Armor

Protective armor exists in Star Wars, but only the lightest types see widespread use. Heavier armor is considered too expensive, too restrictive, and not worth the trouble unless it serves an additional function (such as providing environmental protection, as in the case of Imperial Snowtrooper Armor). Many forms of armor are restricted, or even illegal outside of approved military uses. In locations where armor isn't prohibited. The wearer of armor identifies themself as someone who either expects to cause trouble or expects trouble to come their way.

Armors by Type

Light Armor

The most common Armor found anywhere from civilians to experienced hunters. Light armor plating prioritizes deflecting blaster bolts, slug rounds, and the like away from its wielder. In exchange for giving up the more guaranteed protection against harm provided by heavier plating and thicker materials. 1~2 Upgrade Slots & +1 Unarmed Damage Armor Bonus.

Medium Armor

Considered the standard other armors compare themselves to and the default military grade, these armors are typically favored by soldiers and bounty hunters who still value some range of motion. Medium armor combines the deflective plating of light armor with the thicker impact-absorbing materials of heavy armor, granting more protection from harm if any blasts, rounds, or shrapnel make it past the plating. Many light armor devotees still feel that the encumbrance of medium armor doesn't match its benefit. 3~4 Upgrade Slots & +2 Unarmed Damage Armor Bonus.

Heavy Armor

Top-of-the-line armor, primarily used by military specialists and highest-paid mercenaries. Heavy armor encases the wearer in heavy combat plating to soak damage rather than deflect it. 5~6 Upgrade Slots & +3 Unarmed Damage Armor Bonus.

Untrained Penalty

When using a type of Armor a creature is not trained in, they take a (-5 for Light Armor, -10 for Medium Armor, and -15 for Heavy Armor) Penalty with Disadvantage on all Rolls.

Armor Style

Armor comes in many shapes, styles, and purposes across the Galaxy. Those who choose to utilize its benefits often find they prefer a particular kind. Below are the different styles and how they affect the item or the user.

Exotic Stradascale

Exotic Stradascale Armor is unique, and companies only use it to craft their most ambitious products. Stradascale provides special abilities that behave in an almost magical way. It is not Upgradeable, but it grants a +5 Unarmed Damage Armor Bonus. You need to take Extoic Item Profiency to use Stradascale Armor

Legendary Weavemail

Legendary Weavemail is a new age technique. Used by the bravest armorers in the Galaxy, Weavemail provides a Feat or Unique Ability. -3 Upgrade Slots (min 0) and grants a +4 Unarmed Damage Armor Bonus. You need to take Legendary Apparel Proficiency to use Weavemail Armor.

Professional Suitthread

The Armor focuses on Attribute Saves, Attribute Scores, or Skills (Light, Standard, & Heavy Suitthread). -1 Upgrade Slot (min 0) & No Unarmed Damage Armor Bonus.

Signature Knightgaurd

The Armor has an Armor Type Related Bonus. -1 Upgrade Slot (min 0) & No Unarmed Damage Armor Bonus.

  • Light Armor: OverGaurds. OverGaurd-style armor is made to fit over clothing, but not accessories.
  • Medium Armor: TactGaurds. TactGaurd-style armor cuts the cost of an upgrade in half (min. 1) and expands your Readied Weapon Limits (min. 1).
  • Heavy Armor: ShockGaurds. ShockGaurd-style armor Halves the speed & armor penalties for Heavy Armor.

Tactical Flexmesh

The Armor focuses on Defense, Attack, or Damage. Standard Upgrade Slots & +1 Unarmed Damage Armor Bonus.

Versatile Armorplate

The Armor focuses on Vital Bonuses like, Hit Points, Shield Rating, Damage Resistance, Damage Threshold, & Mental Threshold (Flex, Standard, Reinforced Armorplate). Standard Upgrade Slots & +2 Unarmed Damage Armor Bonus.

Warfighter Arrayrig

This Armor is also a Combat Weapon. -2 Upgrade Slots (min 0) & +3 Unarmed Damage Armor Bonus.

To Wear Armor Or Not?

