Equipment:
Armor
Shields are obsolete on modern worlds, though they are still common on many undeveloped frontier worlds. Shields provide no armor bonus when used to defend against advanced ranged weapons, including both slugthrowers and energy weapons. Even a highly trained fighter is unable to position a shield quickly and precisely enough to block attacks from these weapons. The only exception to this rule is the tower shield, which still provides a cover bonus. However, its bulk makes it a poor choice on the modern battlefield.
Getting Into and Out of Armor
The table below lists the times to don and remove armor. See the SRD for more information.
| Armor Type | Don | Don Hastily | Remove |
|---|---|---|---|
| Light armor | 5 rounds | 2 rounds | 2 rounds |
| Medium armor | 1 round | 5 rounds | 1 round |
| Heavy armor | 4 rounds | 1 round | 1 round |
| Powered armor | 4 minutes | 4 minutes | 2 minutes |
Armor Data
| Armor | Cost | Armor Bonus |
Max Dex Bonus |
Armor Check Penalty |
Arcane Spell Failure |
Speed 30 ft. |
Speed 20 ft. |
Weight |
|---|---|---|---|---|---|---|---|---|
| Light Armor | ||||||||
| Heavy clothes | 5 cr | +2 | +6 | -0 | 10% | 30 ft. | 20 ft. | 10 lb. |
| Flight suit | 50 cr | +4 | +8 | -0 | | 30 ft. | 20 ft. | 6 lb. |
| Armor vest | 75 cr | +5 | +5 | -0 | 5% | 30 ft. | 20 ft. | 8 lb. |
| Combat fatigues | 100 cr | +6 | +6 | -1 | 10% | 30 ft. | 20 ft. | 10 lb. |
| Security armor | 90 cr | +6 | +3 | -3 | 10% | 30 ft. | 20 ft. | 15 lb. |
| Medium Armor | ||||||||
| Battle suit | 350 cr | +7 | +6 | -2 | 10% | 20 ft. | 15 ft. | 15 lb. |
| Battle armor | 500 cr | +8 | +6 | -2 | 15% | 20 ft. | 15 ft. | 20 lb. |
| Combat armor | 750 cr | +9 | +5 | -3 | 20% | 20 ft. | 15 ft. | 25 lb. |
| Riot armor | 1,000 cr | +9 | +2 | -4 | 20% | 20 ft. | 15 ft. | 20 lb. |
| Blast armor | 1,250 cr | +10 | +1 | -5 | 30% | 20 ft. | 15 ft. | 30 lb. |
| Heavy Armor | ||||||||
| Vulcan suit | 2,000 cr | | +0 | -4 | 25% | 20 ft. | 15 ft. | 30 lb. |
| Class I vac suit | 3,000 cr | +9 | +5 | -3 | 20% | 20 ft. | 15 ft. | 85 lb. |
| Shock armor | 2,000 cr | +10 | +4 | -4 | 25% | 20 ft. | 15 ft. | 30 lb. |
| Combat exoskeleton | 3,500 cr | +11 | +3 | -5 | 30% | 20 ft. | 15 ft. | 40 lb. |
| Assault exoskeleton | 5,000 cr | +12 | +2 | -5 | 35% | 20 ft. | 15 ft. | 50 lb. |
| Class II vac suit | 7,000 cr | +12 | +2 | -5 | 35% | 20 ft. | 15 ft. | 100 lb. |
| Powered Armor | ||||||||
| Class III vac suit | 12,000 cr | +12 | +2 | -4 | 35% | 20 ft. | 20 ft. | 100 lb. |
| Jangala hardsuit | 20,000 cr | +12 | +2 | -2 | 35% | 40 ft. | 40 ft. | 200 lb. |
| Rover hardsuit | 10,000 cr | +13 | +2 | -0 | 40% | 40 ft. | 40 ft. | 225 lb. |
| Combat hardsuit | 10,000 cr | +14 | +1 | -0 | 40% | 40 ft. | 40 ft. | 250 lb. |
| High-g hardsuit | 10,000 cr | +14 | +0 | -6 | 40% | 30 ft. | 30 ft. | 250 lb. |
| Aquatic hardsuit | 15,000 cr | +16 | +0 | -6 | 40% | 20 ft. | 20 ft. | 500 lb. |
| Assault hardsuit | 15,000 cr | +16 | +0 | -0 | 40% | 30 ft. | 30 ft. | 350 lb. |
| Class IV vac suit | 17,000 cr | +16 | +0 | -6 | 40% | 30 ft. | 30 ft. | 300 lb. |
| Extras | ||||||||
| Aganax helmet | 250 cr | | | | | | | 3 lb. |
| Camouflage | 20 cr | | | | | | | |
Armor Descriptions
Aganax Helmet: Before the planet Nallar was assimilated by modern societies, its humanoid inhabitants waged a genocidal war against an insectoid race called the aganax. Nallar warriors took the heads of aganax they slaughtered and fashioned them into helmets that amplified their own senses through the preserved sensory organs in the chitinous skull. Although exposure to myriad cultures eventually blunted their violent intolerance, the Nallar continue to practice their own brutal traditions by crafting practical items from the parts of defeated undesirables, particularly insectoids.
