Battle Zone Technology: Personal Defense

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This page has all kinds of body armor, power suits, and accesories
(including jet packs). Not all of these items will have point costs; basically only the ones which will give your character a great advantage over
others will have a cost. |

Body Armor
- A/KT Tuff Combat Jumpsuit: Not the most protective suit, but it is lightweight
and durable. It has several pockets and attachments to hold tools and weapons. When
combined with gloves, boots, and a standard helmet and blast vest, the jumpsuit can
become fine protection from minor scrapes and bruises! This suit grants the wearer 10
points against physical attack and 5 points against energy attack. Costs 5 points (0 at
start-up).
- A3AA Personal Defense Module: This is a reasonably sturdy suit to begin with, but
it has a network of micro-spray nozzles that release a difusing gas that disperses blaster
bolts. The gas surrounds the wearer in a 5 meter diameter cloud for approximately 4
minutes. This suit grants the wearer 20 points against physical attack, 10 points against
energy attack, and the cloud provides the wearer with 20 more points of protection from
blasters. Costs 20 points (5 points at start-up).
- Barabel Microbe Armor: This is a very expensive, but very protective battle vest.
With each hit from a blaster bolt, the vest becomes even more resistant to blaster fire!
The vest grants the wearer 10 points against physical attack and 10 points against energy
attack before taking damage. With each hit from a blaster, the energy resistance increases
by 5! This continues until the resistance of the armor reaches 30 points of protection.
Costs 25 points (5 at start-up).
- Blast Helmet: A very standard helmet, granting 2 points of protection to the
wearer. Costs nothing.
- Blast Vest: A very standard battle vest, granting 3 points of protection to the
wearer. Costs nothing.
- Body Armor: Standard body armor. Nothing special about it, to tell you the truth.
Just grants the wearer 20 points against physical attack and 10 points against energy
attack. Costs 10 points (0 at start-up).
- Body Glove: This suit helps the wearer cope in harsh environments, granting them
10 point increases in stamina and survival. Costs nothing.
- Camo Armor: This suit gives the wearer a boost to their sneak skill, if
they remain motionless. It grants the wearer 10 points against physical attack, 5 points
against energy attack and increases the wearer's sneak skill by 10. Costs 10 points
(0 at start-up).
- Corellian HuntSuit: Fairly common type of armor with short-range motion sensors.
This suit grants the wearer 20 points against physical attack, 10 points against energy
attack, and increases the search skill by 10. Costs 15 points (2 points at
start-up).
- Cresh Luck Armor: This suit of armor acts as an "early warning
system" by employing a series of infrared motion trackers. When rapid motion
indicative of an attack is detected, an alarm to the character is triggered. This alarm is
a silent, miniscule vibration that alerts the wearer. This suit also grants the wearer 20
points against physical attack and 10 points against energy attack. Costs 15 points (2
points at start-up).
- Doubler Suit: This suit has a holoprojector that creates a
life-size holographic image of the wearer. The person to be "doubled" must be
recorded for one hour. Then the suit projects an image that is very difficult to
distinguish unless observed from close up. This suit provides no protection to the wearer,
other than the opportunity to utilize the suit's abilities. Costs nothing.
- EVA Vacuum Pod: This power suit is not for battle, but for
attempting repairs to your freighter when you are thousands of lightyears from the nearest
spaceport. The unit has a droid brain that controls mundane functions of the suit (such as
adjusting the thrust so the wearer doesn't go shooting off into space) leaving the wearer
to the task of fixing the problem so he can be on his way! the suit has a hull strength
rating of 40. Costs 10 (0 at start-up).
- Koromondain Half-Vest: Commonly referred to as bounty hunter insurance, this
protective vest is specifically designed to protect the wearer from sudden attacks from
unexpected quarters (and dubious friends in dark places). It grants the wearer 15 points
against physical attack and 8 points against energy attack. Cost is 3 points (0 at
start-up).
