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{{DISPLAYTITLE:Light Armor}} | {{DISPLAYTITLE:Light Armor}}<!-- | ||
{{armormenu}}<!-- | -->{{armormenu}}<!-- | ||
--><div class="topdiv"><!-- | --><div class="topdiv"><!-- | ||
--><p class="single nomargin">This is a listing of all light armors. Unless explicitly noted in the armor’s description, all light armor carries a check penalty of −2.</p | |||
--><p class="single nomargin">This is a listing of all light armors. Unless explicitly noted in the armor’s description, all light armor carries a check penalty of −2.</p><!-- | |||
Line 30: | Line 31: | ||
|Rare | |Rare | ||
|- | |- | ||
|{{indent}}[[Armor:_Light#shield|Energy shields, light]] | |{{indent}}[[Armor:_Light#shield|Energy shields, light]] | ||
| style="text-align: right;" |see below | | style="text-align: right;" |see below | ||
| style="text-align: center;" |— | | style="text-align: center;" |— | ||
Line 92: | Line 93: | ||
|{{indent}}[[Armor:_Light#shadowsuit|Shadowsuit]]<sup>*</sup> | |{{indent}}[[Armor:_Light#shadowsuit|Shadowsuit]]<sup>*</sup> | ||
| style="text-align: right;" |600 | | style="text-align: right;" |600 | ||
| style="text-align: center;" |+1 / —<ref name=" | | style="text-align: center;" |+1 / —<ref name="shadowsuit">There are conflicting entries between the [[Scum and Villainy]] and [[Clone Wars Campaign Guide]] sourcebooks. Stats from Scum are listed first. Check with your GM to see which apply.</ref> | ||
| style="text-align: center;" |+1 / —<ref name=" | | style="text-align: center;" |+1 / —<ref name="shadowsuit"/> | ||
| style="text-align: center;" |+5 / +6<ref name=" | | style="text-align: center;" |+5 / +6<ref name="shadowsuit"/> | ||
| style="text-align: center;" |— | | style="text-align: center;" |— | ||
| style="text-align: center;" |— | | style="text-align: center;" |— | ||
| style="text-align: center;" |2 kg / 3 kg<ref name=" | | style="text-align: center;" |2 kg / 3 kg<ref name="shadowsuit"/> | ||
|Military | |Military | ||
|- | |- | ||
Line 307: | Line 308: | ||
--><div id="barabel" class="spacer"><!-- | --><div id="barabel" class="spacer"><!-- | ||
--><h4 class="headline>Barabel Microbe Armor</h4><!-- | |||
-->{{referencetag|book=Galaxy at War|page=44}}<!-- | --><h4 class="headline">Barabel Microbe Armor</h4><!-- | ||
-->{{referencetag|book=Galaxy at War|page=44}}<!-- | |||
--><p class="single nomargin">Created by Creshaldyne ndustries, this armor is a sleeveless vest of soft material. Pouches within the armor hold a saline solution containing specialized microorganisms, which absorb intense heat or radiation.</p><!-- | |||
--><p class="single nomargin">{{indent}}Barabel microbe armor provides DR 2 against energy and fire damage. If you are using the Armor Upgrades option from ''[[Scum and Villainy]]'', Barabel microbe armor has room for two upgrades.</p><!-- | |||
--></div><!-- | |||
--><div id="battle" class="spacer"><!-- | |||
-->< | --><h4 class="headline">Battle Armor, Light</h4><!-- | ||
-- | -->{{referencetag|book=Knights of the Old Republic|page=70}}<!-- | ||
--><p class="single nomargin">Similar to denser suits of battle armor, this stripped-down battle armor is frequently used by soldiers who lack extensive armor training but need a slight edge in combat.</p><!-- | |||
--></div><!-- | |||
--><div id="powered" class="spacer"><!-- | |||
--><h4 class="headline">Battle Armor, Light Powered</h4><!-- | |||
-->{{referencetag|book=Knights of the Old Republic|page=70}}<!-- | |||
-->< | --><p class="single nomargin">Designed to be augmented with additional components and weapons, light powered body armor comes prewired with special connections to power auxiliary accessories. Light powered battle armor comes with a helmet package preinstalled. If you are using the equipment modification rules from Scum and Villainy, light powered armor has 2 free upgrade slots (as does all powered armor).</p><!-- | ||
-- | --></div><!-- | ||
--><div id="beskargam" class="spacer"> | --><div id="beskargam" class="spacer"><!-- | ||
-->< | --><h4 class="headline">Beskar’gam</h4><!-- | ||
-- | -->{{referencetag|book=Scum and Villainy|page=48}}<!-- | ||
--><p class="single nomargin">The ''beskar’gam'' is the traditional suit of Mandalorian Armor. Unlike the armor of the Neo-Crusaders, most suits of ''beskar’gam'' are individually tailored to the wearer. They usually bave various customizations, ranging from simple coloration changes to significant structural alterations. The beskar’gam is extremely rare outside of Mandalorian culture and costs 30,000 more than a trditional suit of Mandalorian armor. True ''beskar’gam'' is made of Mandalorian iron (beskar), which is strong enough to deflect blaster fire and even lightsabers, and when worn by a true Mandalorian warrior in can greatly reduce the ampount of damage taken even from direct hits. Not all suits of armor are ''beskar’gam'' (for example, the armor worn by Neo-Crusaders during the Mandalorian Wars was not made of beskar), but a wearer of the ''beskar’gam'' is a fearsome sight indeed. A suit of ''beskar’gam'' grants favorable circumstances on [[Persuasion]] checks to [[Persuasion#intimidate|intimidate]], and if the wearer has DR then the wearer can apply its benefit against attacks made by lightsabers. Though not powered armor, the armor has two free upgrade slots.</p><!-- | |||
--><p class="single nomargin">{{indent}}Gamemasters can reduce the cost of ''beskar’gam'' by 30,000 credits for Mandalorian heroes.</p><!-- | |||
--></div><!-- | |||
--><div id="vesthelm" class="spacer"><!-- | |||
--><h4 class="headline">Blast Helmet and Vest</h4><!-- | |||
-->{{referencetag|book=Saga Edition Core Rulebook|page=132}}<!-- | |||
-->{{referencetag|book=Saga Edition Core Rulebook|page= | |||
--><p class="single nomargin">This | --><p class="single nomargin">This armor consists of a lightweight helmet and a composite vest that, when worn together, offer limited protection against incoming attacks.</p><!-- | ||
--></div><!-- | |||
-->< | --><div id="jumpsuit" class="spacer"><!-- | ||
-->< | --><h4 class="headline">Combat Jumpsuit</h4><!-- | ||
-- | -->{{referencetag|book=Saga Edition Core Rulebook|page=133}}<!-- | ||
--><p class="single nomargin">This heavily padded jumpsuit is designed to provide limited protection against physical and energy trauma without overly restricting the wearer’s movement.</p><!-- | |||
--></div><!-- | |||
--><div id="pricetable"> | |||
--><div id="dark" class="spacer"><!-- | |||
