weapon or device that has run out of power or
advantage of the superlative construction to ammunition.
install numerous additional subsystem and
weapon.

Mimetic Suit: 8000 (R)

1 1 2 8 1
Mechanic's Utility Suit: 1175

0 2 5 3 1
The suit uses optical camouflage to bend light
around the wearer and reflect images of the
This set of clothing is really just a utility suit surrounding area and has electromagnetic and
lined with pockets and straps filled with all sorts heat shielding systems to pass under sensors.
of common tools that the technician may The suit is powered by high output energy cell
require. Counts as having a tool kit. that can run for an hour of constant use.
Upgrade ability of stealth checks twice. Getting
3 DISADVANTAGES or 1 DESPAIR DRAIN power
pack.

Nomad Greatcoat: 100

0 1 1 4 0
NIghtstalker Infiltration Suit: 4800 (R)

0 2 2 9 1 This outfit has become popular since the


Corellian military adopted it from the
inhabitants of the Nomad Mountains. It is
This lightweight yet durable suit of armour efficient at protecting from the cold, and quite
combines decent protection with light and comfortable. Reduce 1 difficulty to resist cold &
sound dampening materials that result in a extreme environments. Remove 1 black dice
stealth enhancing suit. Add an automatic imposed due to extreme cold from checks.
success to Stealth checks. Add an automatic
disadvantage to social skill checks.

Noble Regalia: 700 Pacnorval Defense Systems Flak Vest: 300

0 0 1 7 3 0 1 3 2 1

Although often inconvenient to wear, severely This is a basic jacket designed specifically for
limiting to movement, varying from culture to defense against explosive weapons, producing
culture, and noble regalia typically incorporates little defense against other forms of weaponry.
multiple layers of ornate, expensive clothing. Gain +1 soak against damage of the Blast
The wearer downgrades the difficulty of social quality.
checks to interact with other nobility and their
subordinates once.
Padded Armor: 500
Personal Deflector Shield: 10000
0 2 2 1 0
2 0 3 8 0

Local forces often wear padded armor, woven


This is a device worn on a person, it produces a
with tough, energy-resistant fibers. It tends to
limited ray/particle shield which projects around
absorb and resist some of the power of a blaster
the person who wears it. It may shut down if the
bolt, although it often proves little use against a
wielder rolls a DESPAIR. The shield has enough
solid hit. Many individuals can wear padded
power to last about ten minutes. Recharging a
armor without generating too much attention
from local law enforcement on frontier worlds. deflector shield requires three hours and
electrical facilities. This type of shield is very rare
to find, it is only custom built.

Performer's Attire: 50
Pioneer Armor: 200
0 0 0 4 0
0 1 2 4 1

Diplomats perform on the political stage, but


some may dabble in artistic performance. These This suit is designed with a front-line engineer in
clothes facilitate a performance, often being mind, providing a little necessary protection as
flashy but with freedom of movement. Add 1 well as a set of straps and hooks which allow the
blue die to checks for attracting attention or wearer to distribute the weight of all their tools
performing. and materials. Increase wearer's encumbrance
threshold by 3.
Powered Capacitive Armor: 3000 (R)

1 1 4 8 2
Pit Crew Coveralls: 300

0 1 3 2 1 This is a popular item from the line of


lightweight armour types, offering flexible
protection at all times. However, it contains a
This set of clothing is built with pockets and of a power source that when active, locks the plates
material which may protect the wearer from the in place. May power up armour as a maneuver,
hazards of working as a pod racer pit crew. gaining defense +1 and soak +1. However, lose
Reduce damage suffered from fire and burn free maneuver.
quality by 1. Grants encumbrance threshold +1.

Rebel Heavy Battle Armor: 6000 (R)


Polis Massan Bodysuit: 300
1 2 5 8 5
0 1 1 6 1

The base is made of armorweave cloth to


Polis Massan have a unique body suit that they dissipate blaster bolts, and plastoid segments
employ due to the nature of the work they do over top to protect from fragmentation and
upon their asteroid base. Includes a tiny head- blunt force. The combination of materials
mounted multidirectional glow rod and provides heavy protection while allowing
integrated utility belt which increases freedom of movement, unlike most full laminate
encumbrance threshold by 1. battle suits and is equipped with a helmet-fitted
breath mask and respirator.
Resplendent Robes: 500
Reflect Body Glove: 2500
1 1 4 5 2
0 3 2 5 0

Some members of the galaxy enjoy being the


This skintight suit is worn under cloth and is centre of attention. These robes are designed to
extremely effective protection by dispersing draw attention, allowing others to go about
energy weapon blasts. However, as it is quite their business without being noticed. When
thin, the armour is particularly fragile and purposely drawing attention to self, allies in
susceptible to wear & tear. Add 2 black dice to medium range gain 1 blue die to Perception,
notice the suit. When a successful hit touch, Skulduggery and Stealth checks.
reduce the soak by 1. May be restored by
Mechanics check difficulty 2.

