Confederation and Empire:Armor Systems-Civilian and Military

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Armor Specifications for Various Races in Confederation Space, Allied, and Imperial Territories

  • All armor def is Resistant unless otherwise specified.
  • All armor is non-powered unless otherwise specified.
  • All armor is Obvious unless otherwise specified.
  • All Environmental duration is per replaceable cartridge.

-Environmental is defined as protecting the wearer from the rigors of space. If for longer than 12 hours this includes food and water supply.

-Fully Environmental is defined as protecting the wearer from the rigors of space plus a range of extreme conditions as listed with the armor (Corrosive atmosphere, gravity, high radiation, incredible temperatures, etc…), in addition to providing food and water.

-All Environmental armor self-seals if punctured.

-Cost is listed for base armor, without Mods.

-Armor Cost with an asterisk (*) indicates that it is illegal for a civilian to own


  • The Law Level of armor is usually defined by the planet or port. Most Starports allow all non-powered armor, provided that it has no other Offensive/Defensive enhancements. Local military and the Kree are the only exception to this law.


Civilian

-Standard civilian body armor is 6 def; variations of this exist in dozens of forms and can be custom fitted to most races. It can be made environmental and Concealable. (C) Cost=350 cr.

-Starport Riot Armor is 6 def with 6 points of extra non-resistant def, plus it is environmental for 6 hours. It is occasionally fitted with a 4+ def Riot Shield, which Activates on an 8-11 or less. (C) Cost=525 (625) cr.


Military/Paramilitary

-Imperial Pilots armor is 3 def with an extra 4 points of non-resistant def, plus it is environmental for 24 hours. It is also Concealable (except the helmet). (R)

Cost=425 cr.*

-Imperial Issue body armor is 8 def with 4 points of extra non-resistant def. (U)

Cost=500 cr.*

-Imperial Marines armor is the same, plus it is environmental for 6 hours. (R)

Cost=600 cr.*

-Old Imperial Marines Battlearmor is 12 def, ½ Hardened. Plus it is environmental for 168 hours. It is highly distinctive in Imperial space (+5 Pre on Imperial worlds). (V)

Cost=3500 cr.*

-Old Imperial Guards Armor is 15 def, ½ Hardened. Plus it is Fully environmental against temp. radiation, gravity up to 6gs, and corrosive atmospheres for 168 hours. Several of these units were known to have been equipped with experimental STASIS generators. It is highly distinctive in Imperial space (+10 Pre on Imperial worlds). (A)

Cost=NFS



(Most Imperial armor comes with a separate ‘Shock Suit’ worn under the armor itself. It is what provides the extra 4 non-resistant def. It provides no extra protection for those types of armor which do not list it. By itself it is Concealable.) (U) Cost=125 cr.


-Avalon Mercenary and Star Pilots Guild armor is 8 def, it is highly customizable and variations exist in several forms and can be custom fitted to most Humanoid races. It can be made environmental. (C)

Cost=500 cr.

-Avalon Mercenary Battle Armor is 10 def, it is highly customizable and variations exist in several forms and can be custom fitted to most Humanoid races. It can be made environmental. (V)

Cost=650 cr.


-Sharpes Marauders armor is 8 def with an extra 4 non-resistant def (Shock Suit), it is highly customizable and variations exist in several forms. It can be made environmental. (U)

Cost=550 cr.

-Sharpes Marauders Battlearmor is 12 def, ½ Hardened. It is highly customizable and variations exist in several forms. Plus it is environmental for 168 hours. (V)

Cost=3000 cr.

-Sharpes Marauders Jump Armor is 12 def, ½ Hardened with an extra 4 non-resistant def (Shock Suit). It is environmental for 168 hours. It is Powered (+5 Str) and has Jump Jets capable of 100 Meter flight per jump, up to 12 jumps. (V)

Cost=5000 cr.


-Old Federation armor was 9 def (1/2 Hardened) with an extra 6 non-resistant def, it was highly customizable and variations existed in numerous forms. It contained a limited auto-doc, capable of closing wounds and administering pain-killing, coagulant, stimulant, and healing drugs on its own initiative. Plus it was environmental for 210 hours and easily repaired. Variations are known to exist that were Concealable (except for the helmet). It is, still to this day, highly distinctive (+10 Pre on many Old Federation worlds). (A)

Cost=NFS


-Confederation issue Fighter Pilots armor is 6 def, ½ Hardened. Plus it is environmental for 12 hours. (U)

Cost=825 cr.*

-Confederation Issue body armor is 9 def, ½ hardened. (U)

Cost=1250 cr.*

-Confederation Marines armor is the same, plus it is environmental for 6 hours. (R)

Cost=1350 cr.*

-Confederation Long-Range Explorer Corps Armor is the same as Marines, except it is environmental for 24 hours. (V)

Cost=1500 cr.*

-Confederation Heavy Armor is the same as Marines but it come equipped with an extra 3 points of Hardened Ablative def, a (removable) powered Exo-skeleton (to which the ablative armor is attached and +5 Str) and is environmental for 24 hours. (V)

Cost=2500 cr.*


-All Confederation Armor is Interlinked and comes with HUD/IFF.


