Archiv der Kategorie: Schutzausrüstungen

Dura-Armor

Dura-Armor
Model: Core World Arms Dura-Armor
Type: Impact-resistant molded armor
Scale: Character
Cost: 8,000
Availability: 3
Game Notes: Head, torso, arms, legs: +2D to all physical
(non-energy) attacks; +2D to all energy attacks; -2D penalty
to all Dexterity and Perception attribute and skill checks.
Source: Gundark’s Fantastic Technology (page 53), Tales of
the Jedi Companion (page 124)

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Beastwearden’s Shield

Beastwearden’s Shield
Model: Geonosian Beastwarden’s Shield
Type: Spike-rimmed shield
Scale: Character
Skill: Melee parry: shield/Thrown weapons
Cost: 200
Availability: 3
Range: 3-4/8/12
Damage: STR+2
Game Notes: Blocks brawling, melee or ranged attacks on
a successful melee parry roll. The shield has a Strength of
4D. This bronze disc with sharp spikes along its rim can be
hurled as a thrown weapon.
Source: Geonosis and the Outer Rim Worlds (page 61)

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Base Shield Generator

Base Shield Generator
Model: Merr-Sonn Guardian-class Shield Generator
Type: Base shield generator
Scale: Capital
Skill: Shields
Crew: 2
Cost: 60,000
Availability: 3, R
Game Notes: Includes both particle and energy shields. For
each unit installed, 6D of protection can be called upon for
up to 4 fire arcs.
Source: Hideouts & Strongholds (page 13)

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Jodo Kast’s Battle Armor

Jodo_Kasts_Battle_Armor-01Jodo Kast’s Battle Armor
Model: Modified Mandalorian battle armor
Type: Modified personal battle armor
Cost: Not for sale
Availability: Unique
Game Effect:
Basic Suit: Provides +2D to Strength for physical attacks,
+1D for energy attacks. Covers head, torso and arms. No
Dexterity penalties.
Wrist Lasers: 5D damage, uses armor weapons skill, ranges:
3-5/25/35.
Flame Projector: 5D damage, uses armor weapons skill,
creates cone 1 meter wide, variable 1-5 meters long.
Sensor Pod: +2D to search.
Infrared/Motion Sensor: Integrated sensor adds +1D to
Perception in darkness or with moving objects forward and
to both sides.
Macrobinoculars: Add +2D to Perception or search for objects
100-300 meters away. Scomp-linked into blaster rifle,
reduces range two levels (for example, long range becomes
short range).
Broad-band Antenna: Can intercept and decode most
communications made on standard frequencies.
Source: Galaxy Guide 10: Bounty Hunters (page 62)

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Mist’s Bounty Hunter Armor

Mists_Bounty_Hunter_Armor-01Mist’s Bounty Hunter Armor
Model: Modified Krail
Armory Model 1010 Photoreactive
Personal Armor
Type: Modified personal
battle armor
Skill: Powersuit operation:
Krail 1010 armor
Cost: (with all
modifications) 80,000
Availability: Basic suit is X
on most planets; modified
suit in unique
Game Effects:
Basic Suit: Protection +2D to
Strength for energy attacks,
+2D+1 to physical attacks;
-1D to Dexterity and related
skills. Suit has a Move of
15, with movement rolled
on powersuit operations
skill.
Power Suit: +1D to lifting.
Sensor Pod: +1D+1 to
search.
Integral Flechette Launcher: 20-meter range, rolled on
blaster skill (causes 3D stun damage).
Jet Pack: Move of 100 meters horizontally, 65 meters
vertically. Uses jet pack operation skill, base difficulty is
Easy, modified by obstacles. Has 16 charges, two of which
can be expended per round.
Sealed Enviro Filter: Filter system blocks out harmful
molecules, or in case of insufficient or deadly air supply,
the unit can completely seal, drawing on three hour oxygen
supply. In addition, the helmet’s filter contains a voice
disguiser, rendering attempts at voiceprint identifications
futile.
Photo-reactive Coating: The armor has a coating of
photosensitive microscopic crystals that reflect the ambient
colors in a given area, making the armor difficult to see in
virtually any situation. This adds +2D to sneak.
Reflec Plating: In addition to enhanced camouflage, the
armor is covered in a fine mesh of reflec, a sensor absorbing
material favored by the Imperial Storm Commandos, adding
an additional +1D to sneak.
Source: The DarkStryder Campaign – The Kathol Outback
(page 20), – The Kathol Rift (page 67), – Endgame (page
115)

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Stormtrooper X’s Modified

Stormtrooper_Xs_Modified_Stormtrooper_Helmet-01Stormtrooper X’s Modified
Stormtrooper Helmet
Model: Modified Stormtrooper Helmet
Type: Military Armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes: Provides +2D physical and +1D energy
protection (head). This stormtrooper helmet is similar to
the one described in the Rulebook, but with the following
modifications: the helmet’s comlink has a broadband
antenna that increases its range to 400 kilometers. In
addition, it is equipped with a signal interceptor that allows
the wearer to eavesdrop on encrypted communications with
a Very Difficult communications skill roll.
Source: Gamer Magazine

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Jango Fett’s Battle Armor

Jango_Fetts_Battle_Armor-01Jango Fett’s Battle Armor
Model: Modified Mandalorian battle armor
Type: Modified personal battle armor
Cost: Not for sale
Availability: Unique
Game Effect:
Basic Suit: Provides +4D to Strength for physical attacks,
+3D+1 for energy attacks. Covers head, torso and arms. -1
penalty to Dexterity and related skills.
Saberdart Launcher: Uses Kamino Saberdarts with Kouhun
venom: Victim must make a Moderate stamina roll or die.
Succeeding the roll mean victim only suffers a -2D Strength
penalty. Uses missile weapons skill, ranges are 3-10/30/
120. Carries 4 darts.
Wrist Rocket Launcher: 3D damage over a 2 meters blast
radius. Uses missile weapons skill, ranges are 1-3-10/30/
120.
Missile Launcher: 6D damage over a five meter blast radius.
Uses missile weapons skill, ranges are 1-250/350/500.
Rocket Dart launcher: 6D damage, uses missile weapons
skill, ranges: 3-5/25/50, poison tipped (causes 5D damage
for five rounds). Can use alternative poisons and stun
serums.
Turbo Projected Grappling Hook: 20 meter lanyard. Uses
missile weapons skill (ranges (1-3/10/20), magnetic
grappling “hook.”
Flame Projector: 5D damage, uses armor weapons skill,
creates cone 1 meter wide, variable one to five meters long.
Wrist Blades: retractable blades do STR+1D damage, uses
melee combat skill.
Jet Pack: Has a Move of 100 meters horizontally. 70 meters
vertically. Uses jet pack operation skill, base difficulty is
Easy, modified by obstacles. Has 20 charges, can expend
up to two per round.
Sensor Pod: +2D to search.
Infrared/Motion Sensor: Integrated infrared and motion
sensor that adds +1D to Perception in darkness or with
moving objects ahead and to both sides.
Macrobinoculars: Add +3D to Perception or search for objects
100-500 meters away. Scomp-linked into blaster rifle:
reduces range two levels (for example, long range becomes
short range).
Sound Sensor: Adds +1D to Perception or search. This bonus
only applies in quiet situations.
Internal Comlink: Can be linked into Slave I’s control system
(with beckon call), adjusted to other standard frequencies.
Also has external speaker.
Broad-band Antenna: Can intercept and decode most
communications made on standard frequencies. As a result,
Boba Fett can patch into shipboard communications.
Sealed Enviro Filter: Filter system can block out harmful
molecules, or in case of insufficient or deadly atmosphere,
the suit can completely seal, drawing upon a two hour
internal supply of oxygen.
Source: d20 Core Rulebook (page 316)

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Dengar’s Blast Armor

Dengars_Blast_Armor-01Dengar’s Blast Armor
Type: Modified blast armor
Cost: Not for sale
Availability: Unique
Game Notes: +2D+2 physical,
+1D+2 energy to torso, arms and
legs, chest-mounted comlink.
Source: Galaxy Guide 3: The
Empire Strikes Back (page 55),
Galaxy Guide 10: Bounty Hunters
(page 68), Star Wars Trilogy
Sourcebook SE (page 63)

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DefenStar 5000 Planetary Shield

DefenStar 5000 Planetary Shield
Model: Hibomehrt-Wyrrgex DefenStar 5000
Type: Planetary shield relay system
Scale: Death Star
Skill: Planetary shields
Crew: 150, skeleton: 50/+15
Crew Skill: Planetary shields 6D
Cost: 500,000 per shield
Availability: X
Game Notes: Each shield protects a 100 square kilometer
area. The shield provides 6D Death Star scale protection.
Anything that hits the shield suffers 6D damage; energy
bolts hitting the shields make opposed damage rolls, if the
planetary shield’s roll is higher the energy bolt is snuffed.
If the energy bolt’s roll is higher, for every 6 points by
which the bolt exceeds the shield roll, 1D of damage passes
through: additionally, the shield system takes damage as
per normal combat results. If the shield system is damaged,
the system has 5D of backup shields that can be brought
on-line with a Moderate planetary shields roll. The shield
system has a fire control of 3D. Each shield must have its
own power generator.
Source: Dark Empire Sourcebook (pages 129-130)

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MerrWeapons WorldArmor 9 Planetary Shield

