Model: Typical bantha hide/leather jacket
Type: Leather jacket
Cost: 60
Availability: 1
Protection: +1D Edged (+1 other Physical)/+1 fire (+0 other Energy)
Covers: Torso
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.
Model: A/KT Tuff1 Combat Jumpsuit
Type: Light combat armor
Scale: Character
Cost: 500 credits
Availability: 2
Game Notes:
Adds +1D to resist physical damage, +2 against energy. No
Dexterity penalties.
A one-piece outfit that can be tailored to most humanoids, a combat jumpsuit can be accessorized with blast vests or helmets, or worn beneath civilian dress. The jumpsuit material dries fast and breathes well, and provides good insulation. Attachment rings and pockets secure weapons and equipment. The jumpsuit is usually complemented with a durable helmet, and stiff boots and gloves. Heavy weapons crews like to use this sort of light padded armor to insulate themselves against flying debris and minor sphrapnel.
Model: Ayelic/Krongbing Textiles Shipsuit
Type: General purpose shipsuit
Cost: 200 credits
Availability: 1
Game Notes:
The A/KT shipsuit is a multipocketed coverall. The many pockets
are useful for toting tools and equipment. The tough synthweave
fabric lasts for years of regular use and is fireproof and
electrically nonconductive (the suit is not a barrier to heat,
though; wearers have been killed by a fire's raw heat). A fitted
shipsuit functions as a vacuum suit or space suit internal body
sleeve, allowing for a fast change into EVA gear.
Model: Merr-Sonn Heat Stalker
Type: thermal baffling suit
Cost: 2,500 (25 to recharge suit)
Availability: 2 R,X
Game Effects:
Must cover full body/Bulky: -1 DEX, -2 PERC (for skills that
use both, such as Blaster, it is cumulative). Powercell lasts
about two hours actively insultated: functions as climate
control suit, provides comfort in moderately warm to very cold
temperatures
Thermal Cloaking:
+2D SNEAK and HID E vs thermal sensors at distances
greater than 5 meters. Can not handle a heat change
greater than 5 degrees per minute. If heat change is
faster than that, your advantages are gone until the suit
can compensate. If the change is greater than 40 degrees,
the suit's controls are blown. (can't handle the change)
Ment to baffle thermal imaging and sensing systems, the thermal suit consists of a layer of insulation and a thermal emissions system. It has small thermal sensors as various points, which constantly read the surounding air temperature, and raise or lower the suits external temperature to match. Bacause it has to block the wearer's thermal emmissions, it must be able to function as medium weight climate control suit. It must also cover the entire body, restricting periferal vission, covering the ears and hands and generally being a little bulky. The best way to defeat theses suits to install very rapid thermal variations in your enviroment (for example, have one room be about 30 degrees, while another is about 20).
Model: Merr-Sonn Weapons Superior Boarding Armor
Type: Armored space suit
Cost: 10,000
Availability: 2, X
Game Notes:
The Superior is a simpler armored spacesuit than spacetrooper
armor, but more than adequate to most boarder's needs. The suit
has 25 hours of atmosphere, heating unit, waste unit, and
onboard food supplements, is self-patching, and inculdes a
comlink, while providing decent protection against blaster fire
(+2D versus energy and +1D versus physical damange, -1D from
Dexteriry and related skills in gravity). The suit includes a
rocket pack (Space Move: 1, uses Rocket Pack Operation).
Model: Corellian Technologies Boarding Armor
Type: Armored vacuum suit
Cost: 4,000
Availability: 2, R
Game Notes:
Corellian Technologies' armored vacuum suit is based on the
classic Incom model that is in standard use. The suit grants the
advantages of a standard vacuum suit (10 hours of atmosphere,
the character must make a Moderate Stamina check every hour
exposed to space or suffer a wound). In addition, the suit's
armor provides some protection against blaster fire (+1D versus
energy and physical damage).
Model: Incom Military Vacuum Suit
Type: Personal vacuum suit
Cost: 1,000
Availability: 1
Game Notes:
Incom developed this version of the military flight suit decades
ago; it is in common usage throughout the galaxy. The Incom
vacuum suit contains 10 hours worth of atmosphere. A player
character in space must make a Moderate Stamina or Strength
check every hour he or she is exposed to vacuum or suffer a
wound caused by the freezing cold of space.
Vacuum suits are also self-contained enviroments, though they dispense with most of the "amenities" provided by space suits. Most vacuum suits do not contain suit heaters, and generally hold enough atmosphere to last a few hours. However, most starfighter pilots - particularly in the Rebel Alliance - view space suits as bulky and obstructive when worn in battle. The heavy padding and insulation in a space suit makes manipulating controls in a cramped fighter cockpit very difficult. Most military pilots are willing to trade the extra atmosphere a space suit provides for the reaction time a vacuum suit allows.