--><h4 class="headline">Dark Armor</h4><!-- | |||
-->{{referencetag|book=Jedi Academy Training Manual|page=61}}<!-- | |||
--><p class="single nomargin">Dark armor is the generic name given to various suits of armor possessed and worn by the [[Sith (force tradition)|Sith]]. Each suit of dark armor is unique, having been created for and often modified by an individual [[Sith Lord (prestige class)|Sith Lord]]. These suits of armor may look like they originated as other stock models, but they are modified through various processes, including [[Sith_Alchemy_(talent_tree)|Sith alchemy]].</p><!-- | |||
--><p class="single nomargin">{{indent}}Dark armor is not just another piece of protective gear; to many Sith Lords, the armor is nearly as important as their lightsabers. A suit of dark armor defines a Sith Lord’s appearance, and is frequently made to be as frightening as possible.</p><!-- | |||
--><p class="single nomargin">{{indent}}A suit of dark armor automatically comes with a single enhancement from the [[Sith_Alchemy_(talent_tree)#specialist|Sith Alchemy Specialist]] talent.</p><!-- | |||
--></div><!-- | |||
--><div id="shield" class="spacer"><!-- | |||
--><h4 class="headline">Energy Shields</h4><!-- | |||
-->{{referencetag|book=Knights of the Old Republic|page=71}}<!-- | |||
--><div id="pricetable"><!-- | |||
--> | |||
{| class="wikitable tweek" style="width: 30%; margin: 0 10px 0 .5em; float: right; font-size: small; line-height: 100%; box-shadow: 5px 5px 5px #aaaaaa; | {| class="wikitable tweek" style="width: 30%; margin: 0 10px 0 .5em; float: right; font-size: small; line-height: 100%; box-shadow: 5px 5px 5px #aaaaaa; | ||
! colspan="3" |Energy Shield Prices | ! colspan="3" |Energy Shield Prices | ||
Line 414: | Line 446: | ||
|18,000 | |18,000 | ||
|heavy | |heavy | ||
|}</div><!-- | |}<!-- | ||
--></div><!-- | |||
--><p class="single nomargin">Rising to prominence in the days after the Great Sith War, personal energy shields project a thin layer of shielding over an individual character or creature. The popularity of energy shields sparks a revolution in combat tactics, including a surge in the popularity of melee weapons and non-energy projectile weapons. Just as the spread of energy shields is a response to the prominence of energy weapons, they in turn cause warriors to adjust their tactics to deal with personal energy shields.</p><!-- | |||
--><p class="single nomargin">{{indent}}Energy shields give a character a Shield Rating, which functions exactly as vehicle and starship shields. An energy-shield generator is typically worn on the forearm or upper arm and must be activated as a [[swift action]]. Energy shields typically have 5 charges, and energy shields can only be activated once per encounter (the stress on the shield generator causes the device to overload otherwise, so the manufacturers build in failsafes to prevent such an occurrence). Each activation consumes one charge and lasts through the end of the encounter. An energy shield only protects against weapons that deal energy damage; a weapon that deals any other type of damage bypasses the shield’s SR entirely.</p><!-- | |||
--><p class="single nomargin">{{indent}}Energy shields come in three varieties: light, medium, and heavy. Each energy shield type corresponds to an armor type. A character with an active personal shield without the relevant Armor Proficiency feat takes a −5 penalty to [[Reflex Defense]], and the wearer is denied its [[Dexterity]] bonus to Reflex Defense, though he or she still gains the benefit of the shield. Regardless of whether or not the character is proficient in the personal shield, the character always takes the armor check penalty associated with the shield while it is activated. Additionally, each type of energy shield imposes its Maximum Dexterity Bonus restriction only when activated, not when worn and inert. An energy shield can be added to a suit of armor as an accessory. An energy shield can be modified by [[Armor_Templates|armor templates]] only if the template specifically states that it can be used on energy shields, and the shield confers that benefit only when it is activated.</p><!-- | |||
--><p class="single nomargin">{{indent}}The SR provided by the energy shield determines the shield’s price, as well as the type of Armor Proficiency feat required to operate the shields without penalty. SR 5 and SR 10 energy shields require Armor Proficiency (light); SR 15 and SR 20 energy shields require Armor Proficiency (medium); SR 25 and greater energy shields require Armor Proficiency (heavy). See the table to the right for prices of energy shields.</p><!-- | |||
--></div><!-- | |||
--><div id="fiber" class="spacer"><!-- | |||
--><h4 class="headline">Fiber Armor</h4><!-- | |||
-->{{referencetag|book=Knights of the Old Republic|page=72}}<!-- | |||
--><p class="single nomargin">Initially used on worlds where traditional armor plating was in short supply, fiber armor is specially designed to channel energy-weapon attacks away from the body. The various metal fibers woven into the exterior of this armor cause it to absorb and harmlessly disperse energy damage. However, fiber armor is far from perfect, and lucky shots manage to hit. Once per encounter, a character fighting defensively while wearing fiber armor can gain DR 10 against a single ranged energy attack as a [[reaction]].</p><!-- | |||
--></div><!-- | |||
--><div id="flightarmor" class="spacer"><!-- | |||
--><h4 class="headline">Flight Suit, Armored</h4><!-- | |||
-->{{referencetag|book=Saga Edition Core Rulebook|page=133}}<!-- | |||
--><p class="single nomargin">A combat-ready flight suit that provides additional protection against vacuum for limited periods, this armor comes in various models, including the Corellian TX-3 (favored by various pirate gangs) and the Imperial TIE flight suit (worn by [[TIE/ln_Fighter|TIE fighter]] pilots throughout the empire). An armored flight suit provides up to 10 hours of life support, allowing its wearer to survive in he vacuum of space or any other hostile environmnet.</p><!-- | |||
--></div><!-- | |||
--><div id="flightpadded" class="spacer"><!-- | |||
--><h4 class="headline">Flight Suit, Padded</h4><!-- | |||
-->{{referencetag|book=Saga Edition Core Rulebook|page=33}}<!-- | |||