MerrWeapons WorldArmor 9 Planetary Shield
Model: WorldArmor 9 Planetary Shield
Type: Planetary defense shield
Scale: Death Star
Crew: 25
Cover: Full
Ammo: Power generator
Cost: 12 billions
Body: 3D (capital scale)
Shield: 3D
Range: 1/3/5
Difficulty: Easy (short range or half-planet), Moderate
(medium range or full planet), Difficult (long range or orbital
station)
Game Notes: Planetary shields disrupt sensors and ship’s
power systems. Add the generator’s shield dice to all sensor
difficulties when attempting to sense inside the shield
(including any attempt to fire through the shield using fire
control), including scale modifier. For power systems, roll
the shield dice against the ship’s hull as damage (ship’s
shields don’t apply), including scale modifiers.
Source: Hideouts & Strongholds (page 14)

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DefenStar Nyalsan II Planetary Shield

DefenStar Nyalsan II Planetary Shield
Model: Nyalsan II Planetary Shield
Type: Planetary defense shield
Scale: Capital
Skill: Planetary shields
Crew: 18
Cover: Full
Ammo: Power generator or power grid
Cost: 500 million credits
Body: 3D
Shield: 10D
Range: 1/2/3
Difficulty: Easy (short range or half planet).
Moderate (medium range or full planet),
Difficult (long range)
Game Notes: A ship may attempt to evade the
shield using its sensors to determine where
the shields are and move around them. Flying
through shutter shields is a Moderate to Heroic
task even if no attempt is being made to block
the approaching ship. If the shields are being
actively used to block approaching ships the
difficulty is the operator’s planetary shields
47
skill (typically 4D-5D) against the starship dodge, including
scale and other modifiers.
Source: Hideouts & Strongholds (page 14)

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WorldArmor 4 Shield Generator

WorldArmor 4 Shield Generator
Model: WorldArmor 4 Defensive Shield
Type: Planetary defense shield
Scale: Capital
Skill: Planetary shields
Crew: 25
Cover: Full
Ammo: Power generator
Cost: 80 millions
Body: 3D
Shield: 5D
Range: 1/3/5
Difficulty: Easy (short range or half-planet), Moderate
(medium range or full planet), Difficult (long range or orbital
station)
Source: Hideouts & Strongholds (page 64)

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Gungan Portable Shield

Generator
Model: Otoh Gunga Stock Shield Generator Units
Type: Portable blast shield
Scale: Speeder
Cost: Not available for sale
Crew: 2 operators (one for the capacitor, one for the
46
generator), 2 fambaas, plus any fambaa handlers
Availability: 3
Game Notes: This is a portable shield generator used by
Gungans. It projects a circular shield canopy that provides
protection for everything within a 75-meter radius of the
capacitor. Multiple shields can be positioned so that their
effects overlap. A shield provides 5D of protection from
small, fast-moving objects that produce extreme heat
(such as projectiles from weapons fire, as well as lasers
and blasters), and restricts the movement of large, slowmoving
objects (such as troop transports and tanks). It will
not stop the passage of small, slow-moving object, such as
foot soldiers, nor will it protect against small projectiles that
generate no energy signatures or only miniscule amounts
of heat (such as arrows). Each time damage penetrates the
force field, it loses 1D from its rating.
Source: Secrets of Naboo (page 50)

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Portable Shield Generator

Portable Shield Generator
Model: Imperial Munitions Rampart II Shield Generator
Type: Portable shield generator
Scale: Character
Skill: Computer programming/repair
Crew: 1
Game Notes: Provides 6D character-scale protection to those
behind the shield. These shields are currently configured to
one of two settings, either closing off an entire corridor, or
standing roughly 1.5 meters high, and stretching 6 meters
wide, allowing ample protection while permitting return fire.
When the shield is struck, roll 6D versus the damage code
of the weapon fired. If this total is lower than the weapon’s
damage roll, the generrator’s protection drops -1D; when
the shield reaches 0D, it is destroyed.
Source: The DarkStryder Campaign – The Kathol Rift (page
50)

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“Hardpoint” Heavy Weapons Armor

“Hardpoint” Heavy Weapons Armor
Model: Imperial Munitions “Rampart” Blast Armor
Type: Portable heavy armor
Scale: Character
Cost: 10,000
Availability: X
Game Notes: Provides +3D protection against physical
attacks, +2D against energy attacks. These emplacements
take 10 hours to set up and properly anchor, requiring a
Moderate Technical roll to successfully install them. The
armor has been formed to provide ample cover for an E-Web
blaster, two gunners and a power generator.
Source: The DarkStryder Campaign – Endgame (page 101)

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Magnaforce Security Shield

Magnaforce Security Shield
Model: Simcronics MagnaForce
Security Shield
Type: Personal defensive field
generator
Skill: Melee parry
Cost: 25,000 pair, 2,500 (custom
power cells)
Availability: 4, F, R or X
Game Notes: This unit is used
much like starship shields, except
that it is character scale. Initial
activation requires an Easy melee
parry roll, which generates a round
shield 50 centimeters in diameter.
A character my make a melee parry
round – if the roll is higher than the
firer’s blaster roll (as per normal
shield rolls), the wearer has placed
the force shield in the way. If the roll is lower than the
attacker’s blaster roll, the character didn’t get the shield in
place in time and was hit by the blast. If the defender got the
shield in place, the blaster bolt must roll against the shield’s
defensive field of 4D to see if it penetrates the field (use the
protection rules). Any further damage affects the target as
indicated in the chart “Cover Modifiers”. The power cell will
work for two minutes before being drained.
Source: Galladinium’s Fantastic Technology (page 92)

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Personal Energy Shield

Personal Energy Shield
Model: Otoh Gunga Defense League Standard Issue Energy
Shield
Type: Personal energy shield
Scale: Character
Skill: Melee parry: personal energy shield
Cost: Not available for sale
45
Availability: 3
Game Notes: This personal energy shield is held and
wielded much like a normal shield. The user makes a melee
parry skill roll to deflect incoming attacks, be they from
melee weapons or blasters. Success indicates that the shield
takes the damage. The shield has a Strength of 5D. If the
damage roll is greater than the shield’s Strength roll, excess
damage affects the shield bearer. Every time the shield is
compromised, the protection value is reduced by 1D.
Source: Secrets of Naboo (pages 49-50)

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Riot Shield

Riot Shield
Model: Drearian Defense Activv1 Riot Shield
Type: Riot shield
Scale: Character
Skill: Melee parry
Cost: 500
Availability: 2, R
Difficulty: Easy
Damage: 4D (stun)
Game Notes: If the character makes the skill roll, the user
has used the shield to block incoming attacks on one facing.
The shield has a Strength of 4D. If used as a melee weapon,
it causes STR+2 damage as well as 4D stun damage. Using
the firing notch adds one level to the difficulty of firing
blasters, but the character is protected by the shield. The
stun charge lasts for one hour of consecutive use.
Source: Gundark’s Fantastic Technology (page 59), Han
Solo and the Corporate Sector Sourcebook (page 116),
Ultimate Adversaries (page 155)

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Shield Gauntlet

Shield Gauntlet
Model: Kilian Shield Gauntlet
Type: Energy shield
Scale: Character
Skill: Melee parry
Cost: Not available for sale
Availability: 4, X
Game Notes: An
activated shield
gauntlet can be used
to parry incoming
brawling and melee
attacks. In addition,
the activated gauntlet
provides a +1 pip
bonus to all Strength
rolls made to resist
damage.
Source: Rebellion Era
Sourcebook (page 49)

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Dampener Aerosol

Dampener Aerosol
Model: Zemphyr Defenders, Incorporated
Passive Defender PD-0943
Type: Blaster dispersion system
Cost: 600
Availability: 4, F or R
Game Notes: The PD Canister is a cylinder
10 centimeters long by 4 centimeters in
diameter; it has three charges. Each charge
produces a visible cloud that covers a one
meter cubic area. Any blaster bolt entering
the cloud loses -1D of damage. The cloud
lasts for one minute (barring heavy winds
or precipitation). Additional charges in the
same area have no additional benefit.
Source: Galladinium’s Fantastic
Technology (page 80), Arms and
Equipment Guide (page 45)

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Dej Vennor’s Armor

Dej_Vennors_Armor-01Dej Vennor’s Armor
Model: Modified Imperial
Scout Armor
Type: Bounty hunter
armor
Scale: Character
Skill: Powersuit operation
Cost: Not available for sale
Availability: Unique
Game Notes:
Basic Suit: Vennor’s armor
provides +1D protection
versus physical and energy
attacks, with no Dexterity
penalty. Suit has a move
of 20 (rolled on powersuit
operation).
Power Suit: +1D to climbing/
jumping and lifting.
Sensor Pod: +1D to search.
Internal Line Slinger: 20-
meter range. Standard line
is tipped with a magnetic or
claw grappler. Roll missile weapons to fire.
Jet Pack: Can move 100 meters horizontally or 30 meters
vertically in a single round. Has 20 charges and can expend
2 per round until exhausted.
Sealed Enviro Filter: Filter system can block out harmful
gasses or toxins for up to two hours. Provides protection in
vacuum.
Motion Sensor: Neuro-Saav MacroMotionMonitor. Adds +1D
to search rolls involving motion up to 50 meters away.
Reflec Coating: Vennor’s armor has been coated with the
sensor absorbing compound, reflec. If he is not being
actively scanned for, he adds +1D to his hide and sneak
rolls.
Wrist Lasers: Hold 15 shots per unit, and inflict 4D damage
to targets within 3 meters.
Source: The Far Orbit Project (page 97)

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Darth Vader’s Armor

Darth Vader’s Armor
Type: Unique dark armor
Scale: Character
Cost: Not for sale
Availability: Unique
Game Notes: +1D to Strength to resist physical and energy
damage. Respiratory life-support system is necessary to
keep Vader alive.
Source: The Star Wars Trilogy Sourcebook SE (page
49), The Dark Side Sourcebook (page 93), Rebellion Era
Sourcebook (page 34)