A character's General Defense & Damage Resistance can be greatly improved with Armor; however, they also choose to take penalties on certain checks (see Armor Penalties for more information.) Still, many characters enjoy the benefits of wearing armor, having higher Specialized Defenses, Damage Resistance, Thresholds, carrying more Weapons into combat, or the customized play styles that Armor Upgrades allow; against the galaxy's many dangerous opponents, armor can literally be the difference between life and death

Armor Wear & Tear

Armor may be made to protect its wearer's Hit Points but the armor has Hit Points of its own to determine how much protection it still has to offer. When the wielder of Armor takes damage above their Damage Threshold, the Hit Points of the armor are reduced by 5 (similar to how shields lose 5 SR after they take any amount of damage).

Armor Hit Point Calculation

  • Light Armor Hit Points: Item Size HP Modifier (Small: 15 / Medium: 20 / Large: 25) + Armor Class (Adventures': 3 / Hardened: 7 / Professional: 10 / Fated: 4 / Tactical: 5 / Versatile: 5) + 20 (Light Armor Plating Bonus) + Item Stats + additional Armor HP Bonuses.
  • Medium Armor Hit Points: Item Size HP Modifier (Small: 15 / Medium: 20 / Large: 25) + 30 (Medium Armor Plating Bonus) + Item Stats + additional Armor HP Bonuses.
  • Heavy Armor Hit Points: Item Size HP Modifier (Small: 15 / Medium: 20 / Large: 25) + Armor Class (Adventures': 3 / Hardened: 7 / Professional: 10 / Fated: 4 / Tactical: 5 / Versatile: 5) + 20 (Light Armor Plating Bonus) + 40 (Heavy Armor Plating Bonus) + Item Stats + additional Armor HP Bonuses.
  • Light Power Armor Hit Points: Item Size HP Modifier (Small: 15 / Medium: 20 / Large: 25) + Armor Class (Adventures': 3 / Hardened: 7 / Professional: 10 / Fated: 4 / Tactical: 5 / Versatile: 5) + 20 (Light Armor Plating Bonus) + 50 (Light Power Armor Plating Bonus) + Item Stats + additional Armor HP Bonuses.
  • Medium Power Armor Hit Points: Item Size HP Modifier (Small: 15 / Medium: 20 / Large: 25) + Armor Class (Adventures': 3 / Hardened: 7 / Professional: 10 / Fated: 4 / Tactical: 5 / Versatile: 5) + 20 (Light Armor Plating Bonus) + 75 (Medium Power Armor Plating Bonus) + Item Stats + additional Armor HP Bonuses.
  • Heavy Power Armor Hit Points: Item Size HP Modifier (Small: 15 / Medium: 20 / Large: 25) + Armor Class (Adventures': 3 / Hardened: 7 / Professional: 10 / Fated: 4 / Tactical: 5 / Versatile: 5) + 20 (Light Armor Plating Bonus) + 100 (Heavy Power Armor Plating Bonus) + Item Stats + additional Armor HP Bonuses.

Armor Damage Resistance Calculation

  • Light Armor Damage Resistance: Item Size DR Modifier (Small: 2 / Medium: 3 / Large: 5) + Armor Class (Adventures': 2 / Hardened: 5 / Professional: 3 / Fated: 2 / Tactical: 1 / Versatile: 2) + 2 (Light Armor Plating Bonus) + Item Stats + additional Armor DR Bonuses.
  • Medium Armor Damage Resistance: Item Size DR Modifier (Small: 2 / Medium: 3 / Large: 5) + 3 (Medium Armor Plating Bonus) + Item Stats + additional Armor DR Bonuses.
  • Heavy Armor Damage Resistance: Item Size DR Modifier (Small: 2 / Medium: 3 / Large: 5) + Armor Class (Adventures': 2 / Hardened: 5 / Professional: 3 / Fated: 2 / Tactical: 1 / Versatile: 2) + 4 (Heavy Armor Plating Bonus) + Item Stats + additional Armor DR Bonuses.
  • Light Power Armor Damage Resistance: Item Size DR Modifier (Small: 2 / Medium: 3 / Large: 5) + 5 (Light Power Armor Plating Bonus) + Item Stats + additional Armor DR Bonuses.
  • Medium Power Armor Damage Resistance: Item Size DR Modifier (Small: 2 / Medium: 3 / Large: 5) + Armor Class (Adventures': 2 / Hardened: 5 / Professional: 3 / Fated: 2 / Tactical: 1 / Versatile: 2) + 7 (Medium Power Armor Plating Bonus) + Item Stats + additional Armor DR Bonuses.
  • Heavy Power Armor Damage Resistance: Item Size DR Modifier (Small: 2 / Medium: 3 / Large: 5) + Armor Class (Adventures': 2 / Hardened: 5 / Professional: 3 / Fated: 2 / Tactical: 1 / Versatile: 2) + 10 (Heavy Power Armor Plating Bonus) + Item Stats + additional Armor DR Bonuses.

