Equipment

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)