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.

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