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Revision as of 22:02, 14 September 2024
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 |
---|---|---|---|---|---|---|---|---|
Energy shields, light | see below | — | — | +4 | — | — | 1 kg | — |
Shield gauntlet | 1,500 | — | — | — | — | — | 1 kg | Rare |
Thinsuit | 900 | — | — | +6 | — | — | 1 kg | — |
WJ‑880 blinding helmet | 200 | +0 | +0 | — | — | — | 2 kg | Rare |
Half‑vest | 250 | +1 | — | +5 | — | — | 2 kg | Restricted |
Shadowsuit* | 600 | +1 / —[1] | +1 / —[1] | +5 / +6[1] | — | — | 2 kg / 3 kg[1] | Military |
Stun cloak | 3,500 | +1 | — | +5 | — | — | 2 kg | Licensed |
Tracker utility vest | 300 | +1 | — | +5 | — | — | 0.5 kg | — |
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 |
Battle armor, light powered | 6,500 | +4 | +2 | +3 | — | — | 12 kg | Military |
Combat jumpsuit | 1,500 | +4 | — | +4 | — | — | 8kg | Licensed |
Dark armor, light | 10,000 | +4 | +3 | +3 | — | — | 10 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 | 3,500 | +5 | +2 | +3 | — | — | 10 kg | Military |
Beskar’gam, light | 33,500 | +5 | +2 | +3 | — | — | 10 kg | Licensed, Rare |
Flight suit, armored | 4,000 | +5 | +2 | +3 | — | — | 10kg | Licensed |
Marine armor | 5,000 | +5 | +2 | +3 | — | — | 12 kg | Restricted |
Vonduun crabshell | — | +5 | +5 | +4 | — | — | 5kg | Rare |
Stormtrooper armor | 8,000 | +6 | +2 | +3 | — | — | 10kg | Military, Rare |
* Can be worn beneath clothing or other armor |
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.
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).
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.
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.
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.
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.