Most merchants consider any helm crafted from the skull of an insect an aganax helmet. With the mandibles cut away, the helmet sits on one's head, with the compound eyes bulging from the top and sides, and the antennae trailing behind like two obscene, anemic plumes. The insides contain padding for comfort, plus a metal interface transducer in the back. When properly crafted, the helmet bestows a +4 circumstance bonus on Listen and Spot checks, linking the dead insectoid's preserved antennae and multifaceted eyes through a biogenic computer interface unique to the technomancers of Nallar. Although it draws some power from the wearer's natural bioelectrical field, the helmet also uses a microcell to provide enough power to run the helmet for three months.
Wearing an aganax helmet comes with some disadvantages. The bizarre-looking helm draws unnecessary attention in most civilized societies. Since the user essentially wears the head of an enemy as a hat, she suffers a -2 circumstance penalty on Charisma-based skill checks when interacting with others. This penalty increases to -8 in the presence of insectoid beings.
Obtaining an aganax helmet of average quality (with the effectiveness described above) usually requires a trip to Nallar to barter or bargain with the warrior caste of that planet. The listed price reflects the average value of the gift, trade, or gold required to purchase a helm directly from the Nallar. Occasionally aganax helmets make their way into the stocks of frontier traders or armorers dealing in exotic cultural pieces, though they don't always advertise that they're selling helms made from the heads of dead, frequently sentient insects.
Aquatic Hardsuit: This is a modification of the more common combat hardsuit. The suit is capable of almost constant underwater operation, though fuel limitations are a factor. Aquatic hardsuits are frequently equipped with sonar, UV sensors, and blue laser weaponry. These streamlined suits blur the line between armor and vehicle. In an aquatic hardsuit, a character may move in water or on land at 20 ft., or activate a powered thrust mode and move as a marine vehicle. It functions at a depth down to 2,000 feet.
The suit's articulated arms have an effective Strength of 18. Main propulsion consists of internal screws, feeding water through vents in the front and propelling them out the back. The suit provides a constant environmental seal, like that of a vacuum suit. An integrated artificial gill provides oxygen as long as the suit is submerged.
An aquatic hardsuit comes with an IO display, personal communicator, digital binoculars, UV laser sight, and digital mapbox. The hardsuit has hardness 5, and this protection applies to the wearer.
The streamlined design makes this suit a bit difficult to operate. It also requires some training to use weapons properly. In powered thrust mode, an aquatic hardsuit has a top speed of 15 (surface scale); Acc 3; Dec 3; Hand -1; Stealth 8; Fuel 150.
Assault Exoskeleton: This heavy armor is constructed of reinforced polymer plates over a customized, formfitting carbon-fiber frame. The interior of the armor is lined with gel padding, and the exoskelton is typically worn over standard combat fatigues. Given the protection it offers, the exoskeleton is reasonably lightweight and the carbon-fiber frame is fully articulated to allow a full range of movement.
Assault Hardsuit: This heavy powered armor blurs the line between infantry and mechanized forces, effectively transforming a foot soldier into a walking tank. The composite and carbon fiber plating provides the heaviest personal armor available, and the heavy-duty batteries allow for 24 hours of operation. The assault hardsuit is more plodding, methodical, and less nimble on the move than an unarmored soldier, but it does offer an effective Strength of 22. When traveling overland, the power-assist servos allow the wearer to hustle for up to 12 straight hours without rest. The headsup display on the viewscreen provides all the benefits of a personal communicator, digital binoculars, laser sight, and digital mapbox. The assault hardsuit can also be sealed for self-contained operations in a hostile environment for up to three hours. In this mode, it provides all the benefits of a hostile environment suit and vacuum suit. The hardsuit provides the user with damage reduction 10/.