Armor Damage Threshold Calculation

  • Light Armor Damage Threshold: Item Size DT Modifier (Small: 4 / Medium: 6 / Large: 8) + Armor Class (Adventures': 2 / Hardened: 9 / Professional: 4 / Fated: 1 / Tactical: 1 / Versatile: 3) + 2 (Light Armor Plating Bonus) + Item Stats + additional Armor DT Bonuses.
  • Medium Armor Damage Threshold: Item Size DT Modifier (Small: 4 / Medium: 6 / Large: 8) + Armor Class (Adventures': 2 / Hardened: 9 / Professional: 4 / Fated: 1 / Tactical: 1 / Versatile: 3) + 3 (Medium Armor Plating Bonus) + Item Stats + additional Armor DT Bonuses.
  • Heavy Armor Damage Threshold: Item Size DT Modifier (Small: 4 / Medium: 6 / Large: 8) + 4 (Heavy Armor Plating Bonus) + Item Stats + additional Armor DT Bonuses.
  • Light Power Armor Damage Threshold: Item Size DT Modifier (Small: 4 / Medium: 6 / Large: 8) + Armor Class (Adventures': 2 / Hardened: 9 / Professional: 4 / Fated: 1 / Tactical: 1 / Versatile: 3) + 5 (Light Power Armor Plating Bonus) + Item Stats + additional Armor DT Bonuses.
  • Medium Power Armor Damage Threshold: Item Size DT Modifier (Small: 4 / Medium: 6 / Large: 8) + Armor Class (Adventures': 2 / Hardened: 9 / Professional: 4 / Fated: 1 / Tactical: 1 / Versatile: 3) + 7 (Medium Power Armor Plating Bonus) + Item Stats + additional Armor DT Bonuses.
  • Heavy Power Armor Damage Threshold: Item Size DT Modifier (Small: 4 / Medium: 6 / Large: 8) + Armor Class (Adventures': 2 / Hardened: 9 / Professional: 4 / Fated: 1 / Tactical: 1 / Versatile: 3) + 10 (Heavy Power Armor Plating Bonus) + Item Stats + additional Armor DT Bonuses.

Armor Conditions

If your Armor's Hit Points fall below half its total value, it gains the Cracked condition. If your Armor's Hit Points fall below three-quarters its total value, it gains the Marred condition. If your Armor's Hit Points fall to or below 0, it gains the Fragmented condition. If your Armor has negative Hit Points equal to its total number of Hit Points, it is Destroyed.

Power Armor

Some armor in the Galaxy is powered by Fuel Cells to grant its user extra protection, abilities, bonuses, or even onboard shielding or mobility systems. This armor requires additional training to use properly.

Untrained Power Armor Penalty

When using a type of Armor a creature is not trained in, they take a (-25 for Light Power Armor, -35 for Medium Armor, and -45 for Heavy Armor) Penalty with Double Disadvantage on all Rolls.

Power Armor by Type

Light Power Armor

9 Upgrade Slots & +7 Unarmed Damage Armor Bonus

Medium Power Armor

11 Upgrade Slots & 10 Unarmed Damage Armor Bonus

Heavy Power Armor

13 Upgrade Slots & 13 Unarmed Damage Armor Bonus


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