Clothing, Armor, & Shields
Clothing, Armor, & Shields
Armor Rules and Terms
Heavy
All Heavy Armor have a Strength requirement to use properly generally it's this:
-1 Mnvr, -1 chance to hit if Strength = 7
-2 Mnvr, -2 chance to hit if Strength = 6
-3 Mnvr, -3 chance to hit if Strength = 5
-5 Mnvr, -4 chance to hit if Strength = 4
Cannot use if Strength = 3
Heavy+X moves this strength requirement up by X
Durability: All armor has durability, some have different durability on different limbs, some are completely modular allowing you to mix and match pieces of different armor sets. For example you can use a Ballistic Vest on your chest with Scrap armor equipped on your arms. Durability works the same as a health bar going down when taking damage. When the armor piece's durability hits zero that part of the Armor is damaged and will need to be repaired before it will protect against damage again.
Resist: Many armors have resistance to specific damage types this simply means they take half damage from those types.
Immune: Armors that are Immune to damage types take no damage from weapons or hazards of the same rank, half damage from anything higher ranked.
Weak: Armors and Shields can be weak to certain damage types meaning they take double damage from that type.
Clothes: Give stat and/or skill benefits but have no durability.
Light Armor: Lightweight and good for high Mnvr characters.
Species: All armor in game will include a prefix of the species it is made for (Example: Ariex Light Scrap Armor, or Ryketh Light Scrap Armor). Unless stated otherwise in the Species page the armor will have the same stats no matter what species it is for, but only that species may use it. You can change the species the armor is made for by using an Armor Repair Kit and passing an Armor Tech Check, or by combining two of the same type of armor (doesn't have to be the same species). For example you could combine the Ariex Light Scrap Armor and the Ryketh Light Scrap Armor to make Adrizoid Light Scrap Armor. This option also avoids having to use the Armor Tech Skill.
Shields: To activate a shield you must use a Full Action to activate it. Roll a Hardlight tech check, if it's equal to the shields Charge Req you only use half charge. Remove the Charge from its power source as indicated by the specific Shield you’re using.The shield then lasts until its durability hits zero or you turn it off.
Damage and Durability: Energy/Phy Damage: damage is taken normally
Pierce and Poison Chance are completely negated by shields
Heat, Cold, and Radiation: damage is taken normally
If your Shield Durability reaches zero your shield will take one level of degradation.
Public Clothing, Armor, and Shields
Common
Casual Clothes, Robes, Attire, etc.
Casual type clothes don’t provide any bonus. They are mainly differentiated for lore purposes and can have almost infinite ways to describe them since the galaxy’s a big place. They don't provide armor but as such can't be destroyed.
Hoodie (Novice) 40 Vex
Sneak+1, Clothing
Labcoat (Novice) 80 Vex
INT+1, clothing
Scholar's Robe (Novice) 100 Vex
Advantage on INT roll
once per rest, clothing
Priest Robe (Novice) 25 Vex
Religious Presence: Get advantage Presence and Speech checks when preaching your religion
Salesman's Business Suit (Journeyman)
650 Vex
Deception+2, Clothing
Frontier Diplomats Attire (Journeyman)
500 Vex
Diplomacy+1, Clothing
Territories Diplomats Attire (Expert)
650 Vex
Diplomacy+2, Deception+2, Clothing
Omnidacious Blazer (Journeyman)
600 Vex
Presence+1, Dancing+1, Clothing
Universally Groovy Blazer (Expert)
750 Vex
Presence+2, Dancing+3, Clothing
Smuggler's Garb (Novice)
300 Vex
Durability (No Head): 10
Resist: Pierce
Stealth+2, Light Armor,
Lead Lined Pockets
Light Security Armor (Novice-Master)
Novice: 100 Vex, Jrny: 150 Vex, Expert: 250 Vex, Master: 375
Durability (Chest and Head): Novice 10, Jrny: 25, Expert: 35, Master: 50
Resist: Phy
Light Armor
Light Scrap Armor (Novice) 50 Vex
Durability Head, Torso: 15, Durability Legs, Arms: 5
Resist: Phy. Weak: Heat
Light Amor
Miner's Suit (Novice) 80 Vex
Durability: 10
Resist: Rad, Heat
Light Armor
Nomad Cargo-Armor (Novice) 125 Vex
Durability: 10
Resist: Pierce, Poison
+25 lbs to Carry Weight, Light Armor
Slaver Light Armor (Journeyman) 200 Vex
Durability: 20
Resist: Electric, Phy
Get Advantage on 1 Intimidate check per day while wearing this armor
Light Armor
Heavy Security Armor (Novice-Master):
N: 175, J: 225, E: 300, M: 450
Durability Head and Torso: N: 25, J: 35, E: 50, Mas: 80
Durability Arms and Legs: N: 10, J:25, E:35, Mas: 50
Resist: Phy
Heavy Armor
Scrap Armor (Novice) 80 Vex
Durability: 25
Resist: Phy. Weak: Heat
Heavy Armor
Description: Armor made of metal scraps
Heavy Slaver Armor (Journeyman) 350 Vex
Durability: 40
Resist: Electric, Phy, Impact
Get Advantage on 1 Intimidate check per day while wearing this armor
Heavy Armor
Scrap Shield (Novice) 75 Vex
Durability: 15
Resist: Phy, Weak: Electric
Charge Cost: 4, Charge Req: 15
Shield, Makeshift
Description: A shield that looks like it was cobbled together in a cave with a box of scraps.
