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Saga Edition RPG Omnibus

This is a listing of all heavy armors. Unless explicitly noted in the armor’s description, all heavy armor carries a check penalty of −10.

Armor Cost Armor Bonus
to REF Defense
Equip Bonus
to FORT Defense
Max DEX
Bonus
Speed
(6sq)
Speed
(4sq)
Weight Availability
     Energy shields, heavy +2 1 kg
     Vacuum pod 15,000 +4 +1 +0 4sq* 3sq* 35 kg
     Dark armor, heavy 25,000 +8 +5 +1 4sq* 3sq* 30 kg Rare
     Republic heavy armor +8 +3 +1 4sq1 3sq1 26 kg Military
     Armored spacesuit 12,000 +9 +3 +1 4sq* 3sq* 35kg Restricted
     Matrix armor 9,000 +9 +3 +1 4sq* 3sq* 25 kg Restricted
     Battle armor, heavy powered 19,000 +9 +4 +1 4sq* 3sq* 32kg Military
     GTU AV‑1C combat armor 25,000 +9 +4 +1 4sq1 3sq1 25 kg Restricted, Rare
     Zero-g stormtrooper armor 21,000 +9 +3 +0 4sq* 3sq* 38 kg Military
     Battle armor, heavy 15,000 +10 +4 +1 4sq* 3sq* 30kg Military
     Beskar’gam heavy armor 45,000 +10 +4 +1 4sq1 3sq1 32 kg Restricted, Rare
     Dark Trooper phase II 50,000 +10 unknown[1] 4sq* 3sq* unknown[1] Military
     Neo-Crusader assault armor +10 +4 +1 4sq1 3sq1 65 kg Military, Rare
     Orbalisk armor +10 +2 +1 4sq* 3sq* 26 kg Rare
     Venom assault armor 17,000 +10 +4 +1 4sq*,** 3sq*,** 38 kg Military
     Dark Trooper phase III 85,000 +12 unknown[1] 4sq* 3sq* unknown[1] Military
* When running in heavy armor, you can only move up to three times your speed (instead of four times).
** When using the armor’s jumpjets in zero-g, speed is 6 squares and 4 squares, respectively.

Armored Spacesuit

     Saga Edition Core Rulebook, page 132.

This bulky coverall contains a sealed life support system that provides everything the wearer needs to survive for 24 hours in the vacuum of space or any other hostile environment.

Battle Armor, Heavy

     Saga Edition Core Rulebook, page 132.

Similar to regular battle armor, heavy battle armor features more plating than padding, including various pieces molded to fit the user, such as breastplates and armor covering the arms and legs.

Battle Armor, Heavy Powered

     Knights of the Old Republic, page 71.

Utilized by warriors who define their fighting style by the gear they carry, heavy powered battle armor resembles standard heavy battle armor but comes prewired for augmentation. Heavy powered battle armor comes with a helmet package preinstal led. If you are using the equipment modification rules from Scum and Villainy, heavy powered battle 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.

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.

Dark Trooper Phase II

     Saga Edition Core Rulebook, page .

The original Dark Trooper project uses droids rather than living beings wearing powered armor. However, Dark Trooper Phase II and III models are designed to function both as independent droids and as wearable suits of armor.

     Wearing a suit of Phase II dark trooper armor grants a character a +10 armor bonus (and counts as heavy armor), a +3 equipment bonus to Strength, and a +2 equipment bonus to Perception checks.

Dark Trooper Phase III

     Saga Edition Core Rulebook, page .

The original Dark Trooper project uses droids rather than living beings wearing powered armor. However, Dark Trooper Phase II and III models are designed to function both as independent droids and as wearable suits of armor.

     Wearing a suit of Phase III dark trooper armor grants a character a +12 armor bonus (and counts as heavy armor), a +4 equipment bonus to Strength, and a +2 equipment bonus to Perception checks.

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.

GTU AV-1C combat armor

     Scum and Villainy, page 48.

Originally designed for use by private security forces and paramilitary groups, the GTU AV-1C combat armor is a fully enclosed suit of armor made of interlocking hard plates that completely cover the wearer’s body. The suit is vacuum sealed and incorporates a built-in helmet package. Additionally, the armor includes an advanced repulsorlift system that replicates a jet pack (following all the normal rules for the jet pack) but produces no noise, heat, or flames. The AV-1C combat armor is powered armor and has two free upgrade slots.

Matrix Armor

     Knights of the Old Republic, page 72.

Though few military engineers would call matrix armor a pretty design, it is effective. Matrix armor takes armor plating from starships, bonding it to the out side of a suit of heavy armor. With the matrix armor plating in patterns similar to those used by fiber and mesh armor, the wearer of a suit of matrix armor can turn aside energy-weapon attacks that would otherwise be devastating. Once per encounter, a character fighting defensively while wearing matrix armor can gain DR 30 against a single ranged energy attack as a reaction.

Neo-Crusader Assault Armor

     Knights of the Old Republic, page 202.

The armor of the Neo-Crusader shock troops, this upgrade of the NeeCrusader light armor is covered with energy ablative plating and includes a helmet, boots and gauntlets. Any wearer who has the Armor Proficiency (heavy) feat can use the helmet’s internal comlink and helmet package. The suit provides its wearer with up to 24 hours of life support. This armor includes a jet pack; however, due to the weight of the suit, the jet pack has a maximum fly speed of 4 squares per turn. The suit has six unused upgrade slots.

