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Saga Edition RPG Omnibus
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This is a listing of all medium armors. Unless explicitly noted in the armor’s description, all medium armor carries a check penalty of −5.

Armor Cost Armor Bonus
to REF Defense
Equip Bonus
to FORT Defense
Max DEX
Bonus
Speed
(6sq)
Speed
(4sq)
Weight Availability
     Biohazard suit 4,000 +3 4sq 3sq 9 kg Licensed
     Cortosis Gauntlet 1,500 1 kg Rare
     Energy shields, medium see below +3 1 kg
     Camo armor 6,000 +5 +1 +3 4sq 3sq 2 kg Restricted
     Jedi battle armor, medium 6,000 +5 +5 +3 4sq 3sq 12 kg Rare
     Camo scout armor 6,000 +6 +2 +3 4sq 3sq 13 kg Licensed
     Mesh armor 6,000 +6 +2 +2 4sq 3sq 13 kg Restricted
     Republic combat armor +6 +2 +2 4sq 3sq 14 kg Military
     Weave armor 5,000 +6 +2 +2 4sq 3sq 15 kg Restricted
     Battle armor, medium powered 11,000 +7 +2 +2 4sq 3sq 2 kg Military
     Ceremonial armor 5,000 +7 +2 4sq 3sq 13kg Restricted
     Corellian powersuit 10,000 +7 +3 4sq 3sq 20kg Restricted
     Dark armor, medium 25,000 +7 +4 +2 4sq 3sq 16 kg Rare
     GTU AV‑1S scout armor 15,000 +7 +2 +2 4sq 3sq 18 kg Military
     Knighthunter armor 6,000 +7 +2 +3 4sq 3sq 13 kg Military
     Krail 210 personal armor 16,300 +7 +1 +2 4sq 3sq 17 kg Military
     Stalker armor 7,500 +7 +3 4sq 3sq 10 kg Licensed
     Battle armor, medium 7,000 +8 +2 +2 4sq 3sq 16kg Military
     Beskar’gam medium armor 37,000 +8 +2 +2 4sq 3sq 17 kg Restricted, Rare
     Imperial knight armor 7,000 +8 +2 +3 4sq 3sq 16 kg Rare
     Mandalorian Neo‑Crusader battle armor +8 +2 +2 4sq 3sq 18 kg Rare
     Katarn‑class commando armor 30,000 +9 +4 +1 4sq 3sq 20 kg Military

Battle Armor, Medium

     Saga Edition Core Rulebook, page 132.

Battle armor comblnes protective metal or composite plates with a padded jumpsuit to form a layer of protection. While off-the-rack battle armor is available, most users cobble together their gear from various sources.

Battle Armor, Medium Powered

     Knights of the Old Republic, page 71.

The powered armor variant of standard batt le armor, powered battle armor is frequently used by those warriors who see their armor as an extension of their combat prowess and not just their defenses. Powered battle armor comes with a helmet package preinstalled. If you are using the equipment modification rules from Scum and Villainy, 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.

Biohazard Suit

     Galaxy at War, page 44.

The biohazard suit is a common piece of equipment that protects the wearer from hazardous biological matter. The standard biohazard suit is bright yellow and features a domed, transparent helmet to allow for normal vision. A biohazard suit provides immunity to all atmospheric or mhaled poison hazards, as well as to any d1seases spread by inhalation or contact. A biohazard suit provides 1 hour of breathable atmosphere before the filter and atmosphere can1ster must be replaced.

Camo Armor

     Clone Wars Campaign Guide, page 64.

Camo armor protects the wearer from discovery as well as injury. In addition to of the usual hard metal plates woven on top of a fabric body suit, the armor is also embedded with miniature photoreactive fibers that allow the suit to absorb light and change its color to match the wearer’s surroundings. When attempting to hide, the wearer gains a +10 equipment bonus to Stealth checks, regardless of the terrain.

Camo Scout Armor

     Galaxy at War, page 44.

Creshaldyne Industries camo scout armor is worn by scouts, commandos, and other stealthy troops. It combines sound-dampening technology with the light-bending and light-absorption technology used in the camouflage poncho. Camo scout armor provides a +5 equipment bonus on all Stealth checks made by the wearer.

