Sci-Fi Armor#

Armor#

Armor provides a DEF Bonus at the cost of an AGI/DEX penalty, based on how restrictive it is. Some armors include built-in upgrades or special properties.

DEF Bonus — The bonus provided to the wearer’s DEF. Object DEF — The armor’s own structural DEF used as a fallback if the armor is attacked directly rather than degraded through use/wear, usually limited to when an armor is not worn. See Damaged & Broken Gear for more on object durability. AGI/DEX Penalty — A penalty applied to AGI and DEX. Bulkier armor restricts movement more.

Armor Degradation — Equipped armor degrades in condition whenever the wearer suffers a major wound. Functional armor becomes Damaged when the wearer suffers a major wound, and Damaged armor becomes Broken in the same manner (VIT is adjusted accordingly for each condition). Damaged armor functions as normal but visibly shows its near-broken condition. Broken armor provides no DEF bonus.

Armor cannot be targeted by the Shatter action, except where a specific weapon or effect states otherwise.

NameNotes
Basic P-SuitMinimum protection for airless environments.
Classic EvosuitAdvances space suit popular among pilots and hazardous atmosphere workers.
Combat VestSimple protective vest. No AGI/DEX penalty.
Light Combat VestConcealable. Lower profile version of the combat vest.
Padded Flight SuitOffers greater protection than a standard coverall.
Scav GearGrants an extra body slot and +50 max carry weight.
Site Safety GearBasic corporate-approved protective gear.
NameNotes
Combat EvosuitAdvanced space suit designed for tactical use.
Enforcer ArmorNo-frills armor favored by private security.
EVA SuitAn early model space suit, well equipped but bulky.
Security Flight SuitTactical variation of the padded flight suit.
Ultraweave EvosuitMost advanced Evosuit available.

Light Armor#

Basic P-Suit

–Cr — +2 DEF Bonus — -1 AGI/DEX — 20lbs — 8 Object DEF — Pressurized

Upgrades: Coms Unit, 1hr Oxygen Microtank

A basic unarmored pressure suit providing the bare minimum for work in environments with no or dangerous atmospheres.

Classic Evosuit

–Cr — +3 DEF Bonus — -1 AGI/DEX — 20lbs — 8 Object DEF — Space Suit

Upgrades: Coms Unit

The lightest and cheapest of the Evosuit lineup, mass manufactured in staggering numbers. Popular among small craft pilots and those who work in settlements with hazardous atmospheres.

Combat Vest

–Cr — +3 DEF Bonus — -0 AGI/DEX — 18lbs — 8 Object DEF

A simple, effective, tried and true ballistic vest.

Light Combat Vest

–Cr — +2 DEF Bonus — -0 AGI/DEX — 12lbs — 8 Object DEF — Concealable

Similar to the combat vest but lighter and with a lower profile.

Padded Flight Suit

–Cr — +1 DEF Bonus — -0 AGI/DEX — 10lbs — 8 Object DEF — Partial Damage Resistance: Burn

A padded version of a basic flight suit offering a bit more protection than a standard coverall.

Scav Gear

–Cr — +2 DEF Bonus — -0 AGI/DEX — 15lbs — 8 Object DEF

Special: Gain an additional body slot (chest, back, or belt), +50 max carry weight

Scavengers throughout the galaxy have found many ways to carry everything all at once.

Site Safety Gear

–Cr — +1 DEF Bonus — -0 AGI/DEX — 4lbs — 8 Object DEF

The most basic gear approved by all corporate health and safety groups.

Heavy Armor#

Combat Evosuit

–Cr — +5 DEF Bonus — -1 AGI/DEX — 50lbs — 14 Object DEF — Space Suit

Upgrades: Targeting HUD, Emergency Shank

A more durable version of the Classic Evosuit, intended for tactical use.

Enforcer Armor

–Cr — +5 DEF Bonus — -1 AGI/DEX — 20lbs — 14 Object DEF

A no-frills armor set often used by private security details.