Orbalisk Armor

     Threats of the Galaxy, page 85.

When on the moon Dxun, Darth Bane stumbled upon a dormant colony of orbalisks. These parasitic creatures, exclusive to Dxun, feed by attaching themselves to a host. As a byproduct of their parasitism, the orbaliks form a dense plating that protects their host—an armor of exceptional strength even against lightsabers

     When a host is covered in orbalisks. the creatures grant damage reduction 10 to that individual. Unlike normal forms of damage reduction, the orbahsks’ protection applies even to lightsabers.

     Jedi Academy Training Manual, page 62.

Orbalisk armor is unique in that it can only be obtained by subjecting oneself to parasites known as orbalisks, native to Dxun. The orbalisks bond with the host and usually drain the host of energy; however, someone with sufficient strength in the dark side of the Force (that is, possessing a Dark Side Score equal to his or her Wisdom score) can prevent the orbalisks from killing him, instead forming a symbiotic relationship with the parasites.

     A character with orbalisk armor gains DR 10; unlike normal DR, a lightsaber does not ignore the DR of the orbalisk armor. Since orbalisk armor is bonded directly to the skin of the wearer, it cannot be removed except through complex medical procedures (requiring surgery, as per the Treat Injury skill). However, since orbalisk armor is not worn in the traditional sense, the wearer takes no armor check penalty on skill checks for not being proficient in heavy armor.

Republic Heavy Armor

     Knights of the Old Republic, page 179.

As good as it gets for Republic troops, this full-body armor features energy ablating plating granting the wearer −2 damage against energy attacks. The helmet provides any wearer who has the Armor Proficiency (heavy) feat with an internal comlink and low‑light vision capabilities. The suit can also provide its wearer with up to 24 hours of life support in the vacuum of space or other hostile environments.

Stormtrooper Zero-Gravity Armor

     Rebellion Era Campaign Guide, page 126.

Designed to enable the Emperor’s elite spacetroopers to cut their way through the hull of an enemy vessel during starship combat, zero-gravity stormtrooper armor is essentially a small starfighter. Over two meters tall and twice as wide as a normal Human, zero-gravity armor has earned the spacetroopers the nickname “walking tanks.” There have been several versions of the zero-gravity armor; the fist two iterations were large, bulky, and really more like small starfighters. The armor presented here is the light spacetrooper armor, which was developed after the Mark II version of the armor came into service.

Vacuum Pod

     Clone Wars Campaign Guide, page 65.

The Extra-Vehicular Activity (EVA) pod, or vacuum pod, is a droid-assisted suit of powered armor specifically designed to allow a person to repair a starship while in space. Its systems are designed in so that a wearer not proficient with heavy armor can use it competently in nonstressful situations. The suit, once donned properly, provides full life support to its wearer and also includes external thrusters to allow movement In a zero-gravity environment (speed fly 6). It also features motorized limbs, a complete set of integrated repair tools, and an external compartment to allow the user to carry any extra materials needed to make repairs. The suit’s functions are controlled by a dedicated, low-level droid brain that handles all the complex systems of the suit, such as the life support monitoring system and the regulation of the external thrusters.

     Vacuum pod users who have the Armor Proficiency (heavy) feat can use the following features and receive the bonuses listed. A wearer who does not have the feat can still use the suit but does not receive any of the equipment bonuses listed below, unless otherwise noted. Regardless, the wearer has any armor check penalties halved while in noncombat situations.

     Comlink: The suit’s integrated comlink has a range of 100 kilometers and can send and receive encrypted messages.

     Life Support: The suit provides up to 2 hours of continuous life support with air supply and protection against extreme environments. Including hard vacuum.

     Powerlamp: The armor comes with an integrated glowrod, which emits a 70-squarc cone of light.

     Repair Kit: The tools integrated in the suit’s motorized arms give the user a +2 bonus on all Mechanics checks while the systems function.

     Strength Augmentation: The suit’s power systems grant the wearer a +4 bonus to Strength while the suit is operational.

     Putting on the suit and bringing all the droid’s systems online takes 15 minutes. Removing the suit takes only 3 rounds.

Venom Assault Armor

     Legacy Era Campaign Guide, page 140.

Part powered armor, part armored spacesuit, Venom Assault armor provides ample protection from hostile attackers and environments. Additionally, the wearer can activate the armor’s limited jump jets as a swift action to move at normal speed in zero-g. The jets are not powerful enough to lift an armored trooper in normal gravity. The suit also adds a +2 equipment bonus to the wearer’s Strength. However, the wearer must have the Armor Proficiency (heavy) feat to use either the jets or gain the bonus to Strength.

     The wearer may survive up to 24 hours in the vacuum of space or other hostile environmental conditions. Much like other Galactic Alliance uniforms and armor sets, the Venom Assault armor has a dark blue and black color scheme and prominently features the Galactic Alliance logo on the shoulder pauldrons.

 

Footnotes and References
Please see the following pages or sites for further information:

  1. 1.0 1.1 1.2 1.3 As Dark Troopers are ostensibly droids, there is no max Dexterity bonus or weight listings for the armor aspect. Ask your GM for an appropriate max Dexterity bonus and weight.