     If you are using the Armor Upgrades option from Scum and Villainy, camo scout armor has the Shadowskin upgrade and room for one additional upgrade.

Ceremonial Armor

     Saga Edition Core Rulebook, page 132.

Ceremonial armor blends practicality with ornate design. Republic Guards and Imperial Royal Guards wear different styles of ceremonial armor. A typical suit of ceremonial armor consists of a helmet, durable breast guard, shoulder guards, and articulated greaves for the arms and legs.

     

Corellian Powersuit

     Saga Edition Core Rulebook, page 133.

This suit of body armor contains an energized exoskeleton and a series of servomotors that boosts the wearer)s physical strength. Used by professional soldiers, mercenaries, and bounty hunters, the powersuit requires skill and training to use effectively.

     The Corellian powersuit grants its wearer a +2 equipment bonus to Strength, but only if the wearer has the Armor Proficiency (medium) feat.

Cortosis Gauntlet

     Threats of the Galaxy, page 45.

All Imperial Knights wear specially designed gauntlets made of cortosis weave that protect them from the normally lethal lightsaber blades. If the wearer readies an action to block a lightsaber attack, the wearercan make an opposed unarmed melee attack roll against the attack roll of the lightsaber attack. If the wearer of the cortosis gauntlet is successful, the lightsaber deactivates and may not be reactivated for 2 minutes. the attack still deals normal damage before the lightsaber is deactivated.

     If the wearer of a cortosis gauntlet is the target of the Severing Strike talent, the attacker can choose to sever the limb where the cortosis gauntlet is worn without having their lightsaber deactivated.

     Legacy Era Campaign Guide, page 183.

This gauntlet, made with cortosis weave, protects its wearer from lightsaber attacks. If the wearer readies an action to block a lightsaber attack, the wearer can make an opposed unarmed melee attack roll against the attack roll of the lightsaber attack. If the wearer of the cortosis gauntlet is successful, the lightsaber deactivates and may not be reactivated for 2 minutes (20 rounds). The attack still deals normal damage before the lightsaber is deactivated.

     If the wearer of a cortosis gauntlet is the target of the Severing Strike talent, the attacker can choose to sever the limb on which the cortosis gauntlet is worn without having their lightsaber deactivated.

     The wearer of a cortosis gauntlet must have the Armor Proficiency (medium) feat or take the normal penalties for wearing armor in which they are not proficient.

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.

GTU AV-1S Scout armor

     Scum and Villainy, page 48.

A scaled down version of the AV‑1C combat armor, the GTU AV-1S scout armor is lighter and allows for a greater degree of mobility, making it favored suit for bounty hunters that rely on their speed and stealth to capture a mark. The AV-1S is also vacuum sealed and includes a built-in helmet package, and a reduced-power repulsorlift similar to the combat model. This repulsorlift functions as a repulsorlift except that it produces no noise, heat, or flames, but grants a fly speed of 4 squares instead of 6 squares. the armor is powered, giving it two free upgrade slots, and includes a built-in glowrod.

Imperial Knight

     Legacy Era Campaign Guide, page 183.

The chosen armor of the Imperial Knights is modeled after the armor worn by Darth Vader during the Galactic Civil War. However, unlike Darth Vader’s armor, the Imperial Knight armor is not designed to provide life support to the wearer. Additionally, the armor has small threads of phrik filaments throughout the armor, allowing the wearer to apply any personal DR against attacks made by lightsabers.

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.

Katarn-class Commando Armor

     Galaxy at War, page 44.

Issued several months after the Battle of Geonosis, Katarn-class commando armor is a superior, specialized armor, designed with input from clone commandos in the field. The armor is unusually thick, with a sealed system allowing the wearer to survive underwater or in vacuum for up to 24 hours. It also features a built-in, retractable, wrist-mounted vibroblade. This highly sought after armor is rarely found in the possession of civilians. Its blackmarket price can exceed a quarter-million credits. Clone commandos swear by the armor’s effectiveness, even though they also grumble beneath their breath about its lack of comfort during long missions.

