|Leather||+2p / +0e||2,R||0.5||100|
|Chainmail||+1Dp / +1e||2,R||10||300|
|Plate Armor||+1D+2 / +2e||2,R||15||375|
|Syntheleather||+2p / +0e||1||5||150|
|Padded||+1Dp / +0e||1||4||250|
|Syntheleather Mesh||+1D+1p / +0e||1||3||600|
|Plastovar||+1D+2p / +2e||2,F||4||1000|
|Reflec||+1p / +1D+2e||2,F||5||1100|
|Plasteel||+2Dp / +1De||2,X||6||2500|
|Blowen Reflec||+2Dp / +1D+1e||2,X||4||1250|
|Reflex Armor||+1D+1p / +2e||2,X||2||750|
|Kevlar Mark XX||+2Dp / +1De||2,X||4||500|
|Power Armor||+3Dp / +2De||4,X||50t||5000 *t|
|Brodie Mark I ACS||+3Dp / +2De||4,X||60||6000 t|
|Brodie Mark II ACS||+3D+1p / +2D+1e||4,X||100||8400 t|
|Brodie Mark III ACS||+3D+1p / +2D+2e||4,X||200||9400 t|
|Brodie Mark IV DSAC||+3D+2p / +2D+2e||4,X||215||10000 t|
|Brodie Mark V DSAC||+4D / +2D+2e||4,X||225||12700 t|
|Brodie Armored Avenger||+4Dp / +3De||4,X||400||22700|
|McGinley XR Scout Armor||+1D+2p / 1De||4,X||10||5000|
|McGinley Security Helmet||+2D+1p / +1D+1e||4,X||2||500|
|McGinley Paladin Battle Armor||+3Dp / +2De||4,X||100||8400|
|Brodie K-Mealeon Stealth Suits||Armor Val||Availability||Mass||Cost||Notes|
|Basic Stealth Suit||N/A||2,X||–||3000||Adds +2 to Sneak versus sight/smell|
|-Infrared Option||N/A||–||1500||Adds +1D+1 to Sneak versus infrared|
|-Sonar Option||N/A||–||1875||Adds +1D to Sneak versus sonar|
|-Radar Option||N/A||–||2000||Adds +1D to Sneak versus radar|
|-Slick Option||N/A||–||1875||Adds +1D+2 to Dodge versus grabs/holds|
* – These are “standard” armor costs. Increased functioning capabilities – such as HUD units, increased Strength units, and targeting programs and computer assists usually cost at least 10-20 percent of the armor’s total cost per unit.
** – Head only.
t – This is for a complete suit. In pieces, the costs as mass values are broken up and add up to the total. Since “segmented” suits are normally sold only as replacement parts (in bulk) or on the street, they have wildly varying prices. As far as mass goes, the breastplate has a mass of 20 kilos, the helmet 10 kilos, the arm and leg greaves are 5 kilos each.
To survive in the Star Wars Universe, sometimes you need a good suit of armor. In this section, we’re going to look at some of the protection you can wear on your back.
There are basically two types of armor: powered and non-powered. The latter is armor that has no internal power source to help the wearer in any way. Power armor has an internal skeleton and various motors to
help compensate for the weight of the armor. Some of them increase the strength of the wearer at extra expense.
Non-powered armor is pretty generic in nature. What the armor is made of is usually more important than who actually produced it. Power armor, on the other hand is very “producer specific.” Many companies make powered armor, and different suits have different capabilities and provide different levels of protection.
Just like weapons, power armor is sold as a base model with lots of “options” that can be incorporated into the suit. These options are, of course, extra, but they allow you to get a suit of armor tailored specifically to your needs and your budget. (Be careful of salesmen who try to sell you a lot of extras you don’t need. Remember, every option is potential added weight and strain to your motors. My rule of thumb is not to take anything I’m not pretty sure I’ll need.
Armor includes any personal protective covering, from reinforced clothing to exoskeletal mechanical suits. For the most part, armor is available in full body suits, or, at a lower cost, some armor is available piecemeal. Below are listed some types of armor and their various effects.
Primitive Non-Powered Armor
This is the less expensive type of armor, and quality varies widely depending on the material you’re using. On the other hand, you have a better chance of “passing” with this armor on than with powered, and there are more than a few worlds where it’s against the law to wear power armor within the city limits. You might as well paint a sign on your forehead that says “Merc looking for trouble.” You’re better off in many cases wearing stuff that somebody might, at worst, mistake for a weird taste in clothing.