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Boushh’s Armor

Boushhs_Armor-01Boushh’s Armor
Model: Modified Ubese Raider Armor
Type: Modified battle armor
Cost: Not for sale
Availability: Unique
Game Notes:
Basic Suit: +2D to Strength for physical attacks, +1D for
energy attacks. Covers torso and head only. No Dexterity
penalties.
Sealed Enviro-Filter: Filter system maintains Type II
atmospheres within helmet, and filters out harmful
molecules and odors.
41
Flash Guard Visor:
Nullifies all stun damage
from visual sources (for
instance, flash canisters
or grenades).
Infrared Sensors:
Adds+1D to Perception in
darkness.
Macrobinoculars: Add+3D
to Perception or search for
objects 100-500 meters
away.
Sound Sensors: Adds +1D
to Perception or search in
quiet situations only.
Spiked Knuckle Guards:
STR+1 damage when
brawling.
Source: Shadows of the
Empire Sourcebook (page
65), No Disintegrations
(page 80)

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Boba Fett’s Battle Armor

Boba_Fetts_Battle_Armor-01Boba Fett’s Battle Armor
Model: Modified Mandalorian battle armor
Type: Modified personal battle armor
Cost: Not for sale
Availability: Unique
Game Effect:
Basic Suit: Provides +4D to Strength for physical attacks,
+3D for energy attacks. Covers head, torso and arms. No
Dexterity penalties.
Wrist Lasers: 5D damage, uses armor weapons skill, ranges:
3-5/25/50.
Rocket Dart launcher: 6D damage, uses missile weapons
skill, ranges: 3-5/25/50, poison tipped (causes 5D damage
for five rounds). Can use alternative poisons and stun
serums.
Turbo Projected Grappling Hook: 20 meter lanyard. Uses
missile weapons skill (ranges (1-3/10/20), magnetic
grappling “hook.”
Flame Projector: 5D damage, uses armor weapons skill,
creates cone 1 meter wide, variable one to five meters long.
Concussion Grenade Launcher: Grenades cause 6D damage
over a five meter blast radius. Uses missile weapons skill,
ranges are 1-250/350/500, magazine carries 20 grenades.
Jet Pack: Has a Move of 100 meters horizontally. 70 meters
vertically. Uses jet pack operation skill, base difficulty is
Easy, modified by obstacles. Has 20 charges, can expend
up to two per round.
Sensor Pod: +2D to search.
Infrared/Motion Sensor: Integrated infrared and motion
sensor that adds +1D to Perception in darkness or with
moving objects ahead and to both sides.
Macrobinoculars: Add +3D to Perception or search for objects
100-500 meters away. Scomp-linked into blaster rifle:
reduces range two levels (for example, long range becomes
short range).
Sound Sensor: Adds +1D to Perception or search. This bonus
only applies in quiet situations.
Internal Comlink: Can be linked into Slave II’s control system
(with beckon call), adjusted to other standard frequencies.
Also has external speaker.
Broad-band Antenna: Can intercept and decode most
communications made on standard frequencies. As a result,
Boba Fett can patch into shipboard communications.
Winch: Capable of lifting 100 kilograms (Fett and his
equipment only).
Sealed Enviro Filter: Filter system can block out harmful
molecules, or in case of insufficient or deadly atmosphere,
the suit can completely seal, drawing upon a two hour
internal supply of oxygen.
Source: Dark Empire Sourcebook (page 32), Galaxy Guide
3: The Empire Strikes Back (pages 52-53), Galaxy Guide 5:
Return of the Jedi (page 28), Star Wars Trilogy Sourcebook
SE (pages 65-66), The Movie Trilogy Sourcebook (page 90),
The Star Wars Sourcebook (page 141)

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Beylyssa’s Armor

Beylyssas_Armor-01Beylyssa’s Armor
Model: Modified Arelik Armor
Type: Modified personal battle
armor
Cost: Not for sale
Availability: Unique
Game Notes:
Basic suit: +2D to Strength
for physical attacks, +1D for
energy attacks. Covers head,
torso and arms. Dexterity and
related skills are -1D.
Sensor pod: +1D to search.
Infrared Sensor: Adds +1D to
Perception in darkness
Turbo Projected Grappling
Hook: 20 meter lanyard, uses
missile weapon skill (ranges 0-
3/10/20), spring-barbed hook
(3D+2 damage if used on a live
target).
Winch: capable of lifting 100
kilograms.
Environment filter: Helmet filter
system can prevent harmful
molecules from entering the lungs.
Source: Adventure Journal 3 (page 286)

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Spacetrooper Armor

Spacetrooper Armor
Model: Standard Zergo-G Assault Stormtrooper Armor
Mark I
Type: Zero-g military power armor
Scale: Character
Skill: Powersuit operation: spacetrooper armor
Cost: Not available for sale
Availability: 3, X
Weapons:
Grenade Launcher
Scale: Character
Skill: missile weapons
Range: 5-50/100/200 (space: 0/1/2)
Game Notes: Fires concussion grenades and gas/stun
grenades.
Concussion Grenades
Ammo: 30
Blast Radius: 0-2/4/6/10
Damage: 5D/4D/3D/2D
Gas/Stun Grenades
Ammo: 30
Blast Radius: 0-2/4/6/8
Damage: 5D/4D/3D/2D (stun),
Mini-Proton Torpedo Launcher
Scale: Character
Skill: Starship gunnery
Range: 25-100/300/700 (space: 1/3/7)
Ammo: 6
Damage: 6D
Blaster Cannon
Scale: Character
Skill: Blaster
Range: 10-50/100/150
Damage: 6D
Laser Cutters
Scale: Starfighter
Skill: Blaster
Range: 0.3 meters
Damage: 3D
Game Notes:
Basic Suit: Four hours of power and 10 hours of oxygen.
Has a Space Move of 1; in normal gravity, Move is only 8.
Armor Protection: +4D physical, +3D energy to resist damage,
reduces Dexterity and related skills by -1D.
Magnetic couplers: Allow adherence to any metal surface.
Internal Environment: Climate-controlled powersuit allows
operation in uncomfortably cold or warm climates.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +2D to Perception checks in low-visibility situations,
+2D to ranged weapon skill uses against targets moving
more than 10 meters per round; polarized lenses prevent
flash-blinding.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 100), Imperial Sourcebook (pages 47-48),
Heir to the Empire Sourcebook (page 55), The DarkStryder
Campaign – The Kathol Rift (page 69), The Star Wars
Sourcebook (page 107)

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Seatrooper Armor

Seatrooper Armor
Model: Standard
Aquatic Assault
Trooper Armor
Type: Underwater
military armor
Scale: Character
Cost: Not available
for sale
Availability: 3, X
Game Notes:
Armor Protection:
+1D physical
and energy, +2D
swimming skill.
Comlink: Tongueactivated
helmet
comlink.
Sealed Body Glove:
Climate controlled
body glove and
breath mask
allows operation
in uncomfortably
cold or warm
climates and toxicair
environments.
Helmet draws
air from tank,
and has a onehour
emergency
r e b r e a t h e r
attachment.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +2D to Perception checks in low-visibility situations,
+2D to ranged weapon skill uses against targets moving
more than 10 meters per round; polarized lenses prevent
flash-blinding.
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs, spare breather, and
compressed-air inflated bubble tent.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 99), Imperial Sourcebook (page 47)

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Radtrooper Armor

Radtrooper Armor
Model: Imperial Munitions Radiation Zone Trooper Armor
Type: Radiation-zone personal battle armor
Cost: Not for sale*
Availability: X
Armor Protection: +3D physical, +1D energy, -1D Dexterity
and related skills.
Comlink: Tongue-activated helmet comlink.
Sealed Body Glove: Climate controlled anti-radiation body
glove and breath mask allows operation in uncomfortably
cold or warm climates, toxic-air environments, and light
radiation zones.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +2D to Perception checks in low-visibility situations,
+2D to ranged weapon skill uses against targets moving
more than 10 meters per round; polarized lenses prevent
flash-blinding.
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs, plus anti-radiation pills,
two additional detox hypos, radiation tent, water purifier,
extra breathing filters, and radiation meter.
Anti-Radiation: The armor is treated with a radiation
reflective coating, which insulates the wearer against heavy
radiation zones. A heat and radiation backpack colling unit
supplements the body glove in heavy radiation.
*Radtrooper armor is classified as a military secret, so
possession of such armor is punishable by life imprisonment
or execution. Those few sets of armor that have reached
the black market are believed to have sold for over 50,000
credits. It is believed that this highly specialized armor costs
the Empire over 25,000 credits per suit.
Source: Galaxy Guide 9: Fragments from the Rim (page
28), Rules of Engagement – The Rebel SpecForce Handbook
(page 101)
Model: Imperial Munitions Radiation Zone Trooper Armor
Type: Radiation-zone personal battle armor
Cost: Not for sale*
Availability: X
Armor Protection: +3D physical, +1D energy, -1D Dexterity
and related skills.
Comlink: Tongue-activated helmet comlink.
Sealed Body Glove: Climate controlled anti-radiation body
glove and breath mask allows operation in uncomfortably
cold or warm climates, toxic-air environments, and light
radiation zones.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +2D to Perception checks in low-visibility situations,
+2D to ranged weapon skill uses against targets moving
more than 10 meters per round; polarized lenses prevent
flash-blinding.
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs, plus anti-radiation pills,
two additional detox hypos, radiation tent, water purifier,
extra breathing filters, and radiation meter.
Anti-Radiation: The armor is treated with a radiation
reflective coating, which insulates the wearer against heavy
radiation zones. A heat and radiation backpack colling unit
supplements the body glove in heavy radiation.
*Radtrooper armor is classified as a military secret, so
possession of such armor is punishable by life imprisonment
or execution. Those few sets of armor that have reached
the black market are believed to have sold for over 50,000
credits. It is believed that this highly specialized armor costs
the Empire over 25,000 credits per suit.
Source: Galaxy Guide 9: Fragments from the Rim (page
28), Rules of Engagement – The Rebel SpecForce Handbook
(page 101)