EVA Suit

–Cr — +6 DEF Bonus — -2 AGI/DEX — 200lbs — 14 Object DEF — Battery [Medium], Space Suit

Upgrades:Coms Unit, SAFER Unit

An early model multi-layered space suit designed primarily for maintenance spacewalks. The attatched backpack includes a 5hr oxygen tank, SAFER unit, and medium battery power source. The user cannot equip items to the head, gloves, legs, or back while wearing this space suit.

Security Flight Suit

–Cr — +4 DEF Bonus — -1 AGI/DEX — 12lbs — 14 Object DEF

Upgrades: Coms Unit

A variation of the padded flight suit designed for tactical use.

Ultraweave Evosuit

–Cr — +7 DEF Bonus — -1 AGI/DEX — 35lbs — 14 Object DEF — Space SuitPartial Damage Resistance: Burn, Cold, Toxin

Upgrades: Coms Unit

The most advanced Evosuit available, using a state of the art multilayered high durability fabrics.


Armor Upgrades#

UpgradeNotes
Auto-InjectorNeck slot. Auto-administers a preloaded injector on trauma.
Chameleon UnitActive camouflage system.
Emergency ShankArm slot. Single-use ranged or melee weapon.
Hazard HUDHelmet [HUD]. Lowers hazard detection checks within 10ft.
Coms UnitHead [Coms]. Encrypted radio, 1 mile range.
MeBN HUDHelmet [HUD]. Matches faces to bounties on the Mark’em Bounty Network.
SAFER UnitBack. A propulsion unit for navigating in zero gravity.
Targeting HUDHelmet [HUD]. Lock on to lower target number for ranged attacks.

Armor Upgrades#

Auto-Injector

–Cr — 0lbs — Neck

Automatically administers a preloaded medication for 0 AP when sufficient trauma is detected. Can be loaded with any injector such as ARA-5, Pain Suppressant, or Vitaboost. Takes up the Neck body slot.

Chameleon Unit

–Cr — 12lbs — 14 Object DEF — Battery [Medium] — Back

An active camouflage system that alters the appearance of an armor according to its surroundings. Costs 2 AP to activate and lasts 2d4 rounds. Provides a minor advantage to stealth checks to remain unseen. The system utilizes a backpack and series of low density projector arrays, both of which must be integrated ginto the armor. Takes up the back body slot. Runs on a medium battery, and requires one supply roll per activation.

Emergency Shank

–Cr — 1lbs — 6 Object DEF — Arm

Attaches to a wrist. Can be fired once at normal range (15ft) or used as a melee weapon once extended (1 AP). Tales up the arms body slot.

Hazard HUD

–Cr — 0lbs — Lvl 1 Encryption — Head [HUD]

A passive HUD that grants a minor advantage to detect or notice hazardous terrain, environments, and traps within 10ft. Displays a simple description of the hazard type.

Heads Up Display (HUD)

Heads Up Displays, or HUDs, are helmet upgrades that add a display layer to a visor, screen, or lense. They occupy a sublet of the head body slot — Head [HUD] — and as such can be paired with other helmet upgrades that do not occupy the [HUD] slot, such as com units. A HUD can be paired with any kind of helmet that has a visor, lenses, screen, or other viewport that the display system can overlay. Primary hardware and necessary sensors are integrated directly into the helmet, usually including a small camera to intake relative data.

Coms Unit

–Cr — 0lbs — Head [Coms]

Helmet-mounted communication device capable of direct device-to-device communication or network connection up to 1 mile. Connects to local public or private networks where available. Takes up the Head [Coms] subslot.

Communication Device

Communication devices — also refered to as coms or com devices — are able to connect to other com devices within range directly or through networks. A direct connection links two or more devices within range of each other — no infrastructure required, useful in remote areas or environments without broad network coverage. A network connection routes through relay nodes such as towers, satellites, or space stations, and can extend a device’s effective range far beyond what it could reach on its own to other devices connected to the network. When using a network, devices only need to be within range of the nearest relay node, not the destination device. Relay networks vary in coverage and availability — well-developed systems have extensive infrastructure, while frontier or hostile environments may have none. Devices are encrypted using the same security protocols as computers. See computer interactions for more on infiltrating computer systems and networks.