There are still citizens who make use of more primitive kinds of armor, and if you toss out hides, leather is as primitive as you get. It’s fairly cheap and plentiful, depending on the planet, and if you are looking to operate on a world like that with no one getting wise, this is the route to take. Leather armor is next to useless against slugthrowers or blasters, but it’ll do you some good against a slag with a knife.
Leather armor can be found on most planets that have animals with sufficiently thick hides. The only time you’ll run into problems with local law wearing this stuff is if the city has laws against wearing animal skins in any form. The other advantage to leather is that you can wear it under other types of armor without too much discomfort.
Made from fine links of steel, chainmail allows for a fair degree of flexibility in combat. Chainmail can’t be worn under other types of armor, but it can fit over some types of armor (like leather). There are few worlds I know of where mail is illegal, but wearing it will make you stand out like a sore thumb, unless you’re hanging out with some really strange
fringers. Chainmail isn’t much use against slugthrowers and energy attacks, but is overall better than leather in these situations
Formed from steel plates, plate armor offers decent protection from most types of attack. But it’s bulky as all hell and slows you down at inconvenient times. You may be better off just wearing a breastplate and foregoing the arm and leg armor. You can’t wear it under any other armor (but can wear it over some types), and the best you’re going to achieve in this tin can is to make your enemies die laughing.
Plate armor is available in the Core at specialty shops, but isn’t exactly a standard every place else. It’s not much help against bullets or blasts
Modern Non-Powered Armor
By far the most common kind of armor available to the general public, most of the non-powered armor sacrifices protection for the twin benefits of mobility and concealment. There is some problems with the law when wearing these armors – they are highly restricted on a fair number of Imperial worlds, but are sometimes a necessity of life on the Rim.
Jackets or bodysuits made of synthetic leather, this is better than cloth or flesh at protecting a character, but not by much. It is of some use against melee attacks, but not against projectile or energy weapons.
Two layers of cloth with cushioned material in between, this is better at absorbing shocks than syntheleather but is largely useless against projectile and energy weapons. It is commonly worn as an undersuit for power armor.
Synthetic leather fiber interwoven with metal mesh to form a light armor similar to chainmail. It is effective against both melee and projectile attacks, but not against energy weapons.
Plastovar is a combination of plastic and Kevlar. Thin and light, yet still good protection against attack, plastovar is favored by megacorporate executives, who wish an unobtrusive armor to wear under their clothing. It is equally effective against all forms of physical attack.
This reflective material layered on a plastic base, designed for use against energy weapons. It is of little use against other forms of attack. It can be worn either under or over clothes.
Combining the strength of metallic armor with the relatively light weight of plastic, plasteel is among the best non-powered armor available. However, it does come with a price: if wearing a breastplate and either arm or leg greaves (or both), the wearer suffers a +1 to the difficulty of all Dexterity-based actions.
An alternative to power armor’s standard padded undersuit. Blowen reflec is made out of high temperature resistant fibers layered together in such a way that they offer good protection against impact (sort of like fiber glass insulation without the irritation). This stuff is great against energy weapons, but won’t do much against clubs or bullets
The amoeboid gel-vest created by a mysterious race known as the Glahn, has been driving the Empire’s brains out the airlock for a while now. The closest thing anybody’s come up with is this, which is damn flexible and looks just like heavy cloth. But hit it anywhere and the material turns rigid to resist impact. It’s nowhere near as good as a gel-vest and it’s more expensive, but you won’t run into the legal problems with it that you would with the gel (that’s what happens when your armor comes from the hide of an “endangered species”). Reflex armor works well against impact or projectile weapons, but is worthless against energy attacks. Your best bet might be to combine it with reflec and hope for the best.
Kevlar Mark XX
Kevlar armor has been around for centuries, but these days, it’s been largely replaced by plastovar and the like. Still, there are some worlds where Kevlar is the only thing they can get a hold of, so they make do. Kevlar Mark XX is thick, layered protection that works against slugthrowers and impact weapons. It’s less great against energy weapons, but you can’t have everything.
