Armor

This page includes new armor and shields that can protect characters.

See Also: Armor Upgrades


Nano-Armor

The experience of wearing nano-armor compared to most common armor is like riding a high-performance hover bike juxtaposed to riding your grandmother’s tricycle. Both modes of transportation get you there but one does it faster and in style. In the case of armor, both armor types provide protection from energy and kinetic weapons but nano-armor generally out performs the rest because of its ability to adjust its protection according to the greatest need.

In many ways nano-armor is exactly like standard armor, both provide bonuses to EAC and KAC, possess a maximum Dexterity bonus, a potential armor check penalty, speed adjustment, upgrade slots, and a bulk rating. Unlike standard armor many types of nano-armor provide flex AC bonus that can be applied to EAC, KAC, or divided across both armor class bonus types. Donning nano-armor only takes 1 round regardless of whether it’s considered light or heavy armor. When a character dons nano-armor you predetermine what the EAC/KAC split will be with the flex AC bonus. A character can readjust the EAC/KAC bonus at the beginning of their turn as a swift action in any round. Upgrades for nano-armor must be made of nanites and for this reason all armor upgrades for nano-armor cost 120% of their list price.

Table: Nano-Armor

Name Level Price EAC Bonus KAC Bonus Flex AC Bonus Max Dex Bonus ACP Speed Adj. Upgrade Slots Bulk Source
Smart Suite 1 5 3,050 4 4 4 4 - - 1 L SH:GA:NE
Reactive Armor 1 6 5,000 8 8 4 2 -1 - 2 1 SH:GA:NE
Smart Suite 2 11 25,250 11 11 6 5 - - 2 L SH:GA:NE
Reactive Armor 2 12 50,000 15 15 6 3 -1 - 4 1 SH:GA:NE
Fortified Vest [20%] 13 50,000 15 15 - 4 - - 2 L SH:GA:NE
Fortified Vest [40%] 15 128,000 17 17 - 5 - - 3 L SH:GA:NE
Fortified Vest [60%] 17 295,000 19 19 - 6 - - 5 L SH:GA:NE
Smart Suite 3 17 315,000 15 15 8 6 - - 3 L SH:GA:NE
Reactive Armor 3 18 500,000 20 20 8 4 -1 - 6 1 SH:GA:NE

Fortified Jacket (Type: Light)

Model Level Price
Fortified Jacket [20%] 13 50,000
Fortified Jacket [40%] 15 128,000
Fortified Jacket [60%] 17 295,000

The fortified vest was originally designed to protect criminals from would-be assailants and revenge seekers during transport and trial. Due to the expense of the nanites used to manufacture each fortified vest and its association with hardened criminals owning one has become a status symbol among elite criminals. From a distance a fortified vest is often mistaken for a normal hoodie, but closer inspection reveals a shimmer from the nanites as they constantly reweave themselves into the fabric.

A fortified vest is considered light armor and provides a bonus to EAC and KAC, but it is treasured for its fortification abilities. It give a character a percentage chance that a critical hit is treated as a normal attack, dealing normal damage and not applying any critical effect. You roll your fortification percentage chance before the critical hit’s damage is rolled.

Fortified jackets do not require a power source or recharging. They are powered by nanobatteries which are recharged by body heat, solar, and kinetic mechanics.

Reactive Armor (Type: Heavy)

Model Level Price
Reactive Armor 1 6 5,000
Reactive Armor 2 12 50,000
Reactive Armor 3 18 500,000

Reactive armor is the smart suite’s big brother and the most advanced application of nanotechnology in armor. Unlike other heavy armor that provides specific amounts of protection against energy and kinetic attacks the reactive armor nanites can adjust themselves to provide greater protection against the greatest threat. Before reactive armor is activated it is worn as a belt with a matching pair of boots. Casual inspection will reveal they are of simple design but made from exotic materials. Close examination requires an Engineering check (DC = 12 + equipment level) to determine they are made of nanites.