--><p class="single nomargin">Favored by starfighter pilots all over the galaxy, the one-piece paded flight suit protects againts decommpression, g-forces, and harmful environments. It provides limited protection against attacks as well. A padded flight suit comes with a matching helmet and gloves that seal around the wearer and provide up to 10 hours of life support, allowing him to survive in the vacuum of space or any other hostile environment.</p><!-- | |||
--></div><!-- | |||
--><div id="galactic" class="spacer"><!-- | |||
--><h4 class="headline">Galactic Alliance Armor</h4><!-- | |||
-->{{referencetag|book=Legacy Era Campaign Guide|page=140}}<!-- | |||
--><p class="single nomargin">For over 100 years, the Galactic Alliance has used variations of its own light armor design, usually in dark blue hues with black accents. In its most recent form, the armor combines a padded armor base with a reinforced breastplate and fully armored gauntlets. Some front-line troopers also use a fully enclosed helmet with helmet package, but this varies by unit. It is not uncommon to see officers and others opt to use Galactic Alliance uniform hats and caps instead.</p><!-- | |||
--><p class="single nomargin">{{indent}}Some variations of the standard Galactic Alliance uniform incorporate a flexible blast vest and a tight-fitting, open-faced helmet into their designs. This type is especially prevalent among the fleet crews at battle stations. It provides the same bonuses as a regular blast helmet and vest.</p><!-- | |||
--></div><!-- | |||
--><div id="halfvest" class="spacer"><!-- | |||
--><h4 class="headline">Half-Vest</h4><!-- | |||
-->{{referencetag|book=Scum and Villainy|page=49}}<!-- | |||
--><p class="single nomargin">The Karamondain Mark 45 protective vest is usually worn by smugglers who are expecting trouble but don’t want to be sween wearing armor in public. Lightweight, flexible, and easily hidden under clothing (+5 equipment bonus to [[Stealth]] checks made to [[Stealth#item|conceal the armor]]), a half-vest protects the wearer against surprise atttacks from unscrupulous enemies and allies. Onced per encounter as a [[free action], the wearer can negate the bonus damage on any attack made against him while he is denied his [[Dexterity]] bonus to [[Reflex Defense]] (such as when being targeted by an attacker with the [[Misfortune_(talent_tree)#sneak|Sneak Attack]] [[Class_Talent_Trees|talent]]).</p><!-- | |||
--></div><!-- | |||
--><div id="jedi" class="spacer"><!-- | |||
--><h4 class="headline">Jedi Battle Armor, light</h4><!-- | |||
-->{{referencetag|book=Jedi Academy Training Manual|page=62}}<!-- | |||
--><p class="single nomargin">Designed to match the needs of the individual [[Jedi (force tradition)|Jedi]] who wears it, a suit of Jedi battle armor is a rare sight in the galaxy. Mostly popularized during the days of the Great Sith War and the Jedi Civil War, Jedi battle armor protects vital areas while not hindering the movements of the wearer.</p><!-- | |||
--><p class="single nomargin">{{indent}}Two variants of this armor exist, one light and one medium, giving Jedi who choose to wear battle armor some options in determining how much training they want to devote to wearing such armor.</p><!-- | |||
--></div><!-- | |||
--><div id="mando" class="spacer"><!-- | |||
--><h4 class="headline">Mandalorian Combat Suit</h4><!-- | |||
-->{{referencetag|book=Knights of the Old Republic|page=201}}<!-- | |||
--><p class="single nomargin">Favored by the Mandalorians before the beginning of the Neo-Crusader movement, this vacuum-sealed suit has metal composite plates attached, providing protection in battle with a maximum range of movement. A helmet is included in this package, providing any wearer who has the Armor Proficiency (light) feat with an internal com link and a helmet package. The suit can also provide its wearer with up to 10 hours of life support. This armor comes with a jet pack and has five unused upgrade slots.</p><!-- | |||
--></div><!-- | |||
-->< | --><div id="marine" class="spacer"><!-- | ||
--><h4 class="headline">Marine Armor</h4><!-- | |||
-->{{referencetag|book=Galaxy at War|page=45}}<!-- | |||
--><p class="single nomargin">This light armor is employed by the Rebel Alliance during the Galactic Civil War. It provides decent protection for front-line troops during ship-boarding actions and house-to-house fighting, and even in zero gee, in vacuum, or underwater. The armor’s sealed life-support system allows the wearer to survive for up to 24 hours in the vacuum of space or other hostile environments. The soles of the armor’s boots are magnetic, enabling the wearer to walk on metal surfaces, such as a starship hull, without drifting off into space. The magnetic soles reduce the wearer’s speed by 2 squares. A small propulsion system on the backpack allows the wearer to reroll any failed [[Swim]] checks, keeping the better result, and even when rushed or threatened, the wearer can [[take 10]] on Swim checks and can maneuver without penalty in zero gravity.</p><!-- | |||
-->< | --><p class="single nomargin">{{indent}}If you are using the Armor Upgrades option from ''Scum and Villainy'', Marine armor has the Aquatic Adaptation and Vacuum Seal upgrades, plus room for one additional upgrade.</p><!-- | ||
-- | --></div><!-- | ||
--><div id=" | --><div id="riot" class="spacer"><!-- | ||
-->< | --><h4 class="headline">Merr-Sonn KZZ Riot Armor</h4><!-- | ||
-->{{referencetag|book=Rebellion Era Campaign Guide|page=51}}<!-- | |||
--><p class="single nomargin">KZZ riot armor is manufactured by Merr-Sonn Munitions, Inc., for the Espos of the Corporate Sector. It consists of a reinforced blast helmet and vest and a small shield; the shield is strapped to the wearer’s arm and does not interfere with her ability to use the associated hand. The vest and helmet are brown, giving rise to the Espos' nickname, “Boys in Brown.” While more expensive than a combat jumpsuit, KZZ riot armor offers the maneuverability of a typical blast helmet and vest and is lighter than a jumpsuit.</p><!-- | |||
--></div><!-- | |||
--><div id="neolight" class="spacer"><!-- | |||
--><h4 class="headline">Neo-Crusader Light Armor</h4><!-- | |||
-->{{referencetag|book=Knights of the Old Republic|page=201}}<!-- | |||
-->{{referencetag|book= | |||