Trill Tech
TT Light Armor (Novice-Expert)
Mk1 200 Vex, Mk2 300 Vex, Mk3 400 Vex
Durability Head, Torso: Mk1: 20, Mk2: 30, Mk3: 45
Durability Arms, Legs: Mk1: 5, Mk2: 15, Mk3: 30
Resist: Mk2: Phy, Mk3: Phy
Mk3: Get advantage against stunning blows
Light Armor
Description: A weak but affordable armor.
TT Heavy Armor (Novice-Expert)
Mk1 300 Vex, Mk2 500 Vex, Mk3 750 Vez
Durability Head, Torso: Mk1: 30, Mk2: 60, Mk3: 75
Durability Arms, Legs: Mk1: 15, Mk2: 30, Mk3: 40
Resist: Phy, Corrosive
Get advantage against stunning blows
Heavy Armor
Sighdonness
Desperado Armor (Novice-Expert)
Mk1: 160 Vex, Mk2: 220 Vex, Mk3: 300 Vex
Durability: Mk1: 25, Mk2: 35, Mk3: 55
Resist: None, Weak: Heat, Cold
Light Armor
Bulwark Armor (Novice-Expert)
Mk1: 225 Vex, Mk2: 390 Vex, Mk3: 575
Durability: Mk1: 45, Mk2: 60,
Mk3: 80
Weak: Heat, Cold
Heavy Armor
Mk1 S.I. Shield (Journeyman) 275 Vex
Durability: 60
Resist: None, Weak: Energy, Heat
Charge Cost: 10, Charge Req: 25
Shield, Makeshift
Mk2 S.I. Shield (Expert) 425 Vex
Durability: 90
Resist: None, Weak: Energy, Heat
Charge Cost: 20, Charge Req: 35
Shield, Makeshift
Civ Def
Mk1: Novice, Mk2: Journeyman, Mk3: Expert
Settlers Armor (Novice-Expert)
Mk1 200 Vex, Mk2 300 Vex, Mk3 400 Vex
Durability: Mk1: 10, Mk2: 25, Mk3: 35
Resist: Mk1: Phy, Mk2: Phy, Pierce, Mk3: Phy
Immune Mk3: Pierce
Light Armor
Centurion Armor (Novice-Expert
Mk1 300 Vex, Mk2 500 Vex, Mk3 750
Durability: Mk1: 20, Mk2: 40, Mk3: 55
Resist: Phy, Immune: Pierce
Mk2 and 3 get adv against stunning attacks
Heavy Armor
Berkowitz Shield Solutions
Mk1 Berkowitz Shield (Journeyman) 350 Vex
Durability: 25
Charge Cost: 10, Charge Req: 25
Resist: Phy, Energy
Shield
Mk2 Berkowitz Shield (Expert) 500 Vex
Durability: 35
Charge Cost: 20, Charge Req: 35
Resist: Phy, Energy
Shield
Mk 3 Berkowitz Shield (Master) 800 Vex
Durability: 50
Charge Cost: 35, Charge Req: 40
Resist: Phy, Energy
Shield
BvB Shield (Journeyman) 600 Vex
Durability: 25
Charge Cost: 10, Charge Req: 20
Not Weak to Electric Damage
Shield
Description: The Berkowitz vs Berkowitz shield is the companies solution to defending against their own Shield Assault Weapons. Electricity repulsing magnetic field
Dread of Lead Inc
Juggernaut Armor (Journeyman-Expert)
Durability: Mk1: 25, Mk2: 35
Resist: Phy Weak: Heat, Adv: Stunning Attack
Heavy Armor
Mk1 Lead Eater Shield (Journeyman)
Durability: 30
Resist: Phy, Weak: Energy
Charge Cost: 10, Charge Req: 20
Shield
Mk2 Lead Eater Shield (Expert)
Durability: 140
Resist: Phy Immune: Lead Ammo Weak: Energy
Charge Cost: 20, Charge Req: 30
Shield
Fyri
Vaihmarian Light Armor (Expert) 500 Vex
Durability: 36
Resist: Phy, Heat, Cold
Not weak to Corrosive Damage
Light Armor
Vaihmarian Heavy Armor (Expert) 800 Vex
Durability: 50
Resist: Phy, Heat, Cold, Corrosive
Heavy Armor
Vaihmarian Hazard Suit (Expert) 500 Vex
Immune: Heat, Cold, Corrosive, Hazard Suit