CHARACTER EQUIPMENT: ARMOR

CLOTHING TYPE STUFF

  • VACUUM SUITS
  • ARMOR CLOTHING

    Bantha Hide Jacket

    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.

    Combat Jumpsuit

    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.

    Shipsuit

    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.

    Thermal Suit

    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).

    VACUUM SUITS

    Armored Spacesuit

    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).

    Armored Vacuum Suit

    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).

    Vacuum Suit

    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.

    Space Suit

    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.

    Marauder Space Battle Suit

    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.

    Spacetrooper Armor

    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)


    ARMOR

    Alderaanian Plate Armor

    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.

    Blast Helmet

    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.

    Blast Vest

    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.

    Boarding Armor

    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.

    Corellian PowerSuit

    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.

    Explorer Powersuit

    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.

    Corellian FireSuit

    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.

    Glitter Boy Power Armor

    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.

    Lava Lizard Scale Armor

    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.

    Leather/Synthetic Gloves

    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.

    Magnar Field Vest

    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.

    Merr-Sonn Personal Ghield

    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.

    Offensive/Defensive Gauntlet

    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.

    Rodian Ring Mail

    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.

    SoroSuub Devastator

    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.

    Sparring Armor

    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.

    Stormtrooper Armor

    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.

    Tactical Braces

    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.

    Tactical Helmet

    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.

    Tactical Leg Greaves

    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.


    Here's a little copyright thing I need to include, that's what WEG told me. So here it is.

    �, 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  |


    Commander Skywalker's Star Wars RPG Post � 1998
    http://home.earthlink.net/~tedcushman/lucas/
    Lucas Meyers
    [email protected]