Since it’s pretty thick, forget about using it as an undersuit or passing it off as normal clothing. For 500 credits more, you can add ceramic plates between the layers of armor (+1D to physical, +2 to energy). This doubles the weight of the armor but increases its toughness and helps against energy attacks, since the ceramic disperses heat
Various forms of power armor are now standard issue for both the Empire and Corporate Sector Aurthority marines. These suits are expensive but give you a better chance of surviving. In addition to the obvious benefits, most suits are loaded with electronic gear that can keep you up and shooting even in hazardous environments (check out the “Add-Ons” section). Power armor isn’t available to the general public, in most places. (Security ratings apply to mercenary units, not members of the general public.)
All costs listed are for the standard suits. Increased functioning capabilities – targeting programs, HUD units, etc. – can add as much as 10 to 20 percent to armor’s cost.
Notes on Add-Ons
All power suits come with some standard equipment, usually multi-channel comlinks and external audio units. Many also have ENVI-suit technology built in. Modular devices are available for power armor that can greatly increase its information-gathering or offensive capabilities.
The entries above feature two numbers separated by a slash immediately following the armor’s name. The first number is the number of add-ons that can be fitted into the helmet, the second how many can be fitted into the suit.
Basic Power Armor (4/5)
Basic power armor is in common use among corporate marines, particularly those of smaller companies who cannot afford the top-of-the-line Brodie suit. Power armor features servo-motors and minihydraulics built in to move the bulky outfit. It can be worn with a padded undersuit for a cumulative armor add. Unlike Brodie armor, standard power armor can be purchased in pieces. However, a breastplate must be worn for the armor to work, as the energy plant is there. If the breastplate is worn by itself, there is no Dexterity penalty; if it is worn with either arm or leg units, there is a +2 to the difficulty of all Dexterity-related actions. If arm or leg greaves are worn without benefit of the breastplate, the bonus to the difficulty is +1D.
Power armor need not be customized to the wearer’s body and can be bought “off the rack.” Outfits come both with and without built-in power packs for use with energy weapons. Getting into (or out of) a complete set of power armor takes twelve combat rounds as a non-Skilled action, or three rounds as a powersuit operation Skill action at a Difficult difficulty (reduce the difficulty for every extra round spent between three and 12 getting in or out)..
The Brodie Powered Armor Series
This is the gear that made Brodie Inc. famous in the Corporate Sector. Brodie set the standard for power armor and more than a few mega-corporations went belly up trying to compete. Nowadays, a lot of the non-Brodie stuff on the black market is just cheap knock-offs of the famous design. The big difference from one corp’s armors to another’s is the connector leads, which are often designed so as to only allow add-ons from the individual company. Of course, it’s possible for the wearer to jury-rig the suit to allow otherwise incompatible add-ons . Imperial Law allows no citizen to own Power Armor. Most of these suits are rare, but occasionally available through some of the black market guilds and houses.
Brodie Mark I Armored Combat
The Brodie Mark I Armored Combat Suit (ACS) was designed for the upper end of the power-armor market. While it provided similar protection to other suits at the time, there were several important differences. First, the Brodie ACS armor was
marketed as a complete suit and could not be bought in pieces. Secondly, the Brodie suits had a better integrated servomotor unit, so it was easier to move around in it. Finally, the Brodie ACS allowed for more add-ons than any other. [Add +2 to the difficulty numbers of all Dexterity-based actions when wearing this suit.]
Brodie Mark II Armored Combat Suit (4/5)
The only difference between the Brodie Mark I and Mark II was a slight increase in the protection provided and some aesthetic improvements to make it look sleeker. [Add +2 to the difficulty of Dexterity-based actions when wearing this suit.]
Brodie Mark III Armored Combat Suit (5/6)
It was the Mark III that really set Brodie apart from other armor manufacturers. The suit provided better protection against attacks than any other available at that time, though not without a price, as there was an increased difficulty of free movement.
The Mark III comes with a fairly impressive electronic suite installed as standard equipment, including a biomedical and diagnostic scanner, targeting scanner and mapping system, All of which can be projected onto a Heads-Up Display. The suit does not have full ENVI capabilities but a filter system does allow it to operate in hostile atmospheres (though you probably won’t want to stay long). [Add +3 to the difficulty of Dexterity-based actions when wearing this suit. Add +1 to vision-based Perception checks.]
Fire Control: +1D
Brodie Mark IV Deep Space and Armored Combat Suit (5/6)
Probably the best armor currently on the market, the Brodie Mark IV is also the most expensive. It is worn both by CSA Espo-marines and corporate troops, and though relatively bulky, is highly effective against all forms of attack. The Mark IV can be worn with a padded undersuit for a cumulative bonus.