- Min-Dal JX4 Gladiator: This suit grants the wearer 20 points against physical
attacks and 10 points against energy attacks. It has a net gun (the net causes 50 points
of electrical stun damage) mounted on the left forearm; uses Missile Weapons skill.
The suit also has a vibro-shiv that retracts into the right gauntlet (damage is Strength
plus 10). Finally, the suit contains a jet pack that can move the wearer 100 meters
horizontally and 70 meters vertically per use (charge); uses the Jet Pack Operation
skill, the jet pack has 10 charges. Costs 30 points (10 points at start-up).
- Reflect Body Glove: This is a standard environmental suit impregnated with a
combination of reflective materials that help ablate the blast effects of energy weapons.
It is basically a disposable suit, as it can only be utilized until it has been struck by
blaster fire 5 times. It grants the wearer 10 points of protection from energy weapons.
Cost is 7 points (1 point at start-up).
- Smasher Armor: Originally designed to be used by private security personnel, this
suit is quite popular with folks who prefer to get up close and personal! In addition to
granting protection, it has micro-servos that boost the wearer's strength. This suit
grants the wearer 15 points against physical attack, 10 points against energy attack, and
increases the Strength attribute(for rendering physical damage against someone or
something), and all skills related to it, by 20. Costs 20 points (5 points at start-up).
- Stalker Armor: Specifically designed as bounty hunter armor by the Salus
Corporation on Rodia, this suit has gained much popularity among the licensed hunters of
the galaxy. There are two versions available -- one tailored for rodian physique, and
another designed to fit most generic humanoid body types. This suit grants the wearer 20
points against physical and energy attacks, but penalizes their Dexterity attribute
and related skills by 15 points. The suit is so heavy that the skills Hide, Sneak,
and Swimming cannot be used while wearing this armor. It has a Tangler gun (the
tangle-wrap causes 40 points of stun damage) mounted on the left forearm; uses Missile
Weapons skill. It has a Duo-Flechette Rifle (damage is 50) mounted on the right arm;
uses Missile Weapons skill. The suit has a retractable blade that retracts into the
right gauntlet (damage is Strength plus 20). It also has a sensor pod and targeting
computer that provides a 10 point bonus to the wearer. Costs 25 points (5 points at
start-up).

Powersuits
Powersuits are the next step up from body armor. They effectively transform a
soldier into a one-man squad! To use a powersuit a character must have the Powersuit
Operation skill.
Each powersuit has its own unique abilities. Powersuits are fairly expensive, but can
prove worth every point spent! There are some disadvantages with powersuits, however.
While they provide heavy protection to the wearer and often increase the wearer's
abilities, they have a tendency to penalize the wearer's Dexterity attribute and skills.
If a the wearer of a powersuit takes damage of more than triple the combined strength of
the suit and the wearer, the suit will shut-down, overload, then explode, doing damage
equal to twice the suit's point cost (real cost, not start-up cost)!
AV-1A (Assault): The most expensive in a series of three suits. It has a power
supply that enables it to operate continuously for up to 12 hours. Costs 60 points (15 at
start-up).
- Protection - Grants the wearer 25 points of protection against physical and
energy damage, but penalizes the Dexterity and all related skills by 20 points.
- Strength Enhancement - Increases Strength and related skills by 30!
- Repulsorlift Engine - Propelling itself at 60 KMH, the AV-1A has a flight ceiling
of 100 meters.
- Infrared Imaging Module - Has a range of 200 meters. Allows vision in the
infrared (heat) spectrum.
- Starlight Imaging - Magnifies available light for low-light visual abilities.
- Power Lamp - 100 meter range.
- Multi-channel Com Unit - Including a comlink encoder, this unit has a range of 50
kilometers. also equipped with an external amplifier.
- Macrobinoculars - Microprocessor controlled magnification sensors, providing the
wearer with stereoscopic view as well as range and targeting information.
- Bio-Readout - Informs the wearer of their physical condition.
