The Stellar Armory ยท Chapter 12
Armour
Sixteen armours and defensive devices. Chapter 11 explains the rules; this chapter is the catalogue.
Every entry prints Resistance (added to the wearer's Resistance), Melee Defense and Ranged Defense, Encumbrance, and its qualities. The colour of the bar marks weight: light (+0 or +1), medium (+2), heavy (+3).
One body armour at a time. The two belt units and the shield are used with it.
Species-fitted and faction armours belong to their Universe. Build them on the nearest entry here and keep the rating.
Mesh Undersuit
+1 0 0 0
400 Restricted Concealable 2
Woven armour worn under clothing. It reads as a shirt.
Flight Suit
+1 0 0 1
300 Common Sealed (5 minutes)
A crew garment with pressure-rated seams. It holds air for five minutes, which is long enough to reach a locker.
Reflec Coat
+1 0 0 1
600 Restricted Deflecting 2 (Beam), Vulnerable 1 (Ballistic)
A coat of layered reflective film. It scatters beams and does nothing for a slug: Vulnerable 1 (Ballistic) means a bullet ignores its bonus.
Security Vest
+2 0 0 2
475 Common Deflecting 1 (Ballistic)
A hard-plate vest. It is what station security wears, and it is built against slugthrowers.
Thermal Weave
+2 0 0 3
750 Restricted Deflecting 1 (Plasma), Deflecting 1 (Fire)
Heat-sinking fabric with an ablative outer layer. It is made for plasma and for fire.
Hardened Suit
+1 0 0 2
900 Restricted Deflecting 2 (Disruption)
A shielded suit for technicians who work near live emitters. It protects the wearer and any implants from Disruption weapons.
Combat Armour
+2 0 1 3
700 Military Deflecting 1 (Ballistic), Deflecting 1 (Beam), Vulnerable 1 (Disruption)
General military armour: composite plates over a reflective under-layer. Its powered comms and optics are what an ion weapon finds.
Boarding Armour
+2 0 0 4
1500 Military Sealed (30 minutes), Deflecting 1 (Ballistic), Deflecting 1 (Blast), Cumbersome 2
Sealed armour with magnetic boots, built for fighting through an airlock. It needs Might 2.
Heavy Combat Armour
+3 0 0 5
3000 Military Deflecting 1 (Ballistic), Deflecting 1 (Beam), Deflecting 1 (Blast), Vulnerable 1 (Disruption), Cumbersome 3
Full plate for assault troops. It needs Might 3. This is the +3 a soldier can wear without a power supply.
Powered Assault Suit
+3 0 1 6
5000 Military Sealed (1 hour), Powered, Deflecting 2 (Ballistic), Deflecting 1 (Beam), Deflecting 1 (Plasma), Deflecting 1 (Blast), Vulnerable 2 (Disruption), Cumbersome 4
A powered exoskeleton under heavy plate. Powered: while it has power its Encumbrance does not count and its Cumbersome does not apply. Without power it needs Might 4. Vulnerable 2 (Disruption) drops its bonus to +1, and Ion shuts it down.
EVA Suit
+1 0 0 4
1500 Common Sealed (4 hours), Vulnerable 1 (Thrusting), Vulnerable 1 (Cutting)
A civilian vacuum suit. It is tough fabric over a pressure bladder, and a blade or a spike goes through it.
Military EVA Suit
+2 0 0 5
4000 Military Sealed (8 hours), Deflecting 1 (Ballistic), Cumbersome 2
A vacuum suit with armour plates. It needs Might 2.
Shadow Suit
+1 0 1 2
3000 Rare Adds 1 Boon Die to Stealth
A suit with an adaptive camouflage surface. It adds a Boon Die to Stealth and makes the wearer harder to hit at range.
Deflection Screen
+0 0 1 1
2000 Rare Deflecting 2 (Beam), Deflecting 1 (Plasma), Limited Ammo 3
A belt unit that throws a brief field. It is excellent against beams, good against plasma, and no use against a slug. Limited Ammo 3: it applies to the first three attacks against the wearer in a scene, then it is spent until its cell is replaced.
Gravitic Deflector
+0 0 1 2
4000 Rare Deflecting 2 (Ballistic), Deflecting 1 (Blast), Deflecting 1 (Gravitic), Limited Ammo 3
A belt unit that bends the path of fast solid objects. It is the screen for slugs and fragments, and the only armour in the book that deflects Gravitic weapons. Limited Ammo 3, as the Deflection Screen.
Boarding Shield
+0 1 1 4
400 Military Held. Deflecting 1 (Ballistic), Cumbersome 2
A hand-carried slab of composite with a vision slot. It occupies one hand and needs Might 2.