BANTHA HIDE JACKET Popular with swoop riders, pilots and those who trying to look good, the Bantha hide jacket (and similar garments) are suprisingly good armor. They do very little to protect against energy weapons, or even primitive clubs, they are nearly impossible to cut through. This makes them popular on worlds where the most common weapon used in an attack is a knife or sword. They are also incredibly difficult to burn through, and those that have insulated linings are sometimes used by gangers and guerrillas with improvised flamethrowers. They come in a wide variety of colors and styles, and often have the symbols of various groups painted on them, especially those worn by pilots. type: leather jacket availability: 1 cost: 60 protection: +1D Edged (+1 other Physical)/+1 fire (+0 other Energy) covers: torso
SPARRING ARMOR This is simply layers of impact-absorbant padding. The most common locations for it are the torso and the head. It used by martial artists and others during unarmed combat sparring and staff training. It provides some protection against cutting and thrusting weapons, but very little. type: sparring armor availability: 1 cost: 30 protection: +1 Edged (+1D other Physical) covers: head and torso.
LAVA LIZARD SCALE ARMOR This is one of the rarest and most exotic armors available. It is composed of the scale of a lizard-like creature that lives in the molten mantel of Paragok VI. The armor is then cut with heavy industrial lasers, and molecularly welded to form a back-and-breast, greeves and vambraces. It s highly reflective of energy weapons, but noticeably less effective against impacts and cutting. It has a vibrant red-orange color, and is somewhat heavy compared to the modern plastoids. Two of the largest scales are more than enough to form a suit of this armor, allowing a single lava lizard to make several score of suits. However, lava lizards are seen maybe once a year, and hunting them is a very dangerous activity. Despite this, hundred of hunters flock to the planet every year, to be part of the team to take the first lizard since before the Clone Wars. A small number of similar suits have appeared on the market, leading some to believe that a similar species has been found elsewhere. type: animal hide armor availability: 4 X cost: 1,000,000 (the last price paid at an auction of the Most Honorable Guild of Armorers) protection: +6D Acid (+2D other Physical)/+6D Energy. penalty: -2D DEX. covers: torso, arms and legs. note: Raise all repair difficulties by three levels, cost 10x the normal amount. Protection can not be increased (except non-penetrating physical).
CORELLIAN FIRESUIT A modified version of the popular Corellian PowerSuit, the FireSuit is increasingly seeing use by fire fighting forces, especially those in industry and forest protection services. It is even said that the teams assigned to the Imperial Palace on Coruscant use the FireSuit (the truth is classified). It has foam guns, thermal imagers, life form detectors and a self-contained atmosphere installed, and has a high degree of protection from heat. It is claimed that a human can stand in a fire hot enough to melt transparisteel, and feel no permanent effects. The Empire has actually been willing to classify this a Restricted item, available to municipalities and corporations. Usually, this kind of suit would be a military only item. type: Firefighter's powersuit skill: Powersuit Operation: Corellian PowerSuit availability: 3 R cost: 3,300 basic suit: +2D Physical/+3D Fire (+1D other Energy) penalty: -1D DEX. covers: all. servo systems: +1D STR skills, brawling and melee damage sensor pod: +1D Search within 50m envirofilter: Filters out harmful molecules in atmosphere. May seal and run off one hour of internal air. thermal imaging system: Allows vision in all conditions, so long as there is temperature variations. May be used to see through walls (PERC vs. cover STR+2D) if there is thermal variations on the other side. foam guns: uses Armour Weapons skill. 1-2/4/7, mounted on forearms. If an Incapacitated damage level is reached, fire does -1D damage for the next 2D rounds. When the damage reaches 0D, the fire is out. 10 shots per gun, area of effect 1m. comlink: uses standard civilian frequencies, specially designed to cut through ionization associated with large fires. Also has public address mode, with amplifier.