Assault hardsuits must be equipped with integral weapons, and these are available at their standard listed price. The armored manipulators on the hardsuit are capable of a wide range of tasks, but they are not designed to hold personal weapons. The most common hardsuit models feature an integral assault laser or blaster in one arm and a shoulder-mounted, multishot rocket launcher or missile launcher. These models include an armored ammunition case for the latter on the hardsuit's back, and the rockets and missiles are machine-fed to the launcher from this case. Weapons are not included in the listed price of the assault hardsuit and must be purchased separately.
Battle Armor: This armor consists of several rigid polymer components designed to protect vulnerable parts of the soldier's body, including the chest and shoulders, elbows, hands, and shins. The polymer armor is worn over standard combat fatigues and includes a visored combat helmet.
Battle Suit: This armor is a heavier, one-piece version of combat fatigues. The durable polymer fiber is reinforced by a lining of energy-absorbing gel to protect the chest and extremities.
Blast Armor: One of the most dangerous professions is working on the bomb squad of any large, industrialized city. Terrorists of all description often resort to explosives to forward their diseased agendas, leaving bombs in densely populated areas. When such devices are discovered, it is the bomb squad that moves in to dispose of the threat. Blast armor was originally designed to provide maximum protection against the detonation of explosives. However, blast armor is quite effective in other applications, and it is now used in other fields, most notably military operations that do not require heavier armors. Blast armor greatly impedes the wearer due to the thickness and weight of the fabric and plating.
Camouflage: All types of armor are available in camouflage patterns that greatly improve the wearer's ability to blend in with his surroundings. Camouflaged clothing or armor grants a +2 circumstance bonus on Hide checks.
Combat Armor: This armor is similar in design to battle armor, but the rigid armor components are more extensive and it incorporates the same gel lining found in the battle suit. Combat armor includes a visored combat helmet.
Combat Exoskeleton: Lighter in construction than the assault variant, this heavy armor features similar reinforced polymer plates over a customized, formfitting carbon-fiber frame. The interior of the armor is lined with gel padding, and the exoskelton is typically worn over standard combat fatigues. Given the protection it offers, the exoskeleton is reasonably lightweight and the carbon-fiber frame is fully articulated to allow a full range of movement.
Combat Fatigues: These standard military fatigues feature durable composite fiber interwoven with high-strength polymer threads. The elbows, knees, and shoulders are reinforced with padded pockets of energy absorbent gel.
Combat Hardsuit: This powered armor is effectively a heavier version of the assault exoskeleton, with battery-powered servos to assist the soldier in locomotion. The hardsuit is full-body armor, and the integral helmet provides all of the benefits of a personal communicator, digital binoculars, and laser sight. The servos provide the user with an effective Strength of 18, and a standard heavy cell provides power sufficient for 48 hours of continuous operation. When traveling overland, the power-assist servos allow the wearer to hustle for up to 12 straight hours without rest. The combat hardsuit cannot be fitted with integral weapons, but the fully articulated gauntlets allow the soldier to use any weapons he could normally use. The combat hardsuit can also be sealed for self-contained operations in a hostile environment for up to three hours. In this mode, it provides all the benefits of a hostile environment suit and vacuum suit. The hardsuit provides the user with damage reduction 5/.
Flight Suit: This jumpsuit is commonly worn by military pilots, arcane spellcasters, and others who want full-body armor protection without sacrificing freedom of movement. It is constructed of high-strength, synthetic composite fiber. The suit is light, non-restrictive, and very effective.
Heavy Clothes: This entry includes any reinforced, durable clothing, including leathers, heavy dusters and overcoats, and bushman's khakis. While not designed as armor, the materials used in their construction are strong and resilient enough to provide limited protection comparable to archaic leather armor.
High-g Hardsuit: The basic design of this powered armor is very similar to that of a combat hardsuit. Rugged servos and reinforced structure are optimized to provide support in heavy gravity. This provides the benefits of High-G Tolerance, though it does not stack with the feat. The rigid construction is somewhat more restrictive than a normal combat hardsuit, however, and it can be hard to use without experience. It otherwise provides all the same benefits and abilities of a combat hardsuit.
Jangala Hardsuit: This useful powered armor is handy in heavily forested or jungled areas. Jangala units equipped with power generators and sniper rifles can survive for long periods in the field. Sometimes called Ghost Squads, these units can inflict considerable terror campaigns on less well-equipped troops.
The jangala hardsuit is equipped with highly responsive servos and is very light. Its advanced technology increases the cost significantly. Though it does not provide the same protection as other hardsuits, it offers unparalleled response and handling. The articulated arms and legs are both equipped with flexible grippers that closely resemble clawed mechanical hands. The feet are controlled through a subprocessor, which takes some getting used to.