--><p class="single nomargin"> | --><p class="single nomargin">The basic issue armor of the Mandalorian ground forces, Neo-Crusader light armor includes a helmet, boots, and gauntlets. The helmet provides any wearer who has the Armor Proficiency (light) feat with an internal [[comlink]] and a helmet package. The suit can also provide its wearer with up to 10 hours of life support, allowing the wearer to survive in the vacuum of space or in any other hostile environment. This armor comes with a jet pack and has four unused upgrade slots (if using the equipment modification system presented in ''Scum and Villainy'').</p><!-- | ||
-- | --></div><!-- | ||
--><div id=" | --><div id="republic" class="spacer"><!-- | ||
-->< | --><h4 class="headline">Republic Light Armor</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=179}}<!-- | |||
--><p class="single nomargin">Standard-issue armor for Republic forces not expecting heavy combat, Republic light armor includes a helmet and boots. The helmet provides any wearer who has the Armor Proficiency (light) feat with an attached comlink. This simple armor is not upgradable.</p><!-- | |||
--></div><!-- | |||
--><div id="seatrooper" class="spacer"><!-- | |||
--><h4 class="headline">Seatrooper Armor</h4><!-- | |||
-->{{referencetag|book=Rebellion Era Campaign Guide|page=126}}<!-- | |||
-->< | --><p class="single nomargin">Developed specifically for engagements on Mon Calamari and Tibrin, the aquatic armor worn by Imperial seatroopers is pressure-sealed to a maximum of ten atmospheres (about 660 feet underwater) and incorporates a rebreather. In addition to the +2 equipment bonus provided by standard stormtrooper armor, seatrooper armor provides a +2 equipment bonus to Swim checks because of its underwater propulsion pack and swim flippers.</p><!-- | ||
-- | --></div><!-- | ||
--><div id=" | --><div id="shadowsuit" class="spacer"><!-- | ||
-->< | --><h4 class="headline">Shadowsuit<ref name="shadowsuit"/></h4><!-- | ||
-- | -->{{referencetag|book=Scum and Villainy|page=49}}<!-- | ||
--><p class="single botmargin">Used by assassins and burglars, the shadowsuit manufactured by Ayelixe/Krongbing Textiles is little more than a black body stocking covering the wearer’s entire body. Shadowsuits are made from a tough but soft material known as shasdowsilk that absorbs light and sound. The hands and feet of the shadowsuit have sound-dampening pads that reduce the noise made by the wearer. A shadowsuit grants a +5 equipment bonus to Stealth checks whenever the wearer has [[concealment]] from darkness or low-light conditions.</p><!-- | |||
-->{{referencetag|book=Clone Wars Campaign Guide|page=64}}<!-- | |||
--><p class="single nomargin">A shadowsuit appears to be nothing more than an unassuming black body stocking that covers every part of the wearer’s body except for the eyes. Actually, the shadowsuit is composed of a special soft fiber called shadowsilk that absorbs light and sound. To further improve covert movement, the suit also has sound dampening pads on the hands and feet, and the wearer’s eyes are covered by a set of goggles that come with the suit. A shadowsuit has no electronic systems that can reveal the wearer to sensors. Therefore, the person wearing a shadowsuit gains a +10 equipment bonus to all Stealth checks when trying to sneak, but the bonus is nullified if any other armor is worn with the shadowsuit.</p><!-- | |||
--><div | --></div><!-- | ||
--><div id="gauntlet" class="spacer"><!-- | |||
--><h4 class="headline">Shield Gauntet</h4><!-- | |||
--><h4 class="headline> | |||
--> | -->{{referencetag|book=Rebellion Era Campaign Guide|page=51}}<!-- | ||
--><p class="single nomargin">While personal shield devices have fallen out of use in much of the galaxy, they can still be found among the nobility of Kilia IV. Kilian Rangers use a shield gauntlet to both provide defense and remind themselves and others of the other half of their oaths: to defend themselves and their families. A shield gauntlet can be worn even if you are wearing other armor, although you cannot wear any items that cover your hands (such as combat gloves, stun gauntlets, a cortosis gauntlet, or shockboxing gloves) with a shield gauntlet. A shield gauntlet provides no benefit to the untrained, but those with certain [[Killian_Ranger_(talent_tree)|[Killian Ranger] talents]] can use it to deflect ranged attacks.</p><!-- | |||
--><p class="single nomargin">{{indent}}A character without the Armor Proficiency (light) feat suffers armor check penalties as usual when wearing a shield gauntlet. A shield gauntlet requires an energy cell to operate.</p><!-- | |||
--></div><!-- | |||
--><div id="stormtrooper" class="spacer"><!-- | |||
--><h4 class="headline">Stormtrooper Armor</h4><!-- | |||
-->{{referencetag|book=Saga Edition Core Rulebook|page=133}}<!-- | |||
-->{{referencetag|book= | |||
--><p class="single nomargin"> | --><p class="single nomargin">Worn by the elite soldiers of the Galactic Empire, stormtrooper armor comes in a variety of models based around a standard white-and-black shell. Filled with electronics that assist and augment the stormtrooper in his duties, it includes rudimentary environmental protection, three-phase sonic filtering, and visual amplification.</p><!-- | ||
--><p class="single nomargin">{{indent}}Variants of this armor also exist, including snowtrooper armor, sandtrooper armor, and clone trooper armor. Each has slightly different details, but all include the basic characteristics common to all stormtrooper armor. Though unavailable on the open market, these suits can occasionally be found on the black market (or sometimes much higher).</p><!-- | |||
--><p class="single nomargin">{{indent}}Stormtrooper armor (including all variants) grants a wearer who has the [[Armor_Proficiency (feat)#light|Armor Proficiency (light)]] [[feat]] a +2 equipment bonus on [[Perception]] checks as well as [[Species_Trait:_Low-light_Vision|low‑light vision]]. Stormtrooper armor also includes an integrated [[comlink]] in the helmet, allowing hands-free communication.</p><!-- | |||
--><p class="single nomargin">{{indent}}Wearing snowtrooper armor (18,000 credits) makes to immune to the effects of [[Hazard:_Extreme_Temperatures#cold|extreme cold]].</p><!-- | |||
-->< | --><p class="single nomargin">{{indent}}Wearing sandtrooper armor (18,000 credits) makes to immune to the effects of [[Hazard:_Extreme_Temperatures#heat|extreme heat]].</p><!-- | ||
--> | --></div><!-- | ||
--><div id="stun" class="spacer"><!-- | |||
--><h4 class="headline">Stun Cloak</h4><!-- | |||
--><h4 class="headline> | |||
--> | -->{{referencetag|book=Galaxy at War|page=45}}<!-- | ||