MILTECH TACTICAL HELMET MilTech is a small, but growing, provider of armor and combat electronics. Their designs are highly customizable, effective and reasonably priced. Their helmet is one of the best on the market today. An atmospheric recycler, comlink and macrobinoculars are considered standard equipment on the Tac Helmet. As they value their customers' opinions, one has the choice between a passive light enhancement system or a thermal imaging system. Targeted towards the bounty hunters and mercenaries, this design is easily modifiable, being constructed of a series of microplates. This also means that it is easily repaired. It has linkups for their tactical armor, allowing the helmet display system to also be used to interface with various other systems (see below), but it may also me adapted to other armors. type: combat helmet availability: 2 R,X cost: 950 basic helmet: +1D Energy/Physical. covers: head only. comlink: VOX comlink atmosphere recycler: Recycles Type I atmosphere for up to 10 hours between recharges (25cr) macrobinoculars: +2D Search past 50m. choose one of the following: passive light enhancement: +2D in lo-lit conditions, fitted with anti-flash filter. thermal imaging system: Allows vision in all conditions, so long as there is temperature variations. May be used to see through walls (PERC vs. cover STR+3D) if there is thermal variations on the other side.
MILTECH TACTICAL BACK-AND-BREAST This is, without argument, one of the best torso armors on the market today. It has very little bulk, yet it is quite protective. It has an integral shoulder holster that may be adjusted to fit over 85% of the blaster pistols, slug throwers, dart guns, stun guns, heavy blasters, sporting blasters and similar weapons on the market today. It also features a highly effective motion detector, a climbing/rappelling harness and a combat harness, containing variously sized pouches for carrying the assorted tools, weapons, explosives and survival devices that are the stock in trade of the MilTech's intended market. Using the same microplate construction as the Tac Helm, it can be readily modified to accept a wide variety of MilTech armor accessories, such as computer modules, directional transponders, biometric transmitters and assorted sensors. To use these modules, one must have a Tac Helm to form a display. type: torso combat armor availability: 2 R,X cost: 1050 basic armor: +1D Physical/Energy covers: torso only. universal shoulder holster: Adjustable to fit most handguns (except BlasTech DH-16 and DH-43). Can not fit carbines. (a second may be added for an additional 40cr) motion sensor: +1D Search against moving targets under 50m. May be programmed to sound audible alarm (with helmet or headset comlink). rappelling/climbing harness: +1D (A) Mountaineering under appropriate conditions. combat harness: covered with various sized of pouches
MILTECH TACTICAL GREAVES This leg armor is designed to interface directly with the company's Back-and-Breast, but may be worn alone. They are fitted with the (for MilTech) usual assortment of pouches, holsters, sheaths and gizmos. type: modular leg armor availability: 2 R,X cost: 800 (base cost) basic armor: +2 Physical/Energy pick one of the following or 2 from the second group (or several pouches) for the thigh piece: universal carbine holster: Can be adjusted to fit most stockless (or folding stock) carbines and some of the smaller folding stock rifles (ie: the E11) on the market, along with nearly all of the full sized handguns. personal distress beacon: Has power for 10 days, 60km signal range. (+20cr to cost of armor) pick 2 of these (or several pouches): universal pistol holster: Adjustable to fit most handguns (except BlasTech DH-16 and DH-43). Can not fit carbines. automatic medpac: Functions as three medpacs, activated when user is Incapacitated or may be manually triggered. Has skill of 5D to apply medpac. Costs 350cr to refill. (+50cr to cost of armor). universal sheath: May be adjusted to fit most knives and vibro-edges up to 27cm blade length. May be adjusted to fit popular shock batons and other devices.