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Storm Commando Armor

Storm Commando Armor
Model: Imperial Munitions Storm Commando Armor
Type: Lightweight personal battle armor
Cost: Not for sale*
Availability: 3, X
Armor Protection: +1D physical and energy.
Comlink: Tongue-activated helmet comlink.
Sealed Body Glove: Climate controlled body glove and
breath mask allows operation in uncomfortably cold or
warm climates and toxic-air environments.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +3D to Perception and search checks in low-visibility
situations, +2D to ranged weapon skill uses against targets
moving more than 10 meters per round; polarized lenses
prevent flash-blinding.
Viewplate: Macrobinocular imaging set (100-250/500/
1,000 meters range) with UV nightvision (See MFTAS,
above)
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs, additional supplies
pouches.
Stealth Coating: Special black reflec polymer coating hides
wearer from sensor scans; +1D to hide and sneak.
*Storm Commando armor is classified as a military secret
and carries the same penalty as possession of radtrooper
armor. On the black market, Storm Commando armor is
believed to cost upwards of 10,000 credits.
38
Source: Galaxy Guide 9: Fragments from the Rim (page
29), Rules of Engagement – The Rebel SpecForce Handbook
(page 102), The Far Orbit Project (page 144)

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Swamp Trooper Armor

Swamp Trooper Armor
Model: Imperial Swamp Trooper Armor
Type: Military scout armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +1D physical and energy, -1D Dexterity
and related skills.
Comlink: Tongue-activated helmet comlink.
Sealed Body Glove: Climate controlled body glove and
breath mask allows operation in uncomfortably cold or
warm climates and toxic-air environments.
Viewplate: Telescopic sight (moves target up one range level
or gives +1D to Perception-based skills) with infrared vision,
allowing full vision up to 100 meters regardless of light.
Utility Belt: High-tension wire, spare blaster power packs,
ion flares, concentrated rations, spare comlink, water
packs, 2 medpacs, two spare grappling hook/cords.
Source: Planet of the Mists (pages 18-20)

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Snowtrooper Armor

Snowtrooper Armor
Model: Standard Cold Assault
Trooper Armor
Type: Cold-terrain military
armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +1D physical
and energy, -1D Dexterity and
related skills.
Comlink: Tongue-activated
helmet comlink.
Sealed Body Glove: Climate
controlled body glove and
breath mask allows operation
in extremely cold climates and
toxic-air environments.
MFTAS: Multi-Frequency
Targeting Acquisition System;
adds +2D to Perception checks
in low-visibility situations, +2D
to ranged weapon skill uses
against targets moving more
than 10 meters per round; polarized lenses prevent flashblinding.
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs, plus a thermal tent and
attachment points for snowboot slippers.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 99), Galaxy Guide 3: The Empire Strikes
Back (pages 35-37), Imperial Sourcebook (pages 46-47)

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Scout Trooper Armor

Scout Trooper Armor
Model: Stormtrooper Scout Armor
Type: Military scout armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +2 physical and energy.
Comlink: Tongue-activated helmet comlink.
Sealed Body Glove: Climate controlled body glove and
breath mask allows operation in uncomfortably cold or
warm climates and toxic-air environments.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +2D to Perception checks in low-visibility situations,
+2D to ranged weapon skill uses against targets moving
more than 10 meters per round; polarized lenses prevent
flash-blinding.
Viewplate: Macrobinocular imaging set (100-250/500/
1,000 meter range) with sensor relay.
Sensor Pack: Enables user to make passive sensor scans
(no bonus); in forward focus the scanner patches into the
rider’s viewplate to provide navigation aid (+2D to repulsorlift
operation)
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations,
spare comlink, water packs, 2 medpacs, camo-tent, water
purifier.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (pages 100-101), Galaxy Guide 5: Return of the
Jedi (page 65), Imperial Sourcebook (page 48)

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Imperial Pilot Flight Suit

Imperial Pilot Flight Suit
Model: Standard
Imperial Flight Suit
Type: Armored
military flight suit
Scale: Character
Cost: Not available
for sale
Availability: 3, X
Game Notes:
Flight Suit: Provides
+2 to Strength
to resist damage
and additional
protection against
vacuum for limited
periods. It grants
a +1D+1 bonus to
stamina to resist
cold temperatures.
Helmet: Contains
an internal comlink
and navigation
computer linkup
(+1D to sensors).
Utility Belt: Ion
flares, one week concentrated rations, spare comlink, water
packs, 1 medpac.
Source: The Movie Trilogy Sourcebook (page 52), d20 Core
Rulebook (page 138)

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AT-AT Operator Armor

AT-AT Operator Armor
Type: Imperial walker operator armor
Scale: Character
Cost: Not available for sale
Availability: X
Game Notes: +1D physical and energy, -2 to Dexterity and
all related skills, internal comlink.
Source: Galaxy Guide 3: The Empire Strikes Back (page
38), Star Wars Trilogy Sourcebook SE (page 51)

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Sandtrooper Armor

Sandtrooper_Armor-01Sandtrooper Armor
Model: Standard Desert Assault Trooper Armor
Type: Hot terrain military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +1D physical and energy, -1D Dexterity
and related skills.
Long-Range Comlink:
Tongue-activated helmet
comlink, surface to orbit
range.
Sealed Body Glove:
Climate controlled
body glove and breath
mask allows operation
in extremely hot
climates and toxic-air
environments. Body
glove is supplemented
with backpack cooling/
moisture exchange unit.
MFTAS: Multi-Frequency
Targeting Acquisition
System; adds +2D to
Perception checks in
low-visibility situations,
+2D to ranged weapon
skill uses against
targets moving more
than 10 meters per
round; polarized lenses
prevent flash-blinding.
Utility Belt: Hightension
wire, grappling
hooks, spare blaster
power packs, ion flares,
concentrated rations,
spare comlink, water
packs, 2 medpacs, and
coolant tent.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (pages 99-100), Galaxy Guide 1: A New Hope
(pages 19-20)

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Stormtrooper Armor

Stormtrooper Armor
Model: Standard Stormtrooper Armor
Type: Military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +2D physical, +1D energy, -1D Dexterity
and related skills.
Comlink: Tongue-activated helmet comlink.
Sealed Body Glove: Climate controlled body glove and
breath mask allows operation in uncomfortably cold or
warm climates and toxic-air environments.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +2D to Perception checks in low-visibility situations,
+2D to ranged weapon skill uses against targets moving
more than 10 meters per round; polarized lenses prevent
flash-blinding.
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs.
Source: Rulebook (page 234), Imperial Sourcebook (page
46), Rules of Engagement – The Rebel SpecForce Handbook
(pages 97-99), The Far Orbit Project (page 143)

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Imperial Dungeoneer Armor

Imperial Dungeoneer Armor
Type: Dungeoneer armor
Scale: Character
Cost: Not available for sale
Availability: X
Game Notes: Light duty (+1D to all attacks, breath filters)
or heavy duty (+3D to physical, +2D to energy, internal
comlink with life function information and continuous
broadcast of audio and video pickups, motion sensor with
10 meter range (+1D to search), independent air supply).
34
Both armor types feature a unique buckle feature on the
armor fasteners, requiring an electronic key to remove the
armor.
Source: Dark Empire Sourcebook (pages 41-42)

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Coruscant Guard Armor

Coruscant Guard Armor
Model: Standard Coruscant Guard Armor
Type: Personal battle armor
Scale: Character
Cost: Not available for sale
Availability: X
Game Notes:
Basic Suit: Provides +2D physical, +1D energy, -1D Dexterity
and related skills.
Optic Sensors: Allows user to operate in complete darkness
with no penalty.
Filter: Self-sealing filter system screens out all dangerous
particulates. Unlike stormtrooper armor, this armor lacks an
oxygen supply; there must be a potentially breathable (but
polluted) atmosphere to filter or the user will suffocate.
Comlink Scrambler: Comlink is linked to other Coruscant
Guard units and Coruscant Guard command, allowing
units to disperse yet still be in full communication. Optional
tracking beacon software adds a tracking beacon to that
unit commander knows positions of other troops at all
times; unit commander’s helmet has verbally activated
internal “heads-up display” to show trooper positions.
Climate Control Body Glove: Allows user to operate
comfortably in exceptionally hot or cold climates for periods
of up to several hours.
Source: Shadows of the Empire Sourcebook (page 113),
Rules of Engagement – The Rebel SpecForce Handbook
(pages 102-103)

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Royal Guard Armor

Royal Guard Armor
Model: Standard Royal Guard Armor
Type: Military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +2D physical, +1D energy, -1D Dexterity
and related skills.
Comlink: Tongue-activated top-security scrambler helmet
comlink.
Sealed Body Glove: Climate controlled body glove and
breath mask allows operation in extremely cold or warm
climates and toxic-air environments.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +3D to Perception and search checks in low-visibility
situations, +2D to ranged weapon skill uses against targets
moving more than 10 meters per round; polarized lenses
prevent flash-blinding.
33
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 103), Galaxy Guide 5: Return of the Jedi
(page 46)

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Clone Trooper Armor, Mark I

Clone Trooper Armor, Mark I
Model: Republic Clone Trooper Armor, Mark I
Type: Military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +2D physical, +1D energy, -1D Dexterity
and related skills.
Comlink: Tongue-activated helmet comlink.
Body Glove: Climate controlled body glove allows operation
in uncomfortably cold or warm climates.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +1 to Perception checks in low-visibility situations, +1
to ranged weapon skill uses against targets moving more
than 10 meters per round; polarized lenses prevent fl ashblinding.
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion fl ares, concentrated rations, spare
comlink, water packs, 2 medpacs.