Riot Armor: 950


Reinforced Environment Gear: 850
0 2 3 4 2
0 1 2 4 2

Though designs vary riot armor often includes a


This gear is virtually an improved adverse
helmet with an integrated face shield and
environment gear, sold to colonists planning on
padded vest and greaves interwoven with
braving hostile conditions to settle a planet of
ballistic cloth. Given its ubiquity and
the fringe. Ignore 1 setback dice imposed by
customisability riot armor remains a popular
environmental conditions. Reduce critical injury
choice for anyone interested in self-defence on
rolls from fall by 20. Add 1 boost dice to
a budget. Favoured as a personal piece of
Resilience checks to resist toxic atmospheres
clothing when travelling through high intensity
and airborne toxins.
combat zones.
Sakiyan Shadowsuit: 2500 Second Skin Armor: 2000
0 1 1 8 1 1 1 2 7 0

This outfit is sown from the silk of the umbra This specialised suit of armour is extremely thin,
spider, used by Sakiyan assassins to remain allowing one to wear it beneath a set of regular
unseen. The fabric refracts and absorbs light in clothing, conferring protection without the
such a way that makes the wearer invisible. Add bulky appearance. Add 2 setback dice to
2 blue dice to Stealth checks. Perception checks to notice the armour on the
wearer.

SeaScape Diving Suit: 400


Smuggler's Trenchcoat: 1650
0 2 3 2 2
1 1 3 7 0

Due to the surprisingly large number of sentient


species which live amphibiously, the SeaScape Used by many smugglers, this coat is useful for
suit has become especially popular among keeping items of interest concealed from the
diplomats from land-based civilisations as it authorities, as well as obfuscating one's form
facilitates underwater negotiations. Provides 6 which makes it difficult to hit. Checks to find
hours of atmosphere, water and nutrition items within trenchcoat requires an opposed
supplements to the wearer. Wearer does not check with wearer's Skulduggery. Can conceal 2
suffer movement penalties for travelling encumbrance worth of items.
through water.
Timber Cuirass: 4000
SoroSuub P-14 Hazardous Industry Suit: 1000
1 2 4 5 1
0 2 7 4 2

Tec
hnicians work with relatively dangerous Tholothians turned to developing their own
equipment and materials, and this suit is an weapons and body armour following the
especially heavy-duty form. It allows defense Empire's blockades that aimed to make
against fire and bright lights, or other hazards, imported weaponry and armour prohibitively
even blaster bolts. Counts as a breath mask. Add costly. This armour is a marvel of craftsmanship,
2 blue dice to Resilience checks to resist hear, using a single living piece of Heartwood, which
cold, radiation and other hostile environmental ends up being as strong as durasteel but without
conditions. Do not suffer Burn or Disorient the weight.
qualities. Suffer 1 additional strain to take an
extra maneuver.

Taggeco Protector 1 Combat Armor: 5500 (R)

1 2 4 7 3

TX-3 Combat Flight Suit: 3000 (R)


This is a set of heavier durasteel plates on a 1 0 4 6 2
mesh suit. Slightly more protective than basic
laminate, it has plenty of mobility, being treated
favourably by many.
Produced for system defense force pilots, the
flight suit protects pilots from the dangers of
space combat. It is similar in design to the
Imperial flight suit. Survive up to 24 hours in
hard vacuum (without external oxygen source).
Type 3 Personal Modular Armor: 1250 (R) Zephyr Stealth Suit: 5500 (R)

1 1 3 6 3 1 1 2 8 1

This outfit is designed from a protective and Using technologies such as optical camouflage,
lightweight mesh fibre, along with a set of silhouette breakers, thermal sinks, and sound
armour plates. It is popular due to the ease for deadeners, they render a weaver nearly invisible
modification. under the right circumstances. These suits have
dark muted colors with matte-finish hardware
and come with gloves, boots, and head garment
that cover everything but the wearer’s eyes.
Upgrade ability of stealth checks by 1.