MeBN HUD

–Cr — 0lbs — Lvl 1 Encryption — Head [HUD]

A passive HUD that compares facial IDs to contracts on the Mark’em Bounty Network. Must have line of sight on a target within 30ft to make an accurate reading. Can be tricked by changes in appearance or lack of description/ID in the contract. Displays information related to any bounty placed on matching IDs — does not guarantee a match, further investigation may be needed.

Heads Up Display (HUD)

Heads Up Displays, or HUDs, are helmet upgrades that add a display layer to a visor, screen, or lense. They occupy a sublet of the head body slot — Head [HUD] — and as such can be paired with other helmet upgrades that do not occupy the [HUD] slot, such as com units. A HUD can be paired with any kind of helmet that has a visor, lenses, screen, or other viewport that the display system can overlay. Primary hardware and necessary sensors are integrated directly into the helmet, usually including a small camera to intake relative data.

SAFER Unit

–Cr — 40lbs — Battery [Medium], Bulky — Back

Simplified Aid For EVA Rescue unit

An early model propulsion unit for navigating in 0 gravity when separated from the spacecraft. Activate for 2 AP to push the user in any direction 10ft per round until collision with another object. Each activation requires one supply roll. Requires a medium battery to operate. Takes up the back body slot.

Targeting HUD

–Cr — 0lbs — Lvl 1 Encryption — Head [HUD]

Can spend 1 AP to lock on to a target and gain a minor advantage to attacks made against that target. Displays a reticle that remains locked on until deactivated, the signal is disrupted, the target is destroyed, or line of sight is lost for one full round. Attacks made against a target you are not locked on to while the HUD is active on another target are at a disadvantage. Deactivating the display costs 1 AP.

Heads Up Display (HUD)

Heads Up Displays, or HUDs, are helmet upgrades that add a display layer to a visor, screen, or lense. They occupy a sublet of the head body slot — Head [HUD] — and as such can be paired with other helmet upgrades that do not occupy the [HUD] slot, such as com units. A HUD can be paired with any kind of helmet that has a visor, lenses, screen, or other viewport that the display system can overlay. Primary hardware and necessary sensors are integrated directly into the helmet, usually including a small camera to intake relative data.


Shields#

Physical shields offer significant protection during combat. Active use of an equipped shield is always assumed once the user has acted in initiative, and costs no additional AP. One may decide not to use an equipped shield in order to preserve it if they choose, but can only do so on their turn. Declaring shield use (or non-use) is a defensive action with no AP cost.

Most physical shields are one-handed items. Some require that they are attached to the forearm, while others are simply held. Details are included in each description.

Shields use supply dice to represent wear from use. A supply roll is made each time the wielder’s DEF is depleted from damage while using a shield to defend themselves. When a shield reaches a supply of 1d4 it is Damaged. When its supply is depleted it is Broken. Damaged shields function as normal, but visibly show their near-broken condition and take more work to repair. Broken shields cannot be used to defend oneself and may better off discarded until repairs can be made.

Shields can be targeted by the Shatter action. If successful, rather than dealing damage directly, the shield’s supply die size is automatically lowered by one and half of the total damage is transferred to the defender as normal.

See Damaged and Broken Gear for more on object damage and conditions.

NameNotes
Ballistic Shield+3 DEF, 1d12 Supply
Collapsible Shield+2 DEF 1d8 Supply
Ballistic Shield

–Cr — 8lbs — 1d12 Supply

A rigid composite-paneled shield designed to absorb melee and ranged attacks. While equipped and used to defend, the wielder gains +3 DEF. Each time the wielder’s DEF reaches 0 while defending with the shield, make a supply roll.

Attatches to the forearm, and costs 4 AP to equip or unequip. Cannot be used while wielding a two-handed weapon. Does not occupy a body slot.

Collapsible Shield

–Cr — 5lbs — Arms — 1d8 Supply

A wrist-mounted device that deploys a sturdy fan-like circular shield when activated. Depoying and storing the shield costs 1 AP.

Attatches to the forearms and fills the arm slot. Costs 4 AP to equip or unequip. Can be used alongside a two-handed weapon, but causes attacks with two-handed weapons to be made at a disadvantage while the shield is deployed.