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Clone SCUBA Trooper Armor

Clone SCUBA Trooper Armor
Model: Republic Aquatic Assault Trooper Armor
Type: Underwater military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +1D physical and energy, +2D swimming
skill.
Comlink: Tongue-activated helmet comlink.
Sealed Body Glove: Climate controlled body glove allows
operation in uncomfortably cold or warm climates.
Miniaturized scrubbers built into the breathing unit are
able to extract oxygen from water environments, and allow
for attachment of oxygen tanks.
Aquatic Propulsion Pack: Has an underwater Move of 20.
Maneuverability jets incorporated into the shin guards add
an extra +1D to swimming.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +1D to Perception checks
in low-visibility situations,
+1D to ranged weapon skill
uses against targets moving
more than 10 meters per
round; polarized lenses
prevent fl ash-blinding.
Utility Belt: High-tension
wire, grappling hooks, spare
blaster power packs, ion
fl ares, concentrated rations,
spare comlink, water packs, 2
medpacs, spare breather.

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ARC Trooper Armor

ARC Trooper Armor
Model: Republic Advanced Recon Commando Armor
Type: Military armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes:
Armor Protection: +1D physical and energy.
Comlink: Tongue-activated helmet comlink.
Body Glove: Climate controlled body glove allows operation
in uncomfortably cold or warm climates.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +1D to search checks, +1D to ranged weapon skill
uses against targets moving more than 10 meters per
round; polarized lenses prevent fl ash-blinding.
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion fl ares, concentrated rations, spare
comlink, water packs, 2 medpacs.
Source: Geonosis and the Outer Rim Worlds (pages 80-81)

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Katarn Armor

Katarn Armor
Model: Katarn-class Republic Commando Body Armor
Type: Commando armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes:
Armor Protection: +2D physical and energy, -1D Dexterity
and related skills.
Comlink: Tongue-activated helmet comlink.
Retractable Vibroblade: Concealed in right gauntlet, does
STR+1D+2 damage, uses melee combat skill. May be set
to automatically spring out every time the user punches
something, in which case it uses the brawling skill.
Sealed Body Glove: Climate controlled body glove and
breath filter allows operation in uncomfortably cold or warm
climates and limited protection in toxic-air environments.
Sealed suit allows up to five minutes exposure to the
vacuum of space.
Auto-Bacta Injectors: When the wearer suffers a Wounded
or worse injury, the system automatically injects bacta on
the affected area. This does not actually heal the wound,
but reduces the injury penalty by 1D (and keeps an
Incapacitated character awake, as if he was only Wounded
Twice). Unit has a single charge; multiple bacta injections
grant no further benefits.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +2D to Perception and search checks in low-visibility
situations, +1D to ranged weapon skill uses against targets
moving more than 10 meters per round; polarized lenses
prevent flash-blinding.
Viewplate: Macrobinocular imaging set (50-100/200/500
meters range) with UV nightvision (See MFTAS, above).
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs, additional supplies
pouches.

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Clone Trooper Armor, Mark II

Clone Trooper Armor, Mark II
Model: Republic Clone Trooper Armor, Mark II
Type: Military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +2D physical, +1D energy, -1D Dexterity
and related skills.
Comlink: Tongue-activated helmet comlink.
Sealed Body Glove: Climate controlled body glove and
breath mask allows operation in uncomfortably cold or
warm climates and toxic-air environments.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +1D to Perception checks in low-visibility situations,
+1D to ranged weapon skill uses against targets moving
more than 10 meters per round; polarized lenses prevent
flash-blinding.
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs.

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Rodian Protector Armor

Rodian Protector Armor
Model: Chattza Protector Armor
Type: Rodian personal battle armor
Scale: Character
Cost: Not for sale
Availability: 3, X (on Rodia)
Game Notes: +2D physical, +1D energy for entire body, -1D
to all Dexterity related skills.
Source: Shadows of the Empire Planets Guide (page 12)

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Iotran Braceman Armor

Iotran Braceman Armor
Model: Standard Iotran Braceman Armor
Type: Braceman armor
Scale: Character
Cost: 8,000
Availability: 4, X
Game Notes:
Basic Suit: +2D physical, +1D energy, -1D to Dexterity and
related skills.
Sensor System: Built into the helmet, provides a +1 bonus
to attack rolls made with the armor’s built-in weapons.
Retractable Blade: Concealed in the right gauntlet. Does
STR+1D (max: 6D) damage.
Tangler Gun: Shoots a triple strand of durawire weighed
at each end of the threads that entangles its target with
a Strength of 5D (range: 3-8/20/60; ammo: 5; armmounted).
Mini Flechette Gun: Releases a spray of needles that deal
2D+2 damage. If the weapon deals damage, target must
make a Difficult stamina roll or suffer a -1D Dexterity
penalty (range: 3-10/30/120; ammo: 10; arm-mounted).
Source: Ultimate Alien Anthology (page 77)

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Goroth Planetary Police Armor

Goroth Planetary Police Armor
Model: Goroth Planetary Police Armor
Type: Specialized personal defense armor
Cost: Not available for sale
Availability: 3, X
Game Notes:
Basic Suit: +2D physical, +1D+1 energy to Strength to resist
damage. -1D to all Dexterity attribute and skill checks.
Sealed environment with 10 hours of air supply.
Heating/Cooling Unit: Keeps the wearer comfortable in
ambient temperatures ranging from -75º to 170º C.
Comlink: Helmet contains tongue-toggled comlink for
instant communication with other units.
Targeting System: Contains a Multi-Frequency targeting and
Acquisition System (MTAS) which gives +2D to all Perception
checks in darkness, smoke and other visibility-obscuring
conditions. Also gives
+2D to ranged weapon
skill used (such as
blaster) when the
user aims for more
than one round (in
addition to the normal
bonus for “preparing”,
as described in the
Rulebook).
Emergency Survival
Kit: Incorporated into
backpack, including
two additional dylinium
hydride power packs
which last 12 hours
(8 hours in extreme
temperatures).
Dedicated Emergency
Locator: 150 kilometer
range.
Source: Goroth, Slave
of the Empire (pages
86-87)

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Espo Armor

Espo_Armor-01
Model: Ayelixe/Krongbing Textiles blast vest and blast
helmet
Type: Personal armor
Scale: Character
Cost: 200 (vest), 200 (helmet)
Availability: Not for sale
Game Notes: Blast helmet (+1 energy, +1D physical), blast
vest (+1 energy, +1D physical, -1 Dexterity and related
skills).
Source: Gundark’s Fantastic Technology (pages 53-54),
Han Solo and the Corporate Sector Sourcebook (pages 116-
117)

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Espo Riot Armor

Espo_Riot_Armor-01Espo Riot Armor
Model: Authority Riot Armor
Type: Blast armor
Cost: Not available for sale
Availability: X
Game Notes: Helmet: blast helmet with visor +1D from
all energy attacks, +2D from all physical attacks; all other
areas: +2 from energy attacks, +1D+2 from physical attacks,
-2 from Dexterity and all
Dexterity-related actions.
Source: Gundark’s
Fantastic Technology
(page 54), Han Solo and
the Corporate Sector
Sourcebook (page 117)

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Jedi Battle Armor

Jedi_Battle_Armor-01Jedi Battle Armor
Model: Jedi Battle Armor
Type: Personal armor
Scale: Character
Cost: 6,000
Availability: 4, X
Game Notes: Jedi battle
armor adds +2D to all
Strength rolls made by
the wearer to resist all
forms of damage, but
subtracts 1D+1 from
the wearer’s Dexterity
score and -2 from his
Move score due to its
bulk.
Source: Power of the
Jedi Sourcebook (pages
55-56)

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Leviathan Armor

Leviathan Armor
Model: Mon Calamari Leviathan Armor
Type: Assault power armor
Skill: Powersuit operation
Cost: Not available for sale
Availability: 4, X
Game Notes:
Armor: Provides +3D to Strength for physical attacks,
+3D to energy attacks; -1D to Dexterity and related skills
underwater, -3D to Dexterity and related skills on land.
Covers head, torso, arms and legs.
Customized: If worn by someone other than its owner add
an additional -1D to the Dexterity penalty.
Heaviness: Due to this suit’s weight, the skills hide, sneak
and running cannot be used while wearing it on land.
Strength: Servos in the armor provide +3D Strength bonus
for lifting skill rolls and melee and brawling damage.
Speed: Due to the bulk of the armor, the wearer’s Speed is
reduced to 5 while on land. Special underwater propulsion
units in leg armor gives the wearer a Speed of 15 while
swimming underwater.
Sensors: Provides 180-degree vision, macrobinocular vision
and mini-targeting computer. Provides +2D to Perception
and search rolls. Contains a multi-frequency targeting and
acquisition system (MFTAS) which gives +1D to all ranged
weapons skill rolls against targets at medium and long
ranges. The targeting system also allows torpedoes to lock
on and adjust course to follow moving targets. Includes
special sonar gear. Thus this armor is designed to deal with
deep waters where light is absent.
Body Glove: A climate-controlled body glove incorporates
additional heating and cooling elements to allow comfortable
operation in moderately hot and extremely cold climates.
Duo-Flechette Rifle: 5D damage, uses armor weapons skill,
ranges: 3-10/30/60, mounted on right forearm armor.
Mini-Torpedo Launcher: 5D damage, uses missile weapons
skill, ranges: 3-10/120/350, mounted in shoulder armor.
Source: Gundark’s Fantastic Technology (pages 55-56)