-Far Traveler Soft Armor is 6 def with 4 points of extra non-resistant def, plus it is environmental for 24 hours. It is also Concealable (except the helmet). (V)

Cost=500 cr.*

-Far Traveler Hard Armor is 9 def with 4 points of extra non-resistant def, plus it is environmental for 24 hours. (V) Cost=1000 cr.*

-Far Traveler Power Armor is 12 def with 6 points of non-resistant def, plus it is environmental for 360 hours. (V) Cost=2000 cr.*



Race Specific


-Nossidar Armor is 6 def, it is transparent and thin by comparison to other armor. It is Concealable and can be made Environmental (C) Cost=500 cr.

-Sari civilian armor is 3 def, Fully Hardened with an extra 7 non-resistant def. It is Concealable and can be made environmental. (R) Cost=500 cr.

-Sari military armor is 8 def, Fully Hardened with an extra 2 non-resistant def. It is environmental for 60 hours. (R) Cost=750 cr.*


-Ithri Pilots armor is 4 def with an extra 4 non-resistant def. It is environmental for 52 hours. (R) Cost=350 cr.


-Ch’ armor is 4 def with an extra 6 non-resistant def. It can be made environmental. It is highly customizable and, owing to the nature of the Ch’ as a race, each suit is different.(V) Cost=400 cr.


-Saurian Mercenary Battlearmor is 6 def, ½ Hardened. It is environmental for 60 hours and usually comes with several built-in weapons. It is customizable and variations exist in several forms. (V) Cost=750 cr.


-Guardian armor is actually a symbiotic creature that in its natural state looks like a cross between a shoebox and an armadillo. Attached to, and growing with, a Guardian it provides 3 def and ½ Damage Reduction. It also Regenerates at the same rate as its host. (V) Cost=5000 cr.


-Zniss armor is 3 def with an extra 4 non-resistant def. It also provides an extra 5 points of Body. It is an organic, non-living compound that Regenerates 1 Body per day. (V) Cost=3500 cr.


-Yleesa Atmospheric Envelopes are 10 def semi-material force fields. They are also Fully Environmental to most extreme conditions for up to 5 years. As the generating device is ingested by the individual wearing it, Yleesa atmospheric envelopes are Concealable (at +4). (V) Cost=6500 cr.


-Anrak Individual Diplomatic Personnel Survival Suits are 8 def and are Fully environmental to most extreme conditions for 4300 hours. (V) Cost=4300 cr.


-Farthe’ Battlearmor is 10 def, Fully Hardened with an extra 10 non-resistant def. It is Fully Environmental against all but the worst conditions for 1400 hours. Farthe’ armor is powered (+10 Str). It is highly distinctive to all races (+10 Pre). (A) Cost=NFS


-Linn armor is 6 def with an extra 2 non-resistant def. It is a mutable compound that is capable of adapting to changes in the Linn form. It is Concealable and it can be made environmental. (V) Cost=1000 cr.


-Orcha armor is 4 PD/8 ED; the ED is ½ Hardened. Orcha armor is a non-intelligent creature that Regenerates any damage done to it. (V) Cost=750 cr.


-Hortai-Li armor is 10 def with an extra 10 non-resistant def. It activates on an 11 or less. Despite this fact, it is environmental for 210 hours (Hortai-Li limbs are naturally environmental). (V) Cost=NFS


-Hrrilarr armor is 6 def with an extra 10 non-resistant def. It also provides the wearer with an extra 10 BODY. It is Fully Environmental against most extremes of temperature and gravity for up to 320 hours. If placed in a low-G environment it will Regenerate at the rate of 1 Body per hour. (V) Cost=2500 cr.


-A Kree Warriors Combat Armor is 18 def; Fully Hardened (x2) with an extra 10 points of non-resistant def. Plus it is Fully environmental against all but the worst conditions for 25 years. Kree armor is considered Powered. It is highly distinctive on most worlds and most rational beings give a Kree a wide berth (+10 Pre). (A)

Cost=NFS



Example Armor Enhancements

Ablative Defenses- Armor plates added to increase defenses (U) Cost=25 per point of DEF

Beacon- Distress beacon built in to armor (C) Cost=50 cr.

Cloaked-Armor can be shielded against any number of visual or other senses (U) Cost=500 per Sense Group

Collapsible-Armor is capable of being broken down into a small package for transport (C) Cost=125 cr.

Concealable-Armor can be worn under, or is Disguised as, normal clothing (C) Cost=2x Armor Cost

Datapad- A small electronic notepad attached to a limb (C) Cost=50 cr.

Dead Reckoning-Armor uses available Sat-Nav capabilities to keep track of its exact position (C) Cost=100 cr.

Drop-Armor is atmospheric re-entry capable (R) Cost=1250 cr.

Enhanced Senses-Armor provides Enhanced or other Senses (C) Cost=50 per Sense

Entertainment-Armor has audio and visual files to amuse the wearer while inside the armor for extended periods (C) Cost=100-500 cr.