--><p class="single nomargin"> | --><p class="single nomargin">This cloak is a weapon as much as it is a form of protection. Lined with microfilaments attached to a power cell, the stun cloak can emit a powerful electric shock to any character who grapples or is grappled by the wearer. Officers and nobles wear stun cloaks to thwart kidnapping attempts, and commandos who expect to engage in close combat also wear them. The interior of the cloak is insulated to prevent accidental shocks to the wearer.</p><!-- | ||
--><p class="single nomargin">{{indent}}If the wearer successfully makes a grapple attack or is successfully grappled by an enemy, the stun cloak deals 3d8 points of stun damage.</p><!-- | |||
--><p class="single nomargin">{{indent}}By doubling the price, the stun cloak can be upgraded to include the same capabilities as an [[all-temperature cloak]] or the [[camouflage poncho]]. Otherwise, the stun cloak cannot be upgraded with the Armor Upgrades option from ''Scum and Villainy''.</p><!-- | |||
--></div><!-- | |||
-->< | --><div id="thinsuit" class="spacer"><!-- | ||
-->< | --><h4 class="headline">Thinsuit</h4><!-- | ||
-- | -->{{referencetag|book=Clone Wars Campaign Guide|page=64}}<!-- | ||
--><p class="single nomargin">Insulating against extreme pressure and temperature, a thinsuit is a skintight garment that covers the entire body except for the face, which is covered by a breath mask that provides 1 hour of breathable air. The thinsuit comes with an environmental system of minuscule heaters and coolers that allow the wearer to remain comfortable In extreme heat and cold. It provides the wearer with a +5 bonus to [[Fortitude Defense]] when resisting extreme temperatures. In addition, the suit further reduces damage taken in such circumstances. If an attack is successful, the character takes only half damage and does not move along the [[condition track]], while a failed attack deals no damage.</p><!-- | |||
--><p class="single nomargin">{{indent}}A thinsuit can be worn under other armors.</p><!-- | |||
--></div><!-- | |||
-->< | --><div id="tracker" class="spacer"><!-- | ||
--><h4 class="headline">Tracker Utility Vest</h4><!-- | |||
-->{{referencetag|book=Clone Wars Campaign Guide|page=64}}<!-- | |||
--><p class="single nomargin">The tracker utility vest is a simple garment that allows hunters and guides to carry a wide assortment of small equipment without discomforting the wearer. Although they can be constructed from an assortment of materials, tracker utility vests are commonly made from a tough, leathery hide treated to be watertight, stainproof, and resistant to rips and tears.</p><!-- | |||
-->< | --><p class="single nomargin">{{indent}}The vest features pockets, pouches, and straps capable of carrying up to twenty-four small objects weighing no more than I kilogram each. Because the items are stored so that their weight is distributed evenly around the wearer’s torso, their cumulative weight is halved for purposes of calculating the wearer’s total carried weight.</p><!-- | ||
--> | --></div><!-- | ||
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--><h4 class="headline">Vonduun Crabshell</h4><!-- | |||
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--><p class="single nomargin"> | --><p class="single nomargin">[[Yuuzhan Vong (species)|Yuuzhan Vong]] warriors wear this bioengineered “living armor” into battle. The armor clings to its wearer’s body like a parasite until its wearer dies or decides to remove it. It is not found anywhere except in the hands of the Yuuzhan Vong.</p><!-- | ||
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--><h4 class="headline">WJ-880 Blinding Helmet</h4><!-- | |||
-->{{referencetag|book=Jedi Academy Training Manual|page=62}}<!-- | |||
--><p class="single nomargin">Typically used during Jedi training, the WJ-880 blinding helmet covers the wearer’s eyes, requiring the wearer to rely on the Force for a sense of his or her surroundings. Though technically considered armor, few Jedi would wear the blinding helmet into combat, as doing so grants all targets total concealment from the wearer.</p><!-- | |||
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Latest revision as of 03:04, 10 August 2025
This is a listing of all light armors. Unless explicitly noted in the armor’s description, all light armor carries a check penalty of −2.
Armor | Cost | Armor Bonus to REF Defense |
Equip Bonus to FORT Defense |
Max DEX Bonus |
Speed (6sq) |
Speed (4sq) |
Weight | Availability |
---|---|---|---|---|---|---|---|---|
Shield gauntlet | 1,500 | — | — | — | — | — | 1 kg | Rare |
Energy shields, light | see below | — | — | +4 | — | — | 1 kg | — |
Thinsuit | 900 | — | — | +6 | — | — | 1 kg | — |
WJ‑880 blinding helmet | 200 | +0 | +0 | — | — | — | 2 kg | Rare |
Stun cloak | 3,500 | +1 | — | +5 | — | — | 2 kg | Licensed |
Half‑vest | 250 | +1 | — | +5 | — | — | 2 kg | Restricted |
Tracker utility vest | 300 | +1 | — | +5 | — | — | 0.5 kg | — |
Shadowsuit* | 600 | +1 / —[1] | +1 / —[1] | +5 / +6[1] | — | — | 2 kg / 3 kg[1] | Military |
Barabel microbe armor | 4,000 | +2 | — | +3 | — | — | 6 kg | Licensed |
Blast helmet and vest | 500 | +2 | — | +5 | — | — | 3 kg | — |
Merr‑Sonn KZZ riot armor | 2,500 | +2 | +2 | +5 | — | — | 6 kg | Military |
Flight suit, padded | 2,000 | +3 | +1 | +4 | — | — | 5kg | — |
Jedi battle armor, light | 4,000 | +3 | +3 | +4 | — | — | 6 kg | Rare |
Fiber armor | 3,000 | +4 | +1 | +2 | — | — | 10 kg | Licensed |
Seatrooper armor | 6,750 | +4 | +2 | +2 | — | — | 14 kg | Military |
Battle armor, light powered | 6,500 | +4 | +2 | +3 | — | — | 12 kg | Military |
Dark armor, light | 10,000 | +4 | +3 | +3 | — | — | 10 kg | Rare |
Combat jumpsuit | 1,500 | +4 | — | +4 | — | — | 8kg | Licensed |
Galactic Alliance Armor | 6000 | +4 | +1 | +3 | — | — | 9 kg | Military |
Mandalorian Combat Suit | — | +4 | +1 | +5 | — | — | 8 kg | Rare |
Republic Light Armor | — | +4 | +1 | +3 | — | — | 72 kg | Military |
Battle armor, light | 3,500 | +5 | +2 | +3 | — | — | 10 kg | Military |
Flight suit, armored | 4,000 | +5 | +2 | +3 | — | — | 10kg | Licensed |
Marine armor | 5,000 | +5 | +2 | +3 | — | — | 12 kg | Restricted |
Beskar’gam, light | 33,500 | +5 | +2 | +3 | — | — | 10 kg | Licensed, Rare |
Vonduun crabshell | — | +5 | +5 | +4 | — | — | 5kg | Rare |
Neo‑Crusader Light Armor | — | +6 | +2 | +3 | — | — | 42 kg | Military, Rare |
Stormtrooper armor | 8,000 | +6 | +2 | +3 | — | — | 10kg | Military, Rare |
* Can be worn beneath clothing or other armor |
Barabel Microbe Armor
Galaxy at War, page 44.