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Juggernaut Armor

Juggernaut Armor
Model: Cozzell Juggernaut 510 Combat Power Armor
Type: Assault power armor
Skill: Powersuit operation
Cost: Not available for sale
Availability: 4, X
Game Notes:
Armor: Provides +3D to Strength for physical attacks, +3D
to energy attacks; -3D to Dexterity and related skills. Covers
head, torso, arms and legs.
Heaviness: Due to this suit’s weight, the skills hide, sneak
and swimming cannot be used while wearing this armor.
Strength: Servos in the armor provide +3D Strength bonus
for lifting skill rolls and melee and brawling damage.
28
Speed: Due to the bulk of the
armor, the wearer’s Speed is
reduced to 5.
Sensors: Provides 180-degree
vision, macrobinocular vision
and mini-targeting computer.
Provides +2D to Perception
and search rolls. Contains
a multi-frequency targeting
and acquisition system
(MFTAS) which gives +1D to
all ranged weapons skill rolls
at medium and long ranges.
Body Glove: A climatecontrolled
body glove
incorporates additional
heating and cooling elements
to allow comfortable
operation in moderately hot
and extremely cold climates.
Medium Repeating Blaster:
7D damage, uses armor
weapons skill, ranges: 3-50/
120/300, hand held with braces and targeting computer
interface along right forearm armor.
Grenade Launcher: 5D damage, uses missile weapons skill,
ranges: 1-250/350/500, mounted on left shoulder.
Retractable Claws: STR+2D damage, mounted in left
gauntlet.
Source: Gundark’s Fantastic Technology (pages 55-56)

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Hutt Battle Armor

Hutt_Battle_Armor-01Hutt Battle Armor
Model: Hutt Battle Armor
Type: Ancient Hutt powersuit
Scale: Character
Skill: Powersuit operation
Cost: Not available for sale
Availability: 4, X
Game Notes:
Basic Suit: Overlapping plates provide +3D+2 against
physical attacks, +2D+1 against energy, -2D to Dexterity
and related skills.
Microrepulsors: Allow silent movement (+1D to sneak) at an
enhanced Move of 12.
Servos: Increase wearer’s Strength by +1D+1 and Dexterity
by +2.
Camouflage: Plates are capable of changing color to match
the surroundings, providing +1D to hide.
Helmet Sensors: Allow user to see in the dark for 50 meters
and grant a +1D bonus to search.
Onboard Computer: Includes a datapad and comlink, and is
capable of acting as a translator unit with languages 10D.
2 Built-In Hold-Out Blasters: Mounted on each arm (3D
damage).
E-Web Repeating Blaster: Mounted onto right shoulder (8D
damage).
Source: Tempest Feud (page 128), Ultimate Alien Anthology
(page 75)

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Sunder 9

Sunder 9
Model: Llalik Designs Sunder 9 Armor Prototype
(Incomplete)
Type: Multi-environmental personal battlesuit
Skill: Powersuit operation: Sunder 9
Cost: Not available for sale
Availability: 4, X
Game Effects:
Armor: Provides +3D to Strength for physical attacks, +2D
for energy attacks, -1D+2 to Dexterity and related skills.
Full cover.
Strength: Servos in the upper portion of the armor add
+1D+2 to Strength for lifting, brawling and melee damage.
Blaster Cannon: Cannon on left arm (usually right, but Dr.
Llalik is left-handed). 6D damage, uses blaster skill, ranges
10-50/100/500
Flame Projector: 5D damage, uses armor weapons skill,
projects up to three meters. Right arm.
Rocket Pack: Has Move of 90 meters horizontally, 50 meters
vertically. Uses rocket pack operation skill, base difficulty is
Easy, modified by terrain conditions. Has 12 charges, can
expend up to three per round.
Sensors: Provides 270 degree vision and macrobinocular
vision. Gives wearer +1D to Perception rolls, +2D to search.
Includes specialized sonar and infrared sensor packages
for dark environment or aquatic depths where light is not
available.
Aquatic Propulsion System: Increases swimming skill by
+2D; gives wearer and underwater Move of 14.
Body Glove: A climate-controlled body glove provides
heating and cooling systems to allow operation in extreme
environments.
Sealed Enviro-Filters: System prevents entry of foreign
substances, can also be sealed completely when in hostile
environments or during submersion. Has four hours of
power and 6 hours of oxygen.
Source: Alliance Intelligence Reports (page 88), Gundark’s
Fantastic Technology (page 61)

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Dragon Armor

Dragon Armor
Model: SoroSuub NLZ5-11 Dragon
Type: Medium power armor
Skill: Powersuit operation
Cost: Not available for sale
Availability: 4, X
Game Notes:
Armor: +3D to Strength for physical
attacks, +2D for energy attacks,
-2D to Dexterity and all related
skills. Covers head, torso, arms
and legs.
Heaviness: Due to this suit’s
weight, the skills hide, sneak and
swimming cannot be used while
wearing armor.
Strength: Servos in the armor
provide +1D Strength bonus for
lifting skill rolls and melee and
brawling damage.
Speed: Due to the bulk of the
armor, the wearer’s Speed is
reduced to 7.
Sensors: Provides 180-degree
vision, macrobinocular vision and
mini-targeting computer. Provides
+2D to Perception and search
rolls. Contains a multi-frequency targeting and acquisition
system (MFTAS) which gives +1D to all ranged weapons skill
rolls for targeting at medium and long ranges.
Body Glove: A climate-controlled body glove incorporates
additional heating elements to allow comfortable operation
in moderately hot and extremely cold climates.
Defensive Blaster: 3D damage, uses armor weapons skill,
ranges: 3-4/8/12, mounted alongside helmet.
Twin Flamers: 5D damage (fire-linked), used armor weapons
skill, creates cone one meter wide, variable one to five
meters long, mounted on left forearm armor.
Mini-Missile Launcher: 5D damage, uses missile weapons
skill, ranges: 3-40/120/400, mounted on shoulder armor.
Sealed Enviro-Filter: Filter system can block out harmful
molecules, or the suit can completely seal, drawing upon a
two-hour internal supply of oxygen.
Source: Gundark’s Fantastic Technology (pages 52-53)

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Krail 210 Personal Armor

Krail 210 Personal Armor
Model: Modified Krail Armory Model 210 Personal Armor
Type: Modified personal battle armor
Skill: Powersuit operation: Krail 210 armor
Cost: (with all modifications) 26,000
Availability: Basic suit is “X” on most planets; modified
suit is unique
Game Effect:
Basic Suit: +2D to Strength for energy attacks, +3D to
physical attacks; -1D to Dexterity and related skills. Suit
has a Move of 16, with movement rolled on powersuit
operation skill
Power Suit: +1D to lifting.
Sensor Pod: +1D to search.
Integral Internal Line Slinger: 20-meter range. Can attach to
grappling or magnetic hooks. Uses missile weapons skill.
Jet Pack: Has a Move of 100 meters horizontally, 70 meters
vertically. Uses jet pack operation skill, base difficulty is
Ease, modified by obstacles. Has 20 charges, can expend
up to two per round.
Winch: Capable of lifting 100 kg
Internal Dual Force Blades: STR+3D damage, Moderate
melee combat difficulty.
Sealed Enviro Filter: Filter system can block out harmful
molecules, or in case of insufficient or deadly atmosphere,
the suit can completely seal, drawing upon a two-hour
internal supply of oxygen.
Source: Galaxy Guide 9: Fragments from the Rim (page
31)

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Nemesis Armor

Nemesis Armor
Model: Mili-Corp DZ 17X Nemesis
Type: Medium power armor
Skill: Powersuit operation
Cost: Not available for sale
Availability: 4, X
Game Notes:
Armor: Provides +3D to Strength for physical attacks, +2D
to energy attacks; -2D to Dexterity and related skills. Covers
head, torso, arms and legs.
Heaviness: Due to this suit’s weight, the skills hide, sneak
and swimming cannot be used while wearing this armor.
Strength: Servos in the armor provide a +1D Strength bonus
for lifting skill rolls and melee and brawling damage.
Speed: Due to the bulk of the armor, the wearer’s Speed is
reduced to 7.
Sensors: Provides 180-degree vision, macrobinocular vision
and mini-targeting computer. Provides +2D to Perception
and search rolls. Contains a multi-frequency targeting and
acquisition system (MFTAS) which gives +1D to all ranged
weapons skill rolls against targets at medium and long
ranges.
DEMP Gun: 3D ionization damage, uses armor weapons
skill, ranges: 3-4/8/12, mounted on left forearm armor.
Light Repeating Blaster: 6D damage, uses armor weapons
skill, ranges: 3-50/120/300, mounted on right forearm
armor.
Body Glove: A climate-controlled body glove incorporates
additional heating and cooling elements to allow comfortable
operation in moderately hot and extremely cold climates.
Source: Gundark’s Fantastic Technology (pages 58-59)