- WITS - Weapon Integration and Targeting System. Allows the wearer to link three
weapons into the suit's battle computer, giving them a 25 point bonus with each weapon
linked.
- Integrated Medpac System - The suit acts as on onboard medic with a First Aid
skill of 40!
- Rocket Ejection System - Ejects the occupant if damage done to suit and wearer is
more than triple the combined strength of suit and wearer.
AV-1C (Combat): The mid-range model in a series of three suits. It has a power
supply that enables it to operate continuously for up to 24 hours. Costs 50 points (12 at
start-up).
- Protection - Grants the wearer 20 points of protection against physical and
energy damage, but penalizes the Dexterity and all related skills by 10 points.
- Strength Enhancement - Increases Strength and related skills by 20!
- Repulsorlift Engine - Propelling itself at 60 KMH, the AV-1C has a flight ceiling
of 100 meters.
- Infrared Imaging Module - Has a range of 200 meters. Allows vision in the
infrared (heat) spectrum.
- Starlight Imaging - Magnifies available light for low-light visual abilities.
- Power Lamp - 100 meter range.
- Multi-channel Com Unit - Including a comlink encoder, this unit has a range of 50
kilometers. also equipped with an external amplifier.
- Macrobinoculars - Microprocessor controlled magnification sensors, providing the
wearer with stereoscopic view as well as range and targeting information.
- Bio-Readout - Informs the wearer of their physical condition.
- WITS - Weapon Integration and Targeting System. Allows the wearer to link two
weapons into the suit's battle computer, giving them a 10 point bonus with each weapon
linked.
AV-1S (Scout): The low-end model in a series of three suits. It has a power
supply that enables it to operate continuously for up to 36 hours. Costs 30 points (8 at
start-up).
- Protection - Grants the wearer 15 points of protection against physical attacks
and 10 points of protection from energy damage, but penalizes the Dexterity and all
related skills by 10 points.
- Strength Enhancement - Increases Strength and related skills by 10!
- Repulsorlift Engine - Propelling itself at 60 KMH, the AV-1C has a flight ceiling
of 100 meters.
- Infrared Imaging Module - Has a range of 200 meters. Allows vision in the
infrared (heat) spectrum.
- Starlight Imaging - Magnifies available light for low-light visual abilities.
- Power Lamp - 100 meter range.
- Multi-channel Com Unit - Including a comlink encoder, this unit has a range of 50
kilometers. also equipped with an external amplifier.
- Macrobinoculars - Microprocessor controlled magnification sensors, providing the
wearer with stereoscopic view as well as range and targeting information.
- Bio-Readout - Informs the wearer of their physical condition.
- Environment Scanner - Scans are for breathability and toxins and detects harmful
radiation.
Cozzell Juggernaut 510 Combat Power Armor: Originally commissioned by an elite
and wealthy mercenary syndicate, the Juggernaut armor is one of the most dedicated suits
of destruction on the market. Costs 50 points (10 points at start-up)
- Protection - Grants the wearer 30 points of protection against physical attacks
and 30 points of protection from energy damage, but penalizes the Dexterity and all
related skills by 30 points.
- Strength Enhancement - Servos in the suit increase the wearer's Strength
by 30.
- Sensors - Grants the wearer 180 degree vision, and has a macrobinocular vision
and a mini targeting computer. The sensor suite gives the wearer a 10 point bonus to all
ranged weapon skills for targeting medium and long ranges, and grants a 20 point bonus to
the Search skill.
- Body Glove - A climate-controlled body glove to regulate body temperature in
extreme hot and cold environments.
- Medium Repeating Blaster - Hand-held with braces and targeting computer interface
along right forearm, this blaster uses the Blaster Skill. Causes 70 damage.
- Grenade Launcher - Mounted on the left shoulder, this weapon uses the Missile
Weapons Skill. Causes 50 damage.
- Retractable Claws - From the left gauntlet, they do Strength plus 20
damage
.