Created by Creshaldyne ndustries, this armor is a sleeveless vest of soft material. Pouches within the armor hold a saline solution containing specialized microorganisms, which absorb intense heat or radiation.
Barabel microbe armor provides DR 2 against energy and fire damage. If you are using the Armor Upgrades option from Scum and Villainy, Barabel microbe armor has room for two upgrades.
Battle Armor, Light
Knights of the Old Republic, page 70.
Similar to denser suits of battle armor, this stripped-down battle armor is frequently used by soldiers who lack extensive armor training but need a slight edge in combat.
Battle Armor, Light Powered
Knights of the Old Republic, page 70.
Designed to be augmented with additional components and weapons, light powered body armor comes prewired with special connections to power auxiliary accessories. Light powered battle armor comes with a helmet package preinstalled. If you are using the equipment modification rules from Scum and Villainy, light powered armor has 2 free upgrade slots (as does all powered armor).
Beskar’gam
Scum and Villainy, page 48.
The beskar’gam is the traditional suit of Mandalorian Armor. Unlike the armor of the Neo-Crusaders, most suits of beskar’gam are individually tailored to the wearer. They usually bave various customizations, ranging from simple coloration changes to significant structural alterations. The beskar’gam is extremely rare outside of Mandalorian culture and costs 30,000 more than a trditional suit of Mandalorian armor. True beskar’gam is made of Mandalorian iron (beskar), which is strong enough to deflect blaster fire and even lightsabers, and when worn by a true Mandalorian warrior in can greatly reduce the ampount of damage taken even from direct hits. Not all suits of armor are beskar’gam (for example, the armor worn by Neo-Crusaders during the Mandalorian Wars was not made of beskar), but a wearer of the beskar’gam is a fearsome sight indeed. A suit of beskar’gam grants favorable circumstances on Persuasion checks to intimidate, and if the wearer has DR then the wearer can apply its benefit against attacks made by lightsabers. Though not powered armor, the armor has two free upgrade slots.
Gamemasters can reduce the cost of beskar’gam by 30,000 credits for Mandalorian heroes.
Blast Helmet and Vest
Saga Edition Core Rulebook, page 132.
This armor consists of a lightweight helmet and a composite vest that, when worn together, offer limited protection against incoming attacks.
Combat Jumpsuit
Saga Edition Core Rulebook, page 133.
This heavily padded jumpsuit is designed to provide limited protection against physical and energy trauma without overly restricting the wearer’s movement.
Dark Armor
Jedi Academy Training Manual, page 61.
Dark armor is the generic name given to various suits of armor possessed and worn by the Sith. Each suit of dark armor is unique, having been created for and often modified by an individual Sith Lord. These suits of armor may look like they originated as other stock models, but they are modified through various processes, including Sith alchemy.
Dark armor is not just another piece of protective gear; to many Sith Lords, the armor is nearly as important as their lightsabers. A suit of dark armor defines a Sith Lord’s appearance, and is frequently made to be as frightening as possible.
A suit of dark armor automatically comes with a single enhancement from the Sith Alchemy Specialist talent.
Energy Shields
Knights of the Old Republic, page 71.
Energy Shield Prices | ||
---|---|---|
SR | Cost | Armor Proficiency Requirement |
5 | 500 | light |
10 | 2000 | light |
15 | 4,500 | medium |
20 | 8,000 | medium |
25 | 12,500 | heavy |
30 | 18,000 | heavy |
Rising to prominence in the days after the Great Sith War, personal energy shields project a thin layer of shielding over an individual character or creature. The popularity of energy shields sparks a revolution in combat tactics, including a surge in the popularity of melee weapons and non-energy projectile weapons. Just as the spread of energy shields is a response to the prominence of energy weapons, they in turn cause warriors to adjust their tactics to deal with personal energy shields.
Energy shields give a character a Shield Rating, which functions exactly as vehicle and starship shields. An energy-shield generator is typically worn on the forearm or upper arm and must be activated as a swift action. Energy shields typically have 5 charges, and energy shields can only be activated once per encounter (the stress on the shield generator causes the device to overload otherwise, so the manufacturers build in failsafes to prevent such an occurrence). Each activation consumes one charge and lasts through the end of the encounter. An energy shield only protects against weapons that deal energy damage; a weapon that deals any other type of damage bypasses the shield’s SR entirely.
Energy shields come in three varieties: light, medium, and heavy. Each energy shield type corresponds to an armor type. A character with an active personal shield without the relevant Armor Proficiency feat takes a −5 penalty to Reflex Defense, and the wearer is denied its Dexterity bonus to Reflex Defense, though he or she still gains the benefit of the shield. Regardless of whether or not the character is proficient in the personal shield, the character always takes the armor check penalty associated with the shield while it is activated. Additionally, each type of energy shield imposes its Maximum Dexterity Bonus restriction only when activated, not when worn and inert. An energy shield can be added to a suit of armor as an accessory. An energy shield can be modified by armor templates only if the template specifically states that it can be used on energy shields, and the shield confers that benefit only when it is activated.