A character in a jangala can climb easily and hold a position in trees or on a cliff face. The hardsuit is lighter than even a combat hardsuit, but the design allows for integral (though externally mounted) weaponry. The mechanical hands are still nimble enough to allow for normal use of weaponry, however. The servos of a jangala give an effective Strength of 18, with batteries providing enough power for 48 hours of continuous operation. When traveling continuously, the servos assist, allowing the wearer to hustle for up to 4 straight hours without rest.
The jangala provides the wearer a speed of 40 ft., and the character gains a climb speed of 20 ft. Forest and jungle terrain are considered equivalent to rough scrub for movement purposes. The suit does not provide sealed capabilities, though such suit modifications can be added (add the cost and size of a hostile environment suit or a vacuum suit). A jangala hardsuit provides a hardness of 5, and this protection applies to the wearer.
The sensor suite includes the capabilities of digital binoculars, maser sight, personal communicator, and digital mapbox. Sensor processing is adapted for jungle conditions. Any target's concealment due to foliage is considered one level less. The jangala also integrates the capabilities of an intrusion suit, providing a +4 circumstance bonus to Hide checks from both normal and IR sensors. There are jangala suits designed for vacuum operation, able to clamber through dense tangles of steel or other materials while in freefall. These have slightly different capabilities.
This is powered armor, with all the standard penalties. However, the suit provides a +8 circumstance bonus on Climb checks. In addition, a character with the Armor Proficiency (Powered) feat eliminates the armor check penalty for Balance, Climb, Hide, Jump, and Move Silently checks. Vacuum-adapted versions do not eliminate the armor check penalty for Jump, but do for Freefall.
Military Vac Suits: Military vacuum suits are available in a number of varieties. The military philosophy is that vac suits should have a long deployment time and the capacity for powered thrust. Other designs, with little air capacity and reliance on external vehicles, have repeatedly demonstrated problems in battlefield conditions. Though the engine is purchased separately, these suits are designed with ports and adapters. Removing or attaching an engine is no more difficult than removing or donning medium armor.
Class I vac suits are the closest to the standard vac suit, though more rigid and somewhat larger due to gels and polymer armoring. The back has a number of adapters, and most Class I vac suits come with datapads and IO interfaces built into the helmet.
Class II vac suits are built on an assault exoskeleton, modified to seal against vacuum. They have sufficient air for 30 hours.
Class III vac suits have many of the same characteristics as Class II suits, but they are internally powered. Their servos provide an augmented Strength of 20, and these suits often double as informal landing units. They are often provided with highly maneuverable suitpacks.
Class IV vac suits could almost be classified as spacecraft. A Class IV is capable of 40 hours of operation. Missiles and lasers are the most common integrated weapons. This powered armor is maneuverable and sturdy, providing a Strength of 22. The display offers a personal communicator, digital binoculars, laser sight, digital mapbox, a datapad, and navigational software. The suit also provides a hardness of 10, and this protection applies to the wearer.
Riot Armor: Developed to protect law enforcement personnel fromthe felonious assaults of misguided protesters, well-armed gang members, or lunatic spellcasters, riot armor includes heavy plating over vital areas in addition to thick anti-ballistic fabric and sheeting. The added protection, however, is restrictive and often interferes with movement.
Rover Hardsuit: This powered armor is designed for expeditionary military units. They see service in deserts, frozen tundra, and wherever units have to operate in harsh climates. The suits are built much like a combat hardsuit, with enhanced environmental protection. The batteries last for 72 hours, and the suit can function self-contained for 48 hours. Most forward squads have recharging generators so they can operate for longer periods away from a home base.
Security Armor: For private security or law enforcement personnel in low-crime areas, security armor is often considered adequate to protect against the relatively low dangers of their territory. This armor can often prevent all damage from a pistol, knife, or rabid pet.
Shock Armor: This armor consists of a full-body, composite-weave suit lined with energy-absorbent gel. Rigid polymer armorheavier and more extensive than that used in battle armor and combat armorprotects as much of the body as possible while still allowing full mobility. Shock armor includes a combat helmet.
Vulcan Suit: This suit is made of the same material as Vulcan gloves. They are used around hazardous spills or foundries. Vulcan suits are typically worn around a sealed environment suit. An external sensor is required to transmit visual information to the occupant. A Vulcan suit can be fitted with a visor, but this halves the protections it provides. A Vulcan suit offers 30 points of protection each round from acid, cold, electricity, or fire. If the suit takes more than 100 points of damage, it is rendered ineffective.