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Malgon Armor

Malgon Armor
Model: Modified X5 Malgon Armor
Type: Light power armor
Skill: Powersuit operation
Cost: Not available for sale
Availability: 4, X
Game Notes:
Armor: Provides +2D to Strength for physical attacks, +2D
for energy attacks; -2D to Dexterity and related skills.
Covers head, torso, arms and legs.
Heaviness: Due to the suit’s weight, the skills hide, sneak
and swimming cannot be used while wearing this armor.
Strength: Servos in the arms and torso provide a +1D
Strength bonus for lifting and melee and brawling damage.
Sensors: The helmet is equipped with a sensor pod which
provides a +1D bonus to search.
Flame Projectors: 5D damage, uses armor weapons skill,
creates a cone one meter wide, variable one to five meters
long. One projector is mounted on each arm.
Source: Gundark’s Fantastic Technology (pages 57-58)

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Telgorn Corp. Mark VI Powersuit

Telgorn Corp. Mark VI Powersuit
Model: Telgorn Corp. Mark VI Powersuit
Type: High pressure power armor
Scale: Character
Skill: Powersuit operation: Mark VI
Crew: 1
Cover: Full
Cargo Capacity: 10 kilograms
Consumables: 2 days
Cost: 30,000
Availability: 2, F
Maneuverability: 1D
Atmosphere: 35; 100 kmh
Body: 6D
Weapons:
Blaster Cannon
Fire arc: Front or right (mounted on arm)
Skill: Vehicle blasters
Fire Control: 2D
Range: 3-25/50/100
Damage: 6D
Source: Supernova (pages 74-75)

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Telgorn Corp. Mark V Powersuit

Telgorn Corp. Mark V Powersuit
Model: Telgorn Corp. Mark V Powersuit
Type: High pressure power armor
Scale: Character
Skill: Powersuit operation: Mark VI
Crew: 1
Cover: Full
Cargo Capacity: 10 kilograms
Consumables: 2 days
Cost: 30,000
Availability: 2, F
Maneuverability: 1D
Atmosphere: 28; 80 kmh
Body: 4D
Weapons:
Laser Cannon
Fire arc: Front
Skill: Vehicle blasters
Fire Control: 1D
Range: 3-20/40/80
Damage: 4D
Game Notes: This repair model has a plethora of tools,
making it the ideal choice for any maintenance function.
Source: Supernova (page 78)

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Telgorn Corp. Mark IV Powersuit

Telgorn Corp. Mark IV Powersuit
Model: Telgorn Corp. Mark IV Powersuit
Type: High pressure power armor
Scale: Character
Skill: Powersuit operation: Mark VI
Crew: 1
Cover: Full
Cargo Capacity: 10 kilograms
Consumables: 2 days
Cost: 30,000
Availability: 2, F
Maneuverability: 1D
Atmosphere: 25; 70 kmh
Body: 6D
Weapons:
Laser Cannon
Fire arc: Front
Skill: Vehicle blasters
Fire Control: 1D
Range: 3-20/40/80
Damage: 4D
Game Notes: This rapid escape version is built for speed
and easy access. It is one difficulty easier to get this
powersuit going rapidly.
Source: Supernova (page 78)

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Telgorn Corp. Mark III Powersuit

Telgorn Corp. Mark III Powersuit
Model: Telgorn Corp. Mark III Powersuit
Type: High pressure power armor
Scale: Character
Skill: Powersuit operation: Mark VI
Crew: 1
Cover: Full
Cargo Capacity: 10 kilograms
Consumables: 2 days
Cost: 30,000
Availability: 2, F
Maneuverability: 1D
Atmosphere: 21; 60 kmh
Body: 5D
Weapons:
Blaster Cannon
Fire arc: Front
Skill: Vehicle blasters
Fire Control: 1D
Range: 3-25/50/100
Damage: 5D
Mini-Proton Torpedoes
Fire arc: Front
Skill: Missile weapons
Fire Control: 1D
Range: 3-5/10/20
Damage: 6D
Source: Supernova (page 78)

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Telgorn Corp. Mark II Powersuit

Telgorn Corp. Mark II Powersuit
Model: Telgorn Corp. Mark II Powersuit
Type: High pressure power armor
Scale: Character
Skill: Powersuit operation: Mark VI
Crew: 1
Cover: Full
Cargo Capacity: 10 kilograms
Consumables: 2 days
Cost: 30,000
Availability: 2, F
Maneuverability: 1D
Atmosphere: 21; 60 kmh
Body: 4D
Weapons:
Cutting Laser
Fire arc: Front or right (mounted on arm)
Skill: Vehicle blasters
Fire Control: 2D
Range: 1 meter
Damage: 4D
Source: Supernova (page 78)

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AV-1A (Assault)

AV-1A (Assault)
Model: GTU AV-1A Power Suit
Type: Powersuit
Skill: Powersuit operation
Cost: 50,000
Availability: 4, X
Game Effect:
Battle Suit: Provides
+2D+2 physical
and energy, -2D to
Dexterity and all
related skills.
S t r e n g t h
Enhancement: +3D
to Strength and
related skills, but
any failed Strength
or related roll strips
the servos, causing
a full malfunction
of the suit for 1D
rounds; also roll 1D,
if the result is 1-2,
the wearer suffers
4D stun damage
from arcing electricity.
Repulsorlift Engine: Move of 20, flight ceiling of 100 meters.
Maneuver rolls are made with the powersuit operation skill.
Infrared Imaging Module: Ranged up to 200 meters, allows
vision based on heat.
Starlight Imaging: Magnifies available light for excellent lowlight
vision (no penalties for darkness except in absolute
darkness, but sudden flashes of light can cause 4D stun
damage if the user does not make a Moderate Perception roll
to close his or her eyes in time).
Power Lamp: 100 meter range.
Multi-channel Comm Unit: Includes comlink encoder, ranged
up to 50 kilometers, and external amplifier.
Macrobinoculars: Standard rules as for macrobinoculars.
5 Sureseal Patches: Automatic patches against suit leaks.
Bio-Readout: Informs wearer of his/her physical condition.
WITS: Allows the wearer to link two weapons into the suit’s
battle computer, getting +2D+2 to hit for each weapon.
Intergrated Medpac System: Has first aid skill at 4D.
Rocket Ejection System: Ejects occupant if suit suffers heavy
damage on a roll of 1-2 on 1D.
Game Notes: Can operate for 12 hours without replenishing
supplies and takes 15 minutes to put on.
Source: Galladinium’s Fantastic Technology (page 81),
Arms and Equipment Guide (pages 43-44)

AV-1 Power Armor
Damage Chart
Lightly Damaged Armor
Roll Result
1 -1D from Strength enhancements
2 -5 from Move of repulsorlift engine
3 On board weapon hit and destroyed
4-6 Armor loses one pip of its effectiveness
Heavily Damaged Armor
Roll Result
1 Power loss for 1D rounds
2-3 -2D from Strength enhancements
4-5 -2D to Dexterity and all related skills
6 Armor loses -1D of its effectiveness
Severely Damaged Armor
Roll Result
1 Power loss for 2D rounds
2 Power overload or power generator destroyed;
wearer suffers 5D damage in explosion
3 Overloaded power generator will explode in 1D
rounds
4 All weapons disabled
5 Armor loses all protection bonus at location of hit
(head, torso, arm, leg)
6 Armor toppled in assault, all power lost, suit nonfunctional

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AV-1C (Combat)

AV-1C (Combat)
Model: GTU AV-1C Power Suit
Type: Powersuit
Skill: Powersuit operation
Cost: 12,000
Availability: 4, X
Game Effect:
Battle Suit: +2D physical and energy, -1D to Dexterity and
all related skills.
Strength Enhancement: +2D to Strength and related skills,
but any failed Strength or related roll strips the servos,
causing a full malfunction of the suit for 1D rounds; also
roll 1D, if the result is 1-2, the wearer suffers 4D stun
damage from arcing electricity.
Repulsorlift Engine: Move of 20, flight ceiling of 100 meters.
Maneuver rolls are made with the powersuit operation skill.
Infrared Imaging Module: Ranged up to 200 meters, allows
vision based on heat.
Starlight Imaging: Magnifies available light for excellent lowlight
vision (no penalties for darkness except in absolute
darkness, but sudden flashes of light can cause 4D stun
damage if the user does not make a Moderate Perception
24
roll to close his or her eyes
in time).
Power Lamp: 100 meter
range.
Multi-channel Comm Unit:
Includes comlink encoder,
ranged up to 50 kilometers,
and external amplifier.
Macrobinoculars: Standard
rules as for macrobinoculars.
5 Sureseal Patches: Automatic
patches against suit leaks.
Bio-Readout: Informs
wearer of his/her physical
condition.
WITS: Allows the wearer
to link two weapons into
the suit’s battle computer,
getting +1D to hit for each
weapon.
Game Notes: Can operate for
24 hours without replenishing
supplies and takes 10 minutes to put on.
Source: Galladinium’s Fantastic Technology (page 81),
Arms and Equipment Guide (page 44)

AV-1 Power Armor
Damage Chart
Lightly Damaged Armor
Roll Result
1 -1D from Strength enhancements
2 -5 from Move of repulsorlift engine
3 On board weapon hit and destroyed
4-6 Armor loses one pip of its effectiveness
Heavily Damaged Armor
Roll Result
1 Power loss for 1D rounds
2-3 -2D from Strength enhancements
4-5 -2D to Dexterity and all related skills
6 Armor loses -1D of its effectiveness
Severely Damaged Armor
Roll Result
1 Power loss for 2D rounds
2 Power overload or power generator destroyed;
wearer suffers 5D damage in explosion
3 Overloaded power generator will explode in 1D
rounds
4 All weapons disabled
5 Armor loses all protection bonus at location of hit
(head, torso, arm, leg)
6 Armor toppled in assault, all power lost, suit nonfunctional