Model: LifeLine Technologies' Model 11 Space Suit
Type: Personal space suit
Cost: 2,200
Availability: 2, F
Game Notes:
The LifeLine Model 11 contains a heating unit, waste recycling
unit and onboard food supply. The suit's power supply,
atmosphere and food supply will support a character in space for
10 standard days. The wearer suffers a -2D to all Dexterity
attribute and skill checks.
Space suits are bulky, sealed uniforms that possess an independent atmosphere supply, as well as temperature regulators and waste recyclers, allowing survival in space for periods of up to one week. Higher priced space suits often contain interior food supplies (dispensed through a tube in the helmet) that can extend the survival period.
Model: Incon TS-43 Marauder Space Battle Suit
Type: Space combat suit
Scale: Character
Cost: 8,000 credits
Availability: 3 X
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, Space of 1. Has thirty bursts.
Will not function in atmosphere.
Life Support:
Has air and energy for two hours.
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.
Model: Imperial Zero-G Assault Stormtrooper Armor
Type: Personal battlesuit
Scale: Character
Skill: Powersuit Operation: spactrooper armor
Cost: Not available for sale
Availability: X
Game Notes:
Basic Suit: Provide +4D physical, +3D energy to resist damage, but
reduces Dexterity and all related skills by -1D. Has four hours of
power and 10 hours of oxygen. Has a Space Move of 1; in normal
gravity, Move is only 8. Magnetic couplers allow spacetroopers to
attach themselves to any metal surface.
Grenade Launcher:
Uses Missile Weapons skill, ranges: 5-50/100/500
(in space: 0/1/2)
Concussion Grenades:
Ammo: 30, 5D/4D/3D/2D, blast radius: 0-2/4/6/10
Gas/Stun Grenades:
Ammo: 30, 5D/4D/3D/2D (stun), blast radiues:
0-2/4/6/8
Mini-Proton Torpedo Launcher:
Uses Starship Gunnery skill, 6D damage,
ammo: 6, ranges: 25-100/300/700 (1/3/7 in space).
Blaster Cannon:
6D damage, uses Blasters skill, ranges: 10-50/100/150
Laser Cutters:
0.3 meter range, 3D damage (starfighter scale)
Model: Alderaanian Plate Armor
Type: Mid-tech battle armor
Scale: Character
Cost: Not available for sale
Game Notes:
1D+2 to resist physical, +2 to resist energy attacks. Also the
armor is made with the essence of the light side inside it, this
makes any attempt for other Jedi (light or dark) to detect a
Jedi in this armor one level easier. It also increases the
Jedi's Sense Dice by +2.
Chain mail modelled clearly by the best Armours and artisans that Alderaan has to offer. Covers full torso front and back with a light gold tinted metal mail with ornate designs on the breast piece including the seal of Alderaan covering the heart of the wearer. Unlike most kinds of Plate armor it is quite flexible because it consists of many interlocking plates providing the wearer with protection, a full range of motion, and the beauty of Alderaanian design.
As tradition goes Alderaanian Plate armor is given to Jedi in service of Alderaan when they achieve Knighthood. It is not only ceremonial, but it is also used in combat by the Jedi of Alderaan.
Model: Typical blast helmet
Type: Personal armor
Scale: Character
Cost: 300
Availability: 1
Game Notes: +1D physical, +1 energy (head)
Common among the forces of the Rebel Alliance, blast helmets provide troops with valuable protection from fragments and sphrapnel, although they are almost useless against blaster bolts.
Model: Typical blast vest
Type: Personal armor
Scale: Character
Cost: 300
Availability: 1
Game Notes: +1D physical, +1 energy (torso)
Like blast helmets, vest are very useful against physical attacks, such as grenade shrapnel and bullets, but they provide little protection from blaster bolts.
Model: Wrokix Works' Deluxe Boarding Armor
Type: Boarding armor
Scale: Character
Cost: 8,500 credits
Availabilty: 3,X
Game Notes:
+2D physical; +1D energy for the whole body; -1D from Dexterity and related skills; has life support for 5 hours.
Model: Corellian PowerSuit
Type: Bounty hunter armor
Scale: Character
Skill: Powersuit operation
Cost: 2,500
Availability: 2, R
Game Notes: +2D physical, +1D energy
A number of bounty hunters utilize a variety of personal armors for protection during the course of their duties. A favored set of armor is the Corellian PowerSuit, which not only provides protection, but enhances the user's Strength in personal combat. These battlesuits are often greatly modified by their owner. Typical modifications include the permanent addition of weapons, advanced sensors in helmets, emergency survival equipment storage belts, harsh enviroment shielding and a number of other items. These suits are restricted in many systems, and my be illegal to purchase or possess.