Verpine Fiber Ultramesh Armor: 3000


Waterweave: 6500
0 1 3 5 2
2 1 7 5 1

This armour produced by the Verpine colony, is


Waterweave is a composite material created out
an excellent light-weight piece of equipment
of native Semblan alloys and minerals. Outside
that provides the user with adequate defense
of the water this armour is extremely bulky and
when needed. Power up (or down) the
heavy, but becomes virtually weightless when
armour with a maneuver. When powered up,
submerged. How this happens is unknown, but
wearer gains +2 defense. Power armour may run
lends itself to great submersible combat. While
out of power if an opposing character gets 2
submerged, the encumbrance changes to 0.
advantages or a TRIUMPH result.
same armour. The suit has an integrated breath
mask with an on-board oxygen supply good for
six hours of heavy combat. The armor is
effective against most portable infantry
weapons, light ordnance, shrapnel, and even
light vehicle-mounted weapons like autoblasters
and light laser cannons. The armor also comes
Old Scavaged Clone Armor MK I: with a modular backpack system that can be
tailored to various battlefield roles, such as
0 2 5 8 2 medpacs, long-range comms, extended oxygen
supplies, and even power generation. A full suit
of Katarn-class armor provides a wearer with all
Clone armour, although built to fit a clone the benefits of a combat scanner and a breath
trooper, provides a decent amount of protection mask, and increases the wearer's encumbrance
and it is easy to find among the battlefields of threshold by 3. In addition, the suit's systems
the Clone Wars. Despite the unwanted attention remove a Black dice from all Perception and
and awkwardness of modifying the armour to fit Survival checks made by the wearer.
another being, some still choose to take it for
their own use. Add 1 Black dice to Coordination
and Stealth checks.

Katarn-Class Comando Armor MK1: 6500 (R)

1 2 4 8 3

The Katarn-class armour was designed


exclusively for use by clone commandos during
the Clone Wars, named for a dangerous
predatory beast native to Kashyyyk. It continues Orbalisk Armor 30%: not for sale
to be considered one of the most advanced suits
of heavy combat armour ever produced. The 0 2 3 10 0
armor is fully environmentally sealed, resistant
to heat, cold, toxins, radiation and other
hazardous environments. Helmet is equipped Orbalisk Armor 60%: not for sale
with an integrated combat scanner, encrypted
communications suite, and on-board combat 1 2 5 10 0
computer that monitors the physical conditions
of the wearer and any nearby allies wearing the
Orbalisk Armor 90% with a helmet: not for sale attach Orbalisk when on the Light Side or not
Force-sensitive, the host suffer 1 strain each
1 3 8 10 1
round, fall unconscious after all his strain left.
Afterward, 1 wound each round until death. The
only flaw that armor have, was a high electric
An Orbalisk is a small parasite that was first attack, like force pike or the dark power Force
found around the tomb of Dxun. The parasite Lightning.
are poisonous to average being, and cause
extreme physical pain to their host. Darth Bane
was the first, able to remain alive by allowing
the Orbalisk to feed off the dark side energy in
his body. If placed on the skin, they latch on,
feeding on Force energy and releasing
adrenaline. Once attached, their bodies can
almost never be removed. The shells of Orbalisk
are quite impervious to lightsabers and can
make a fine

coat of armor. Orbalisk infestation will cover a


silhouette 0 in 13 days, a silhouette 1 in 17 days
and a silhouette 2 in 21 days. The percentage of
coverage can go to 100%, but the host begin to
suffocate. The biochemical reaction created by
the mixture of Dark Side energy and Orbalisk
venom give these attachments to the wielder Vonduun crabshell armor (alive): not for sale
(like being install in armor) Strength Enhancing
System, Bio-Support Dispenser, Self-Repair 1 3 4 10 0
Systems and Cortosis Weave. A character can
accept a symbiosis with an Orbalisk only if his
Morality is 40 and less. If a character tries to Vonduun crabshell armor (dead): not for sale
0 3 8 10 0

The Yuuzhan Vong—"Children of Yun-Yuuzhan"


are a species that live far in the Outer Rim,
where the Empire do not have explore yet.
Some scouts warrior and their leader Nom Anor
as come in the galaxy as saboteur for the
Yuuzhan Vong's own to prepare the way for an
extra-galactic invasion during Emperor Palatine
reign. These warriors worn a bioengineered
crab-shell-plated armor used by the Warrior Darth Krayt, Dark Lord of the One Sith, wore
caste of the Yuuzhan Vong. The armor was made Vonduun crab armor after escaping Vergere in
from the living shell of the Vonduun crab. Non- the Unknown Regions. He wore this armor until
Yuuzhan Vong could wear the armor, though his death in 137 ABY. After Krayt's resurrection,
capturing it alive was rare, as subduing or killing his armor was destroyed by Darth Wyyrlok.
the armor's wearer typically required first
wounding or killing the armor itself. A dead
Vonduun crabshell armor augment
encumbrance to 8. The armor itself have the
Cortosis Weave quality. Some flaws appear with
this armor, an X-Wing fire can pierce the shell
and dangerously allergic to the Bafforr tree
pollen, discovered during the Battle of Garqi.
The armor could also be destroyed by Force
lightning.

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