     Katarn-class commando armor grants a wearer with the Armor Proficiency (medium) feat a &#432 bonus on Perception checks, as well as low-light vision. The armor includes an integrated comlink in the helmet, allowing hands-free communication.

     As a full-round action, the wearer can use the bacta tanks built into the armor. The bacta and the suit’s built-in diagnostic gear grant the wearer an effective Treat Injury +10 skill for self-treatment. The wearer ignores the −5 penalty for self-administration of this skill.

     Katarn-class commando armor is highly customizable. If you are using the Armor Upgrades option from Scum and Villainy, the Katarn-class commando armor has the Vacuum Seal upgrade and room for three additional upgrades.

Knighthunter Armor

     Legacy Era Campaign Guide, page 183.

An upgrade of the standard stormtrooper armor, the solid-black armor of the Knighthunters combines many of the designs of Palpatine’s Coruscant Guards and the storm Commandos, providing a durable suit of armor that also allows the wearer to remain hidden in poorly lit conditions. Knighthunter armor comes standard with a helmet package. Additionally, the helmet of a suit of Knighthunter armor is fitted with a small connector at the base of the neck that sends minute electrical impulses into the spine and the base of the brain of the wearer. These impulses disrupt any outside influence on the brain of the wearer, granting the wearer a +5 equipment bonus to Will Defense against Use the Force checks.

Krail 210 Personal Armor

     Scum and Villainy, page 49.

Created by Krail Armory ostensibly for private security forces, the Model 210 personal armor is a favorite for bounty hunters that provides several built-in amenities off the assembly line, reducing the amount of work it takes to transform the armor into a custom suit preferred by a bounty hunter. The Model 210 personal armor comes with a built-in helmet package, jet pack, liquid cable dispenser, and vacuum seals. Additionally, the armor grants a +2 equipment bonus to Strength checks made to lift, drag, or pull an object. Krail Model 210 personal armor is considered to be powered armor and has two free upgrade slots.

Mandalorian Neo-Crusader Battle Armor

     Knights of the Old Republic, page 202.

A heavier version of the Mandalorian Combat Suit sometimes worn by veteran warriors, this armor includes a helmet, boots, and gauntlets. Any wearer who has the Armor Proficiency (medium) feat can use the helmet's internal comlink andhelmet package. The suit provides its wearer with up to 10 hours of life support. This armor comes with a jet pack and six unused upgrade slots.

Mesh Armor

     Knights of the Old Republic, page 72.

A more advanced form of fiber armor produced by military contractors across the galaxy, mesh armor uses the engineering principles of fiber armor, enhancing them with high-quality materials and extensive research. Mesh armor is heavier and more cumbersome than fiber armor and confers many of the same benefits of fiber armor and traditional suits of armor. Once per encounter a character fighting defensively while wearing mesh armor can gain DR 20 against a single ranged energy attack as a reaction.

Republic Combat Armor

     Knights of the Old Republic, page 179.

Inferior in all respects but weight to Mandalorian Neo-Crusader armor, Republic combat armor nonetheless provides valuable protection to soldiers on the ground. It includes a helmet, boots and gauntlets. The helmet provides any wearer who has the Armor Proficiency (medium) feat with an internal comlink and low-light-vision capabilities. This armor can be upgraded with additional equipment to provide oxygen flow and protection against vacuum environments.

Stalker Armor

     Galaxy at War, page 45.

The M1-10 stalker armor is created by the Salus Corporation on Rodia and marketed for the burgeoning bounty hunter market. Multiple designs are created to cater to the specific needs of various humanoid species, but the model for Rodians is easily the best seller. Stalker armor immediately identifies the wearer as a bounty hunter, working to the advantage of the wearer by intimidating targets.

     Stalker armor is designed for customization. If you are using the Armor Upgrades option from Scum and Villainy, stalker armor has room for three upgrades.

Weave Armor

     Knights of the Old Republic, page 72.

A civilian model of armor worn by military units throughout the era, weave armor is a relatively flexible and yet durable suit of armor that provides excellent protection to the wearer while restricting movement by only a small amount. Weave armor is favored by warriors whose combat style calls for fast and flexible movements, and is the armor of choice for duelists and gladiators.