The Mark IV must be customized to the wearer’s body. It is possible to override its programming with customization software, but this can be unreliable. Armor that has not been customized may freeze up on a Complication or even do damage to the wearer (gamemaster option).
The Brodie suit relies on a complicated series of servomotors and micro-hydraulics to operate. It is not sold in pieces, but only as a complete suit, and it adds +3 to the difficulty of all Dexterity-related actions. It is equipped with power packs and ports for use with some Brodie energy weapons.
Within each helmet of the 215-kilogram suit is a small computer that wraps around the wearer’s head from ear to ear. This monitors all of the armor’s functions, including projecting a Heads Up Display (HUD), biomedical systems, scanner programs, and briefing data downloaded from a ship’s terminal. A commander’s suit will often feature a bio-monitor, allowing him to keep tabs on the conditions of his troops.
The helmet also features a port which can attached to a long-range sensor dish, for use on scouting missions. The dish is contained in a small, metallic container which can be fastened to the leg of the suit with electromagnets. In addition, the helmet contains integral SureSights, which provide a +1D boost to vision-based Perception checks and to any combat
skill rolls that involve integral weapons systems for the Brodie.
The helmet computer is voice-activated and has complete control over the suit’s systems. It is possible, simply by saying “Glove” firmly and clearly, to increase the Strength of that particular armor unit by +2 for the performance of a specific task (say, hooking up a stubborn power cable to its port). Different suits have different “standard” functions, so the gamemaster should work out any special functions (and price increases) for the armor.
The Mark IV also acts as a full ENVI-suit, with all the attributes of such an outfit. This makes it excellent for corporate troops who may be sent into hostile environments at any time. [Add -1D to all Dexterity-based actions when wearing this suit. Add +1D to all vision-based perception checks.]
Fire Control: +1D
Brodie Mark V Deep Space and Armored Combat Suit (8/10)
The last version of the Brodie power suit, it looks identical to the Mark IV. It provides a limited increase in armor protection, but it’s main advantage lies in the micro-miniaturization of its systems. This has allowed for an unprecedented number of add-ons in both helmet and suit. Currently, this suit is issued only to CSA Fleet Marine commanders. [Add +4 to the difficulty of all Deterity-based actions. Add +3 to all vision-based Perception checks.]
Fire Control: +1D
The Brodie Armored Avenger (10/12)
This one takes some getting used to, even for someone used to seeing the “latest and the greatest” in tech on a regular basis. The Avenger is more of a personal tank than anything else, one that allows the user to stay on the battlefield for up to three weeks without a recharge. It can also be used to recharge other Brodie suits, although this will diminish its own power supply significantly. The Avenger is designed as mobile fire support for regular troops.
Critics (most of them from Furtherman) have described the Avenger as “a box with arms and legs.” It’s true that it’s not as slick as a Mark IV, but you don’t get prizes for your looks in combat. Remember, all a standard suit of power armor has to do is amplify your own strength so you can move. The Avenger has to move under its own power, and obviously can’t crawl or kneel down.
The Avenger features a number of integrated weapons, including a Brodie XAP4 Auto Plasma Laser and a Brodie Repeating Laser Pistol. Two Bluster guided missiles are mounted on the back of the unit. These weapons are linked to the suit’s power system and thus enjoy near continuous fire. The plasma laser has 100 hydrogen fuel cells which are reloaded from the back. The pulse laser is built into the right arm and the laser is a backup weapon found in the left arm.
The Avenger incorporates ENVI technology and can provide full environmental support. It also contains all equipment contained in the Brodie Mark IV. [The Avenger can move at 50 meters per round. Add +5 to the difficulty of Dexterity-based actions. Add +3 to all vision-based Perception checks]
Brodie XAP4 Auto Pulse Laser*
Damage Value: 9D
Fire Control: +1D
*This weapon can be reloaded from the back.
Brodie Repeating Laser Pistol
Damage Value: 4D
Fire Control: +1D
*Consider this weapon to have unlimited ammo as long as suit is charged.
The McGinley Powered Armor Series
The McGinley Corporation is one of the last major armor manufacturers still producing its own unique gear and not just ripping off Brodie.
McGinley XR Scout Armor (8/10)
The XR is considered a nice piece of work by the people who rely on it to keep them alive another day, and the fact that they’re around to talk about it is a better endorsement than any I could give.