Environmental-Armor can be made Environmental or Fully Environmental to any number of situations (C) Cost=100 + 50 per 6 hours

Final Option-Upon being reduced in Body to the point of near-death, this armor activates a limited form of STASIS that keeps the Character from bleeding to death (this is only available on armor that is Environmental) (V) Cost=1000 cr.

Flare Shielded-Armor provides Flash def vs. the wearer (C) Cost=25 per point of Flash Def.

Force Field-Armor has an inbuilt Force Field generator (A) Cost=NFS

Force Feedback-A variation of Enhanced Senses, Force Feedback can make up for the fact that the wearer is encased in armor, providing Virtual equivalency to actual senses (C) Cost=750 cr.

Heads-Up Display (HUD)- Armor projects a holographic images onto its faceplate, often used with Smartlink, Enhanced Visions, and IFF (U) Cost=650 cr.

Holographic Phase Shift-Armor projects multiple images of wearer in close proximity to confuse attackers without Enhanced Senses (V) Cost=1250 cr.

Identification/Friend or Foe(IFF)- Armor is capable of identifying and tracking transponders in order to keep track of allies (U) Cost=750 per unit

Inbuilt Weapons-Allows the ability to add weapons to the armor (C) Cost=125 + 2x Weapon Cost

Increased Movement- Armor provides increased Movement Powers (C) Cost= 50 per 1” of Move.

Interlocked-Armor is in constant communication with other similar units (U) Cost=100 per unit

Inventory-Armor computer keeps track of onboard expendable supplies (U) Cost= 125 cr.

Jump-Armor has jetpacks capable of limited flight (C) Cost=100 per 1” of Move/Number of Uses.

Lights- Illumination mounted to armor (C) Cost=50 cr.

Limited Medical Capabilities-Armor provides inbuilt Paramedics roll (usually 11 or less) to wearer, it can also be equipped with Combat and/or Medical drug dispensers (U-V) Cost=500-1500 cr.

Mag-Clamp-Armor has inbuilt Clinging (C) Cost=25 cr.

Mapping- Armor stores maps of terrain in computer files (C) Cost=75 cr.

Morphing-Armor can change its shape to accommodate the wearer, it is also capable of shifting its appearance in regards to shape and color (V) Cost=450 cr.

Nano-Regenerative-Damage to the armor is grown back by the use of inbuilt nano-technology (V) Cost=10x Armor Cost

Onboard Computer-Much like starships, armor can be provided with an inbuilt computer of varying levels of intelligence to aid the wearer (C to A) Cost=100-NFS

Powered-Armor has added exo-skeleton that provides improved Characteristics (C) Cost=750 + 50 per point of STR

Psi-Shielded-Armor provides built-in Psi defenses (R) Cost=500 per point of DEF

Remote Control-Armor can be “piloted” while wearer is not in it (this is only available in Powered armor). This can be made ‘programmable’ providing a series of moves while the wearer is incapacitated (V) Cost=750 cr.

Self-Destruct-Armor has built-in bomb to destroy itself and wearer on command (U) Cost=125 cr.

Shield-Added Armor on an Activation Roll (R) Cost=25 per point of DEF

Shock-Armor provides extra Body to wearer (V) Cost=150 per point of BODY

Smartlink-This gives the wearer added bonuses to hit with connected weapons (U) Cost=200 per +1

STASIS-Armor has built-in STASIS field generator (this is only available on armor that is Environmental) (A) Cost=NFS

Survival Kit- Armor has survival gear built into it. (C) Cost=50 cr.

Threat Sensor-Armor has inbuilt onboard computer that provides Danger Sense (usually 11 or less) to detect incoming attacks. It can be used in a counter-battery capability, also (U) Cost=1500 cr.

Toolkit- Armor has a small toolkit built into it (C) Cost=25 cr.

Waste Reclamation System- Armor treats and recycles waste products to provide food and water (U) Cost=500 cr.




  • Information on overlapping defenses: Def can be added in this order: natural defenses/subcutaneous armor, exterior armor, and force fields (which do not exist in Known Space).
  • A single individual can wear only one set of natural/subcutaneous armor, one set of exterior armor and one force field.
  • Thus a Guardian wearing Confederation issue body armor would be protected by his natural defense (i.e.- 5 def skin and PD/ED) and his armor (9 def, ½ Hardened), giving him 14+ def of which 5 is Hardened. If he had a mythical 10 def Force field he would get 24 def, of which 4 is Hardened. If he added any other exterior armor the armor with the highest def would be used and the other would be ignored.


Armor Availability

C=Common

U=Uncommon

R=Rare

V=Very Rare

A=Artifact


>Armor listed as Common can normally be purchased at any Class A or B starport, or anywhere that armor is sold.

>Uncommon armor or Enhancements are usually only manufactured by a specific race or company (available on 11 or less).

>Rare is the same as above, but even harder to come by (8 or less).

>Very Rare armor or Enhancements are usually only made for a specific race or organization and, in addition, are normally unavailable outside that group.

>Artifacts are items that are unavailable by any normal means.