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AV-1S (Scout)

AV-1S (Scout)
Model: GTU AV-1S Armor
Type: Powersuit
Skill: Powersuit operation
Cost: 7,500
Availability: 3, F
Game Effect:
Basic Suit: +1D energy, +1D+1 physical protection, -1D
Dexterity and all related skills.
Enhanced Strength: +1D to Strength for all skills, including
melee and unarmed combat damage.
Repulsorlift Engine: Move of 20, flight ceiling of 100 meters.
Maneuver rolls are made with the powersuit operation skill.
Infrared Imaging Module: Ranged up to 200 meters, allows
vision based on heat.
Starlight Imaging: Magnifies available light for excellent lowlight
vision (no penalties for darkness except in absolute
darkness, but sudden flashes of light can cause 4D stun
damage if the user does not make a Moderate Perception roll
to close his or her eyes in time).
Power Lamp: 100 meter range.
Multi-channel Comm Unit: Includes comlink encoder, ranged
up to 50 kilometers, and external amplifier.
Macrobinoculars: Standard rules as for macrobinoculars.
5 Sureseal Patches: Automatic patches against suit leaks.
Bio-Readout: Informs wearer of his/her physical condition.
Environment Scanner: Scans air for breathability and toxins
and detects harmful radiation.
Game Notes: Can operate for 36 hours without replenishing
supplies and takes 5 minutes to put on.
Source: Galladinium’s Fantastic Technology (pages 80-81),
Arms and Equipment Guide (pages 44-45)

AV-1 Power Armor
Damage Chart
Lightly Damaged Armor
Roll Result
1 -1D from Strength enhancements
2 -5 from Move of repulsorlift engine
3 On board weapon hit and destroyed
4-6 Armor loses one pip of its effectiveness
Heavily Damaged Armor
Roll Result
1 Power loss for 1D rounds
2-3 -2D from Strength enhancements
4-5 -2D to Dexterity and all related skills
6 Armor loses -1D of its effectiveness
Severely Damaged Armor
Roll Result
1 Power loss for 2D rounds
2 Power overload or power generator destroyed;
wearer suffers 5D damage in explosion
3 Overloaded power generator will explode in 1D
rounds
4 All weapons disabled
5 Armor loses all protection bonus at location of hit
(head, torso, arm, leg)
6 Armor toppled in assault, all power lost, suit nonfunctional

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Corellian HuntSuit

Corellian HuntSuit
Model: Corellian HUntSuit
Type: Personal battle armor
Cost: 2,900
Availability: 3, R
Game Effects:
Basic Suit: +2D physical; +1D energy for entire body; -1D to
Dexterity and related skills.
Power Suit: +1D to lifting skill.
Sensor Pod: +1D to all search attempts made within 50
meters.
Source: Galaxy Guide 10: Bounty Hunters (page 87),
Gundark’s Fantastic Technology (page 51)

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Corellian Powersuit

Corellian Powersuit
Model: Corellian powersuit
Type: Powersuit body armor
Scale: Character
Skill: Powersuit operation
Cost: 10,000
Availability: 2, R
Game Notes: +1D+2 physical,
+1D energy, -1D Dexterity and
related attributes. Servos in
the armor provide +1D Strength
bonus for lifting skill rolls and
melee and brawling damage. If
the wearer can’t make an Easy
powersuit operation roll, or if
the armor is disabled or out of
power, this bonus doesn’t apply
and the wearer suffers a further
-1D penalty to Strength and
Dexterity.
Source: d20 Core Rulebook
(page 139)

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Smasher Armor

Smasher Armor
Model: Modified Locris Syndicates personal Protection Suit
Type: Personal battle armor
Cost: 1,250
Availability: 3
Game Effects:
Basic Suit: +1D physical and energy.
Servo Enhancers: +2D to brawling, climbing/jumping, lifting,
and damage in Strength-related attacks.
Source: Galaxy Guide 10: Bounty Hunters (page 87),
Gundark’s Fantastic Technology (page 60)

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Servo-Lifter

Servo-Lifter
Model: Verekil Servo-Lifter V-2z
Type: Servo-enhanced exo-skeleton
Scale: Character
Length: 3 meters tall
Skill: Powersuit operation: servo-lifter
Crew: 1
Cost: 10,000 (new); 7,000 (used)
Availability: 3
Maneuverability: 1D
Move: 30; 90 kmh
Body Strength: 2D
Game Notes: Can lift up to 1.5 metric tons.
Source: Galladinium’s Fantastic Technology (page 57),
Platt’s Smugglers Guide (page 50)

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Orbalisk Armor

Type: Parasite armor
Scale: Character
Cost: Not for sale
Availability: 4
Game Notes: Orbalisk infestation will cover a small host
in 13 days, a medium host in 17 days, and a large host in
21 days. The biochemical reaction created by the mixture
of Dark Side energy and orbalisk venom can be reflected
in a Strength increase of +1 pips for every 20% of coverage.
Additionally, characters who are host to orbalisks can make
natural healing rolls twice as often for every 20% of coverage
(see below).
Orbalisk Coverage/Healing Rates
Wound Level None 20% 40% 60% 80% 100%
Wounded Once/Twice 3 days 2 days 1 day 12 hrs 5 hrs 3 hrs
Incapacitated 14 days 7 days 4 days 2 days 1 day 6 hrs
Mortally Wounded 35 days 18 days 9 days 5 days 3 days 2 days
The armor bonus granted by orbalisks depends on the
degree of coverage they have on the host.
% of Coverage Bonus vs. Lightsaber Dexterity Penalty Move Penalty
10% +1 pip +2 pips -1 pip -0
20% +2 pips +1D+1 -2 pips -0
30% +1D +2D -2 pips -0
40% +1D+1 +2D+2 -1D+1 -2
50% +1D+2 +3D+1 -1D+1 -2
60% +2D +4D -1D+1 -2
70% +2D+1 +4D+2 -2D -4
80% +2D+2 +5D+1 -2D -4
90% +3D +6D -2D -4
100% +3D +6D -2D+2 -8
Source: The Dark Side Sourcebook (pages 67-68)

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Dark Heavy Battle Armor

Model: Dark Heavy Battle Armor
Type: Dark armor
Scale: Character
Cost: 37,000 & 2 Force Points
Availability: 4, X
Game Notes: This heavilyplated
armor conveys +3D
to Strength rolls made to
resist physical and energy
damage. It is imbued with
Dark Side stealth to keep the
wearer hidden (+1D bonus
to Perception or Control
rolls made to resist the use
of Projective and Receptive
Telepathy, and increases the
difficulty of Life Detection and
Life Sense against the wearer
by +3) and increases Strength
(+2 pips to the wearer’s
Strength when making skill or
attribute rolls, or when rolling
melee damage).
Source: The Dark Side
Sourcebook (page 61)

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Dark Padded Battle Armor

Model: Dark Padded Battle Armor
Type: Dark armor
Scale: Character
Cost: 12,000 & 1 Force Point
Availability: 4, X
Game Notes: This armor provides
the wearer with +2D to Strength
rolls made to resist physical and
energy damage. The armor is also
imbued with Dark Side energy,
granting the wearer a +1D bonus
on rolls made to resist light side
Force powers, or any Force power
augmented by a light side Force
Point.
Source: The Dark Side Sourcebook
(page 61)

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Dark Combat Jumpsuit

Model: Dark Combat Jumpsuit
Type: Dark armor
Scale: Character
Cost: 16,500 & 1 Force Point
Availability: 4, X
Game Notes: A heavily-padded jumpsuit that incorporates
Cortosis weave, a material that deactivates any lightsaber
that damages the wearer. Grants +1D+2 to Strength rolls
made to resist physical and energy damage. This armor also
grants its wearer +1D to Perception or Control rolls made
to resist the use of Projective and Receptive Telepathy, and
increases the difficulty of Life Detection and Life Sense used
against the wearer by +3.
Source: The Dark Side Sourcebook (page 61)

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Dead Armor

Model: Dead Vonduun Crab Armor
Type: Yuuzhan Vong personal armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: Apply the following modifiers to any suit of
Vonduun crab armor that has died: -1 pip to the armor’s
bonus to Strength rolls made to resist damage, and -2 pips
to Dexterity.
Source: The New Jedi Order Sourcebook (page 22)

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Warmaster’s Armor

Model: Warmaster’s Vonduun Crab Armor
Type: Yuuzhan Vong personal armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: Grants a +3D bonus to Strength rolls to resist
all forms of damage, but reduces the wearer’s Dexterity
score by –2 pips.
Source: The New Jedi Order Sourcebook (pages 21-22)

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Supreme Commander’s Armor

Model: Supreme Commander’s Vonduun Crab Armor
Type: Yuuzhan Vong personal armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: Grants a +2D+2 bonus to Strength rolls
to resist all forms of damage, but reduces the wearer’s
Dexterity score by –2 pips.
Source: The New Jedi Order Sourcebook (pages 21-22)

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Commander’s Armor

Model: Commander’s Vonduun Crab Armor
Type: Yuuzhan Vong personal armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: Grants a +2D+1 bonus to Strength rolls
to resist all forms of damage, but reduces the wearer’s
Dexterity score by -2 pips.
Source: The New Jedi Order Sourcebook (pages 21-22)

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Subcommander’s Armor

Model: Sub-Commander’s Vonduun Crab Armor
Type: Yuuzhan Vong personal armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: Grants a +2D bonus to Strength rolls to resist
all forms of damage, but reduces the wearer’s Dexterity
score by –1D.
Source: The New Jedi Order Sourcebook (pages 21-22)

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