Model: Primeworld Exploration Farstryder-4 "Brawn"
Skill: Powersuit Operation; Farstryder
Cost: 11,000 credits
Move: 14 ground, 70 flying
Body Strength: 4D
Altitude Range: Ground level-100 meters
Weapons:
Light Repeating Blaster (shoulder mounted)
Scale: Character
Fire Arc: Front
Skill: Blasters; Repeating Blaster
Fire Control: 1D
Range: 3-50/120/300
Damage: 6D
The top of Primeworld's Farstryder line, the Brawn suit is designed to provide for long-term single man exploration of unfamiliar terrain. The Brawn can be adapted for specific terrains, adding 5 to it's ground rate, and 20 to the flying rate. However, it's primary use is not speed or combat, and it has a number of devices to aid it in it's primary function, exploration. The body glove keeps it's wearer comfortable in a range of temperatures from 100K to 1,000K. The air filtration system can provide breathable air from just about any oxygen containing compound. The suit has macrobinoculars built in, as well as a geiger counter, metal detectors, heat and motion sensors, video and audio recorders, and constant environmental readouts. It can also carry 3 months provisions, and up to 59 kilograms worth of other materials.
Model: Corellian FireSuit
Type: Firefighter's powersuit
Skill: Powersuit Operation: Corellian PowerSuit
Availability: 3, R
Cost: 3,300
Basic Suit: +2D Phys, +1D Energy, +3D Fire, -1D DEX. Covers all areas.
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.
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 Banned, military only item.
Orifice Technology's Flying Suit
Model: OT-BFS-2158
Scale: Character
Skill: Power Suit Operation
Crew: 1
Altitude Range: up to 2 kilometers
Move: 180
Manuverability: 2D
Cost: 15,000 new; 9,500 used
Notes:
This suit looks much like a wet suit, but is far more complex.
Inside the suit are a series of electro-magnets that repel the iron in the
rider's blood away from the earth, lifting them into the air.
Model: USA-G10 Glitter Boy
Type: Laser Resistant Armored Infantry Personnal Assault Armor
Scale: Speeder
Skill: Powersuit Operation: Glitter Boy
Crew: 1
Crew Skill: Missile Weapons 5D
Cargo Capacity: 10 kilograms
Cover: Full
Cost: 250,000
Move: 30; 90 kmh (see notes below)
Body Strength: 4D
Weapons:
RG-14 Raped Acceleration Electromagnetic Rail Gun
Fire Arc: Front
Skill: Missile Weapons: Rail Gun
Range: 50-500/1/3.2 km
Damage: 5D
Notes:
The gun will not fire unless the Telescoping-Anti-Sway Pylons
are extended into the ground. These pylons extend from the
feet of the armor into the ground. They are designed to be
able to penatrate most ground types, including metal. It can
leap 3.6m high or across do to powerful leg motors. Add 4.5
meters for a running start. Jet assisted leaps will go 24m up
or across. They jets can hold the Glitter Boy aloft at 3.4m
for 1D x 10 seconds.Strength for lifting and brawling damage
is increased by 4D. Damage from laser weapons is reduced by
half.
Model: Lava Lizard Scale Armor
Type: Animal hide armor
Scale: Character
Cost: 1,000,000 (the last price paid at an auction of the Most Honorable
Guild of Armorers)
Availability: 4 X
Protection: +6D Acid (+2D other Physical)/+6D Energy.
Penalty: -2D DEX
Covers: Torso, arms and legs.
Game Notes:
Raise all repair difficulties by three levels, cost 10x the
normal amount Protection can not be increased (except
non-penetrating physical).
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. Its 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, hundreds 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.
Model: Typical leather/synthetic gloves
Type: Typical gloves
Scale: Character
Cost: 10 credits
Availability: 1
Game Notes:
+2 versus physical (covers hands)
This type of armor is more useful then one might think. In brawling these help to keep weapons in your hands and out of the enemy's. They are easy to get a hold of and can have just what it takes to turn the tide of a fight.
Model: Magnar's Field Vest
Type: Combat Protective Vest
Scale: Character
Cost: 150
Availability: 1
Game Effect:
+1D versus physical (torso)
This Protective vest was made in a time when slugthrowers and melee weapons were the primary weapons. It has no resistance to energy. This thin layer of tough material can absorb high amounts of impact. Making it effective against any physical attacks.
Model: Merr-Sonn Shielder
Type: Personal shield
Scale: Character
Cost: 2,000 (power cells: 50)
Availability: 3 R
Game Notes:
Adds 7D versus all damage, in a one meter radius. Has three
minutes service life with a standard powercell.
The Merr-Sonn Pesonal Sheild is meant to provide a high degree of protection against ranged 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 one 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.
