Equipment


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Commonwealth Tactical Armor

Cost: 4,000 Defense: +6 Max. Dex: +3 Armor Penalty: -2 Speed: 10/6 Weight: 13kg

Discription

A black plastisteel armor it consists mainly of a breast plate w/a pair
of greive and bracers protecting the legs and arms of the wearer. These are worn over a
skin tight body glove. Providing the best of good protection and freedom of movement

This armor is found in lost commonwealth supply catches out in the rim worlds

 

Quallen Armor

Cost: N/A Defense: +8 Max. Dex: +4 Armor Penalty: -2 Speed: 10/6 Weight: 18kg

Discription

A black micro weaved chainmail meshed with a reinforced body glove.

The advanced metals and technology that went into creating this armor is unknown
as the ancient race that created it has long since vanished. A intact suit would bring almost a
kings ransom.

 

EVA Tactical Vidro Dagger

Cost:300 Damage: 2d4 Critical: 20 Range: - Wt.: 1kg Type: S Size: Sm Group: vibro

This is a spec ops version of the vibro dagger when not in use the blade retracts into the handle
allowing for ease of concealment

 

EVA Tactical Vibro Blade

Costs:375 Damage: 2d6 Critical: 20 Range:- Wt.: 1.8kg Type: Md Group: vibro

This is a spec ops version of the vibro blade when not in use the blade retracts into the handle
allowing for greater concealment and portability

 

Force-Hunter Armor

Cost: 24,000 Defense: +6 Max. Dex: +3 Armor Penalty: -4 Speed: 8/4 Weight: 13kg

This armor was developed by the core worlds to deal with renagade force users
only a few were made given to only elite forces trained to deal with force using threats
when the empire took control these forces were used to hunt down and destroy the jedi threat
to the throne
then were in turn disposed of and any remaining suit stored in secret locations for safe keeping

these suits are very rare and would be a bounty hunters dream if one was ever found

The armor consists of battle armor and helmet with redumentry enviromental protection
giving +2 to fortitudes saves equipment bonus vs hot / cold enviroments

The helmet is what makes this armor special

The helmet has the following

built in comm link range: 50 kilometers
it gives three phase sonic filtering and visual amplification
granting +2 to listen and spot checks
gives darkvision they can see in darkness up to 20ft it is black and white but otherwise
like normal sight and can function just fine in no light at all.
vs force sensitive the optic sensors allows the wearer to see the living force aura that
surrounds a force user this effect not only reveals latent or active force users
it also gives a +2 circumstance bonus (stackable withe vision amplification for a +4 bonus)
to search/spot checks made against such target such as when
searching for or persuing

and has a detachable breath mask unit for easy replacement with a 1 hour charge

 

Personal Shield

Cost: 4,170 Defense: +2 (deflective) Weight: -

This bracelet that can take many forms when activated will generate a personal shield shaped
field of force that the wilder can use as a shield against attacks. The shield only lasts for
3 minutes on a full energy cell.

some of these shilds have been modified to give only AC+1 (deflective) but cause shock
damage 1d6 (electreical) on a shield bash or strike. This versions power cell only lasts 2 minutes.

 

Nano-Healers

Cost:9,000 Weight:-

This injected silvery liquid for a weeks time will double the imbiders natural healing rate as
well as give +2 to fortitude saves. wounds that drop the user into negitives do not suffer
continual bleeding effects as the nanites will seal the wounds and will allow the healing of
wounds that do not normally do so (except in the cases of active blood drain or wounding)