The suit’s made of plasteel, with a light servomotor system to assist with movement. The wearer can get comfortable and move almost as if he weren’t wearing armor. Buyers should remember, though, that the XR is designed more for stealth and freedom of movement than for toughness, and so won’t stand up to as much punishment as a Brodie DSAC.
Additional features of the armor include a full electronic countermeasures suite, thermal masking, and light absorption paint which covers the entire suit. The XR also acts as an ENVI suit and is capable of self-sealing when breached. [Add +3 to Sneak vs. on someone in this armor with the naked eye, +1D+2 to Sneak vs. Sensors Skill.]
McGinley Security Helmet (5/0)
This is one of the better sellers for McGinley, a power armor-style helmet without the armor. Constructed of plasteel with reflective foam padding, it offers good pro tection but is light enough not to fatigue the wearer. One of the most popular sale items for McGinley Corporation is the security helmet. It is essentially a power-armor helmet with the armor. The helmet is constructed of plasteel with reflective foam padding. This offers a great deal of protection to those who wear it, but is still light enough to wear for long periods of time without causing a great deal of fatigue. It also features an air filtration system, external audio pickup and five channel comlink.
McGinley Paladin Battle Armor (8/10)
Described in McGinley’s advertisements as “an affordable alterative to Brodie’s high-cost armor,” the Paladin is this growing company’s shot at the Mark IV. It has full ENVI capabilities but does not offer the kind of protection or all the extras that the Brodie does. But it is less expensive than the Brodie suits, so merc groups down on their luck and megacorporate cred-counters shopping for their marines have been known to settle for this.
Brodie K-Mealeon Stealth Suits
The Brodie K-M Stealth Suit allows the wearer to blend in with his surroundings, escaping the notice of observers and sensors. The materials which comprise a stealth suit provide a combination of thermal damping, radar and sonar absorption, as well as ambient light absorption and reflection. The stealth suit clings tightly to the wearer, yet allows breathing through the fabric. It is not designed to operate in a vacuum, and someone going EVA will still need to wear a space suit. The basic suit costs 6000 credits and provides some concealment against being seen or smelled. Additional options, which provide both greater concealment and concealment against different sensors, can be purchased for the costs shown. These costs are in addition to the cost of the basic unit.
|Brodie K-M Stealth Suit|
|Base Suit (light absorption)||Adds +1D to Sneak versus sight/smell|
|Infrared||Adds +1D+1 to Sneak versus infrared|
|Sonar||Adds +1D to Sneak versus sonar|
|Radar||Adds +1D to Sneak versus radar|
|Slick Option||Adds +1D+2 to Dodge versus grabs/holds|
The “power” in power armor means just what it says: servomotors and minihydraulics keep the suit working, and these need power to operate. The power pack is normally located in the breastplate and can keep the suit charged for a week. Many suits of power armor are sold in pieces. If this is the case, a breastplate must be purchased to get the suit operational.
Some suits come with external power packs that can operate add-ons and weaponry. It is also possible to purchase suits with heavy weapons linked to them. In this case, a backpack sized power pack is needed and replaces the smaller external one. Both the small and large external packs can provide power for a week.
Power Armor and Movement
One of the advantages of power armor is that it allows you to move at close to the same speed you would if you weren’t wearing any armor at all. Use of power armor requires the Power Suit operations skill.
The following rules apply to the use of power armor:
- A character in power armor who suffers a knockdown or is prone for any reason must succeed against
Moderate difficulty on Power Suit operations.
- Add +2 to the running difficulty numbers of characters in power armor.
Many of the armor types listed below may be combined. The listing below tells what armor may be worn with what other armor.
Syntheleather: may be worn under syntheleather mesh, reflec, plasteel Stormtrooper, Bounty hunter, power, or Brodie armor or over padded, reflec, or plastovar.
Padded: may be worn under any type of armor. May not be worn over any armor (other than cybernetic).
Mesh: May be worn under Brodie or power, or over padded, reflec, or plastovar.
Plastovar: May be worn under syntheleather, syntheleather mesh, Brodie, or powered armor, or over reflec or padded.
Reflec– May be worn under syntheleather or syntheleather mesh or over plastovar or padded.
Plasteel: May be worn over padded or syntheleather.
Armor: May be worn over padded or syntheleather.
Armor: May be worn over padded.