When the armor is activated the nanites stream from the belt and boots covering the wearer in a full suite of heavy armor complete with self-contained breathing and pressure controls in addition to zero-g boots. It takes one round to don a reactive armor.

Like a smart suite, reactive armor provides base EAC and KAC bonuses which are adjusted by the flex AC bonus. The flex AC bonus can be split between the EAC and KAC bonus in whatever combination the character desires or the entire flex bonus can be applied to just one base bonus. The EAC and KAC should be calculated when the armor is activated. The EAC and KAC can be readjusted as a swift action on any of your following turns.

In addition to adjusting the character’s EAC and KAC reactive armor provides limited damage reduction and energy resistance. When the nanites react to a kinetic attack, they provide damage reduction equal to the reactive armor’s model number (DR 1/-, DR 2/-, or DR 3/-). Because of the reactive nature of the nanites, the wearer can also ignore some energy damage from any energy type. While the armor is active, the character gains energy resistance equal to the model number of the reactive armor against all energy types (acid, cold, electricity, fire, and sonic).

Reactive armor is powered by nanobatteries which are recharged by body heat, solar, and kinetic mechanisms.

Reactive armor holds enough power for 8 hours of continuous operation. The reactive armor can only be recharged while its deactivated and regains 1 hour of charge for every 2 hours its deactivated.

Smart Suite (Type: Light)

Model Level Price
Smart Suite 1 5 3,050
Smart Suite 2 11 25,250
Smart Suite 3 17 315,000

Available on only the most advanced worlds, the smart suite is an advanced application of nanotechnology. Unlike other light armors that provide specific amounts of protection against energy and kinetic attacks, the smart suite nanites can adjust themselves to provide greater protection against the greatest threat.

Before the smart suite is activated it is worn as a pair of bracers or large bracelets most often mistaken as exotic star metal jewelry of simple design. Close examination requires an Engineering check (DC = 12 + equipment level) to determine they are made of nanites. When the armor is activated the nanites stream from the wrists covering the wearer in a full suite of light armor complete with self-contained breathing and pressure controls in addition to zero-g boots. It takes one round to don a smart suite.

The smart suite provides base EAC and KAC bonuses which are adjusted by the flex AC bonus. The flex AC bonus can be split between the EAC and KAC bonus in whatever combination the character desires or the entire flex bonus can be applied to just one base bonus. The EAC and KAC should be calculated when the armor don. The EAC and KAC can be readjusted as a swift action on any of your following turns. This adaptability allows smart armor to fulfill a greater variety of tactical roles.

Smart suites are powered by nanobatteries which are recharged by body heat, solar, and kinetic means. The smart suite holds enough power for 4 hours of continuous operation. The smart suite can only be recharged while deactivated and regains 1 hour of charge per hour it remains deactivated.


Shields

While shields are not as common as they were in ancient times, with modern materials a shield can still be a useful defensive aid. Any character proficient with both light armor and advanced melee weapons is proficient with shields. Using a shield while not proficient has the same penalty as wearing armor while not proficient. A shield has a percent change of negating the effect of a critical hit effect. Negating a critical hit effect does not negate the critical—such attacks still deal double damage—but no critical hit effect is applied to you.

Additionally when you take a total defense action with a shield, you gain a circumstance bonus to AC based on the shield’s effectiveness. When using a shield, the hand you use it with cannot be used for anything else.

Table: Shields

Name Level Cost Bulk Critical Effect Negation Total Defense Bonus Source
Riot shield 1 50 credits L 15% +1 RGG:SFC
Tactical combat shield 5 1,500 credits 1 25% +1 RGG:SFC
Justifier shield 10 8,250 credits 2 35% +2 RGG:SFC
Breaching shield 15 45,000 credits 2 50% +3 RGG:SFC
Bulkhead shield 20 410,000 credits 3 75% +4 RGG:SFC
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