New Republic Scout Power Armor
Model: Incom Scout Power Armor
Type: Light Power Armor
Scale: Character
Crew: 1
Cargo Capacity: 15 kilograms
Consumables: 1 week
Armor: 2D
STR Modifier: 0D+2
Move: 15 (walking); 50 kmh (flying)
Equipped With:
- Heavy blaster (25/60/250; 5D)
- Retractable vibroblade (STR+2D)
- Macrobinoculars with thermal imager
- Full Spectrum Transceiver -- 20 km. range
- Subspace Radio -- 750 km. range
- Lifeform Indicator -- 5 km. range
Cost: 7,500 credits
This is a light suit of power armor, designed for speed and maneuverability rather than raw firepower. It is by far the most common of the power armor suits used by the New Repbulic Army and Navy; similar suits can be found in use in the Corporate Sector.
Model: Peacemaker's Offensive/Defensive Gauntlet
Type: Dual use gauntlet
Scale: Character
Cost: 225 (power packs: 10)
Availability: 3
Game Notes:
+1D From physical, +2 from energy (hands), does STR+2D damage,
power cell lasts for 10 hits.
This armor piece was originally intended for riot control use. It mostly appealed to bounty hunter's and Mercenaries for the fact that it was an often concealed weapon. Due to the fact that this is still an uncommon item it still suprises many people. This glove releases a high powered charge upon impact. This glove has been known to "shock its owner" doing 2D damage. If the person struck is wearing armor apply the physical resistance to the character's strength and energy resistance to the 2D.
Model: Rodian Ring Mail
Type: Ring mail body armor
Scale: Character
Availability: 2
Game Notes:
+1D from physical, +2 from energy (covers everything except
hands and head).
Rodian Ring Mail is an ancient but useful armor. The nonconductive nature of the metal used in this armor makes it somewhat blast resistant. It can aslo be worn under clothing; making the individual appear unarmored.
Model: SoroSuub Devastator
Type: Fire support suit
Scale: Character
Skill: Powersuit Operation: Devastator
Cost: 50,000+ (black market)
Availability: 4 X
Basic Suit: +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).
Two 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.
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 flame thrower 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.
Model: Typical sparring armor
Type: Sparring armor
Availability: 1
Cost: 30
Protection: +1 Edged (+1D other Physical)
Covers: head and torso
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.
Model: Standard Stormtrooper Armor
Type: Military armor
Scale: Character
Cost: Mot available for sale
Availability: 3, X
Game Notes:
+2D physical, +1D energy. -1D penalty to all Dexterity attribute
and skill checks; helmet contains tongue-activated comlink;
Multi-Frequency Targeting and Acquisition System (MFTAS), +2D to
Perception checks in low-visibility situations, +2D to ranged
weapon skill used against targets that move more than 10 meters
per round; climate controlled body glove (allows operation in
moderately warm or cold climates).
Stormtroopers are the elite shick troops of the Empire, and their stark white protective armor is unmistakable. The armor is an 18-piece cocoon which surrounds the soldier. Ownership of Stormtrooper armor by a non- stormtrooper is a serious offense in all Imperial systems - and inherently dangerous in non-Imperial systems.
Model: MilTech Tactical Braces
Type: Modular arm armor
Scale: Character
Cost: 700
Availability: 2 R,X
Basic Protection: +2 Physical/Energy.
Glowrods: One glowrod mounted on each wrist.
* Must 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. (+50 credits to cost
of armor)
Personal Distress Beacon:
Has power for 10 days, 60km signal range.
(+20 credits to cost of armor)
* Must 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 with
blades between 5 and 13 centimeters long.
Mini Datapad
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.
Model: MilTech Tactical Helmet
Type: Combat helmet
Availability: 2 R,X
Cost: 950
Basic Helmet: +1D Energy/Physical. (head)
Comlink: VOX comlink
Atmosphere Recycler: Recycles Type I atmosphere for up to 10 hours between
recharges
Macrobinoculars: +2D Search past 50m.
Choose One:
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 is a small, but growing, provider of armour 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 armour, allowing the helmet display system to also be used to interface with various other systems, but it may also me adapted to other armours.
Model: MilTech Tactical Greaves
Type: Modular leg armor
Scale: Character
Cost: 800 credits
Availability: 2 R,X
Basic Armor: +2 Physical/Energy
* Must pick one of the following for the thigh piece: (or several pouches)
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)
* Must pick two of the following: (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 350 credits 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.
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.
�, TM & � 1996 Lucasfilm Ltd. (LFL). All rights reserved. Trademarks of LFL used by West End Games under authorization
This stuff was compiled and some things (I think) were created by Ryan Matheny, I have his permission to have this stuff on my site.
| Melee Weapons
|
Slugthrowers
|
Stun Weapons
|
| Infantry Support Weapons
|
Grenades, Launchers, Explosives, etc
|
| Armor, Fatigues, and Space Suits
| Blasters
|
General Equipment
|
| Various Equipment and Weapons |