The SR provided by the energy shield determines the shield’s price, as well as the type of Armor Proficiency feat required to operate the shields without penalty. SR 5 and SR 10 energy shields require Armor Proficiency (light); SR 15 and SR 20 energy shields require Armor Proficiency (medium); SR 25 and greater energy shields require Armor Proficiency (heavy). See the table to the right for prices of energy shields.
Fiber Armor
Knights of the Old Republic, page 72.
Initially used on worlds where traditional armor plating was in short supply, fiber armor is specially designed to channel energy-weapon attacks away from the body. The various metal fibers woven into the exterior of this armor cause it to absorb and harmlessly disperse energy damage. However, fiber armor is far from perfect, and lucky shots manage to hit. Once per encounter, a character fighting defensively while wearing fiber armor can gain DR 10 against a single ranged energy attack as a reaction.
Flight Suit, Armored
Saga Edition Core Rulebook, page 133.
A combat-ready flight suit that provides additional protection against vacuum for limited periods, this armor comes in various models, including the Corellian TX-3 (favored by various pirate gangs) and the Imperial TIE flight suit (worn by TIE fighter pilots throughout the empire). An armored flight suit provides up to 10 hours of life support, allowing its wearer to survive in he vacuum of space or any other hostile environmnet.
Flight Suit, Padded
Saga Edition Core Rulebook, page 33.
Favored by starfighter pilots all over the galaxy, the one-piece paded flight suit protects againts decommpression, g-forces, and harmful environments. It provides limited protection against attacks as well. A padded flight suit comes with a matching helmet and gloves that seal around the wearer and provide up to 10 hours of life support, allowing him to survive in the vacuum of space or any other hostile environment.
Galactic Alliance Armor
Legacy Era Campaign Guide, page 140.
For over 100 years, the Galactic Alliance has used variations of its own light armor design, usually in dark blue hues with black accents. In its most recent form, the armor combines a padded armor base with a reinforced breastplate and fully armored gauntlets. Some front-line troopers also use a fully enclosed helmet with helmet package, but this varies by unit. It is not uncommon to see officers and others opt to use Galactic Alliance uniform hats and caps instead.
Some variations of the standard Galactic Alliance uniform incorporate a flexible blast vest and a tight-fitting, open-faced helmet into their designs. This type is especially prevalent among the fleet crews at battle stations. It provides the same bonuses as a regular blast helmet and vest.
Half-Vest
Scum and Villainy, page 49.
The Karamondain Mark 45 protective vest is usually worn by smugglers who are expecting trouble but don’t want to be sween wearing armor in public. Lightweight, flexible, and easily hidden under clothing (+5 equipment bonus to Stealth checks made to conceal the armor), a half-vest protects the wearer against surprise atttacks from unscrupulous enemies and allies. Onced per encounter as a [[free action], the wearer can negate the bonus damage on any attack made against him while he is denied his Dexterity bonus to Reflex Defense (such as when being targeted by an attacker with the Sneak Attack talent).
Jedi Battle Armor, light
Jedi Academy Training Manual, page 62.
Designed to match the needs of the individual Jedi who wears it, a suit of Jedi battle armor is a rare sight in the galaxy. Mostly popularized during the days of the Great Sith War and the Jedi Civil War, Jedi battle armor protects vital areas while not hindering the movements of the wearer.
Two variants of this armor exist, one light and one medium, giving Jedi who choose to wear battle armor some options in determining how much training they want to devote to wearing such armor.
Mandalorian Combat Suit
Knights of the Old Republic, page 201.
Favored by the Mandalorians before the beginning of the Neo-Crusader movement, this vacuum-sealed suit has metal composite plates attached, providing protection in battle with a maximum range of movement. A helmet is included in this package, providing any wearer who has the Armor Proficiency (light) feat with an internal com link and a helmet package. The suit can also provide its wearer with up to 10 hours of life support. This armor comes with a jet pack and has five unused upgrade slots.
Marine Armor
Galaxy at War, page 45.
This light armor is employed by the Rebel Alliance during the Galactic Civil War. It provides decent protection for front-line troops during ship-boarding actions and house-to-house fighting, and even in zero gee, in vacuum, or underwater. The armor’s sealed life-support system allows the wearer to survive for up to 24 hours in the vacuum of space or other hostile environments. The soles of the armor’s boots are magnetic, enabling the wearer to walk on metal surfaces, such as a starship hull, without drifting off into space. The magnetic soles reduce the wearer’s speed by 2 squares. A small propulsion system on the backpack allows the wearer to reroll any failed Swim checks, keeping the better result, and even when rushed or threatened, the wearer can take 10 on Swim checks and can maneuver without penalty in zero gravity.
If you are using the Armor Upgrades option from Scum and Villainy, Marine armor has the Aquatic Adaptation and Vacuum Seal upgrades, plus room for one additional upgrade.
Merr-Sonn KZZ Riot Armor
Rebellion Era Campaign Guide, page 51.
KZZ riot armor is manufactured by Merr-Sonn Munitions, Inc., for the Espos of the Corporate Sector. It consists of a reinforced blast helmet and vest and a small shield; the shield is strapped to the wearer’s arm and does not interfere with her ability to use the associated hand. The vest and helmet are brown, giving rise to the Espos' nickname, “Boys in Brown.” While more expensive than a combat jumpsuit, KZZ riot armor offers the maneuverability of a typical blast helmet and vest and is lighter than a jumpsuit.
Neo-Crusader Light Armor
Knights of the Old Republic, page 201.
The basic issue armor of the Mandalorian ground forces, Neo-Crusader light armor includes a helmet, boots, and gauntlets. The helmet provides any wearer who has the Armor Proficiency (light) feat with an internal comlink and a helmet package. The suit can also provide its wearer with up to 10 hours of life support, allowing the wearer to survive in the vacuum of space or in any other hostile environment. This armor comes with a jet pack and has four unused upgrade slots (if using the equipment modification system presented in Scum and Villainy).
Republic Light Armor
Knights of the Old Republic, page 179.
Standard-issue armor for Republic forces not expecting heavy combat, Republic light armor includes a helmet and boots. The helmet provides any wearer who has the Armor Proficiency (light) feat with an attached comlink. This simple armor is not upgradable.
Seatrooper Armor
Rebellion Era Campaign Guide, page 126.