MILTECH TACTICAL BRACES This is the upper body counterpart of the Tac Greaves. These are relatively light, but they provide as efficient protection as the Imperial Scout Armor. They contain wrist mounted glowrods as standard equipment, and have the normal selection of equipment options found in MilTech products. type: modular arm armor availability: 2 R,X cost: 700 (base cost) basic protection: +2 Physical/Energy. glowrods: one glowrod mounted on each wrist. pick one of these or several small pouches for the upper arm: automatic medpac: Functions as three medpacs, activated when user is Incapacitated or may be manually triggered. Has skill of 5D to apply medpac. Costs 350cr to refill. (+50cr to cost of armor) personal distress beacon: Has power for 10 days, 60km signal range. (+20cr to cost of armor) pick one of these for each forearm: universal miniholster: adjusts to fit most popular holdout sized handguns. universal minisheath: adjusts to fit most bladed weapons w/ blades between 5 and 13cm long. mini datapad
INCOM TS-43 MARAUDER SPACE BATTLE SUIT The Incom TS-43 is one of the better armored space suits available today. It lacks the powered systems of the Imperial Spacetrooper armor, but it is still a powerful system. It incorporates a wide variety of systems, including armor penetrating rockets, a laser cutter and a very potent rocket pack. It was first designed to provide security to those troopers stationed at Incom's vacuum docks and construction stations. It has since been sold to KDY, Sienar and a small number of mercenary forces. type: space combat suit availability: 3 X cost: 8,000 basic suit: +3D Physical/+2D Energy, penalty: -1D+2 DEX. covers: all. grapple: 3-30/100/300 (space: 0/1/3), fitted with fusion disk. Missile Weapons skill. Fitted to left forearm. Attached to high speed winch (spools in at 50m per round) laser cutter: does 4D Starfighter scale damage, uses Melee Combat skill (Moderate difficulty). Fitted to right forearm. wrist blasters: uses Armour Weapons skill. 3-10/30/50 (space: 0), does 4D damage. Twenty shots, fitted to each forearm. light rockets: 3-50/100/500 (space: 0/1/5), uses missile weapons skill. Does 10D damage, 2 carried on back. rocket pack: Uses Rocket Pack Operation skill, move of 1. Has thirty bursts. Will not function in atmosphere. life support: has air and energy for two hours.
SOROSUUB DEVASTATOR This old design dates from the late Clone Wars. It has numerous weapons systems, and was originally meant for use as a fire support chassis. Each arm carries a powerful, selective-fire blaster carbine. It also adds a flamethrower and ion gun. The pack contains a massive rocket launcher, a compact automatic grenade launcher and a powerful gyrostabilizer (needed to stay upright). The back and legs contain the servo systems that would be needed just move under the heavy load. The rocket launcher may be loaded with 10 armor piercing or fragmentation rockets. It finally went out of production, as it was just too slow- all the wearers were getting shot. type: fire support suit skill: Powersuit Operation: Devistator availability: 4 X cost: 50,000+ (black market) basic protection: +2D Physical/Energy penalty: -2D DEX move: half all normal movement rates. May not attempt any Hide, Sneak, Swim or Running rolls, due to weight. targeting system: +2D to hit with the suits weapons systems. rocket launcher: uses Missile Weapons skill. 3-40/120/400, 10 rockets carried. Anti-Armour: 10D damage; Anti-Personnel: 5D (0-2)/4D (8)/3D (14)/20 (20) grenade launcher: Uses Missile Weapons skill. 3-30/100/300, carries 50 shells. Uses any standard 35x40mm grenade. May be fired single shot or full auto (fires 10 shells, roll scatter individually). 2 blasters: Armour Weapons, 1 mounted on each forearm. 3-30/80/200, 4D damage. May be fire single shot or in 20 shot burst (as per normal full auto rules) ion gun: Armour Weapons, mounted on left forearm. 3-10/30/120, 5D Ion. flame thrower: Armour Weapons, mounted on right forearm. 3-4/7/20, 5D+1. Does 3D for the next 5 rounds, area of effect 2m. Has 25 shots, fire rate 1.
MERR-SONN PERSONAL SHIELD The Merr-Sonn Pesonal Sheild is meant to provide a high degree of protection against rnaged weapons, without the bulk and inconvenience or armor. It consists of a medium sized belt unit that is easily concealed inside of robes and cloaks. Popular with nobility, it projects a concussion/ray energy sheild of appoximately 1 meter diameter. It has the drawbacks of being highly noticable and having a high power draw. When used in conjuction with power generators, it has seen some use with shock troops and raiders. type: personal shield availability: 3 R cost: 2000 (powercell: 50) basic protection: 7D, in a one meter radius. Has three minutes service life with standerd powercell.