Developed specifically for engagements on Mon Calamari and Tibrin, the aquatic armor worn by Imperial seatroopers is pressure-sealed to a maximum of ten atmospheres (about 660 feet underwater) and incorporates a rebreather. In addition to the +2 equipment bonus provided by standard stormtrooper armor, seatrooper armor provides a +2 equipment bonus to Swim checks because of its underwater propulsion pack and swim flippers.
Shadowsuit[1]
Scum and Villainy, page 49.
Used by assassins and burglars, the shadowsuit manufactured by Ayelixe/Krongbing Textiles is little more than a black body stocking covering the wearer’s entire body. Shadowsuits are made from a tough but soft material known as shasdowsilk that absorbs light and sound. The hands and feet of the shadowsuit have sound-dampening pads that reduce the noise made by the wearer. A shadowsuit grants a +5 equipment bonus to Stealth checks whenever the wearer has concealment from darkness or low-light conditions.
Clone Wars Campaign Guide, page 64.
A shadowsuit appears to be nothing more than an unassuming black body stocking that covers every part of the wearer’s body except for the eyes. Actually, the shadowsuit is composed of a special soft fiber called shadowsilk that absorbs light and sound. To further improve covert movement, the suit also has sound dampening pads on the hands and feet, and the wearer’s eyes are covered by a set of goggles that come with the suit. A shadowsuit has no electronic systems that can reveal the wearer to sensors. Therefore, the person wearing a shadowsuit gains a +10 equipment bonus to all Stealth checks when trying to sneak, but the bonus is nullified if any other armor is worn with the shadowsuit.
Shield Gauntet
Rebellion Era Campaign Guide, page 51.
While personal shield devices have fallen out of use in much of the galaxy, they can still be found among the nobility of Kilia IV. Kilian Rangers use a shield gauntlet to both provide defense and remind themselves and others of the other half of their oaths: to defend themselves and their families. A shield gauntlet can be worn even if you are wearing other armor, although you cannot wear any items that cover your hands (such as combat gloves, stun gauntlets, a cortosis gauntlet, or shockboxing gloves) with a shield gauntlet. A shield gauntlet provides no benefit to the untrained, but those with certain [Killian Ranger] talents can use it to deflect ranged attacks.
A character without the Armor Proficiency (light) feat suffers armor check penalties as usual when wearing a shield gauntlet. A shield gauntlet requires an energy cell to operate.
Stormtrooper Armor
Saga Edition Core Rulebook, page 133.
Worn by the elite soldiers of the Galactic Empire, stormtrooper armor comes in a variety of models based around a standard white-and-black shell. Filled with electronics that assist and augment the stormtrooper in his duties, it includes rudimentary environmental protection, three-phase sonic filtering, and visual amplification.
Variants of this armor also exist, including snowtrooper armor, sandtrooper armor, and clone trooper armor. Each has slightly different details, but all include the basic characteristics common to all stormtrooper armor. Though unavailable on the open market, these suits can occasionally be found on the black market (or sometimes much higher).
Stormtrooper armor (including all variants) grants a wearer who has the Armor Proficiency (light) feat a +2 equipment bonus on Perception checks as well as low‑light vision. Stormtrooper armor also includes an integrated comlink in the helmet, allowing hands-free communication.
Wearing snowtrooper armor (18,000 credits) makes to immune to the effects of extreme cold.
Wearing sandtrooper armor (18,000 credits) makes to immune to the effects of extreme heat.
Stun Cloak
Galaxy at War, page 45.
This cloak is a weapon as much as it is a form of protection. Lined with microfilaments attached to a power cell, the stun cloak can emit a powerful electric shock to any character who grapples or is grappled by the wearer. Officers and nobles wear stun cloaks to thwart kidnapping attempts, and commandos who expect to engage in close combat also wear them. The interior of the cloak is insulated to prevent accidental shocks to the wearer.
If the wearer successfully makes a grapple attack or is successfully grappled by an enemy, the stun cloak deals 3d8 points of stun damage.
By doubling the price, the stun cloak can be upgraded to include the same capabilities as an all-temperature cloak or the camouflage poncho. Otherwise, the stun cloak cannot be upgraded with the Armor Upgrades option from Scum and Villainy.
Thinsuit
Clone Wars Campaign Guide, page 64.
Insulating against extreme pressure and temperature, a thinsuit is a skintight garment that covers the entire body except for the face, which is covered by a breath mask that provides 1 hour of breathable air. The thinsuit comes with an environmental system of minuscule heaters and coolers that allow the wearer to remain comfortable In extreme heat and cold. It provides the wearer with a +5 bonus to Fortitude Defense when resisting extreme temperatures. In addition, the suit further reduces damage taken in such circumstances. If an attack is successful, the character takes only half damage and does not move along the condition track, while a failed attack deals no damage.
A thinsuit can be worn under other armors.
Tracker Utility Vest
Clone Wars Campaign Guide, page 64.
The tracker utility vest is a simple garment that allows hunters and guides to carry a wide assortment of small equipment without discomforting the wearer. Although they can be constructed from an assortment of materials, tracker utility vests are commonly made from a tough, leathery hide treated to be watertight, stainproof, and resistant to rips and tears.
The vest features pockets, pouches, and straps capable of carrying up to twenty-four small objects weighing no more than I kilogram each. Because the items are stored so that their weight is distributed evenly around the wearer’s torso, their cumulative weight is halved for purposes of calculating the wearer’s total carried weight.
Vonduun Crabshell
Saga Edition Core Rulebook, page 133.
Yuuzhan Vong warriors wear this bioengineered “living armor” into battle. The armor clings to its wearer’s body like a parasite until its wearer dies or decides to remove it. It is not found anywhere except in the hands of the Yuuzhan Vong.
WJ-880 Blinding Helmet
Jedi Academy Training Manual, page 62.
Typically used during Jedi training, the WJ-880 blinding helmet covers the wearer’s eyes, requiring the wearer to rely on the Force for a sense of his or her surroundings. Though technically considered armor, few Jedi would wear the blinding helmet into combat, as doing so grants all targets total concealment from the wearer.
Footnotes and References
Please see the following pages or sites for further information:
- ↑ 1.0 1.1 1.2 1.3 1.4 There are conflicting entries between the Scum and Villainy and Clone Wars Campaign Guide sourcebooks. Stats from Scum are listed first. Check with your GM to see which apply.