Mili-Corp DZ 17X Nemesis:
- Protection - Grants the wearer 30 points of protection against physical attacks
and 20 points of protection from energy damage, but penalizes the Dexterity and all
related skills by 20 points.
- Strength Enhancement - Servos in the suit increase the wearer's Strength
by 10.
- Sensors - Grants the wearer 180 degree vision, and has a macrobinocular vision
and a mini targeting computer. The sensor suite gives the wearer a 10 point bonus to all
ranged weapon skills for targeting medium and long ranges, and grants a 20 point bonus to
the Search skill.
- Body Glove - A climate-controlled body glove to regulate body temperature in
extreme hot and cold environments.
- DEMP Gun - Mounted on the left forearm, this weapon uses the wearer's Blaster
skill, and causes 30 ionization damage against droids and other powersuits.
- Light Repeating Blaster - Mounted on the right forearm, this blaster uses the Blaster
Skill. Causes 60 damage.
Mon-Cal Leviathan Power Armor: This armor was designed by the Mon Calamari for
use by a commando squad trained to harass Imperial aquatic installations on planets
sympathetic to the Rebellion. The original suits did not contain an air supply, since Mon
Cals breathe in water. Like anything built by the Mon Calamari, each suit is a work of
cultural art, and is therefore unique. Each new suit must be specially comminnioned, which
makes this suit rare. That being the case, the cost is 75 (15 at start-up), 150 (25 at
start-up) if you are not with the Alliance.
- Protection - Grants the wearer 30 points of protection against physical attacks
and 30 points of protection from energy damage, but penalizes the Dexterity and all
related skills by 30 points (the Dexterity penalty is only 10 when under water).
- Customized - If worn by someone other than its owner, the Dexterity
penalty is increased by 10.
- Strength Enhancement - Servos in the suit increase the wearer's Strength
by 30.
- Swimming - Special propulsion units in the leg armor of the suit grant the wearer
a swimming speed of 45 KMH.
- Sensors - Grants the wearer 180 degree vision, and has a macrobinocular vision
and a mini targeting computer. The sensor suite gives the wearer a 10 point bonus to all
ranged weapon skills for targeting medium and long ranges, and grants a 20 point bonus to
the Search skill. The targeting system also allows torpedoes to lock on and adjust
course to follow moving targets. Includes special sonar gear. This armor is designed to
operate in deep water wher light is absent.
- SCUBA Capabilities - The Leviathan armor has a four hour air supply.
- Body Glove - A climate-controlled body glove to regulate body temperature in
extreme hot and cold environments.
- Duo-Flechette Rifle - Mounted on the right forearm, this weapon uses the Missile
Weapons Skill. Causes 50 damage.
- Mini-Torpedo Launcher - Mounted on the left shoulder, this weapon uses the Missile
Weapons Skill. Causes 60 damage.
SoroSuub NLZ5-11 Dragon: This suit was designed by SoroSuub to be used by their
own security forces and by Sullustan military forces. The armor is best used against
poorly armored opponents and vehicles. Costs 45 points (10 at start-up).
- Protection - Grants the wearer 30 points of protection against physical attacks
and 20 points of protection from energy damage, but penalizes the Dexterity and all
related skills by 20 points.
- Strength Enhancement - Servos in the suit increase the wearer's Strength
by 10.
- Sensors - Grants the wearer 180 degree vision, and has a macrobinocular vision
and a mini targeting computer. The sensor suite gives the wearer a 10 point bonus to all
ranged weapon skills for targeting medium and long ranges, and grants a 20 point bonus to
the Search skill.
- Body Glove - A climate-controlled body glove to regulate body temperature in
extreme hot and cold environments.
- Defensive Blaster - Mounted on the left side of the helmet, this blaster uses the
wearer's Blaster skill, and causes 45 damage.
- Twin Flamers - Mounted on the left forearm, this twin barrel flame projectore
uses the Missile Weapons Skill. Projects a flame cone that is one meter wide, and
from one to five meters long. Causes 50 damage.
- Mini-Missile Launcher - Mounted on the right shoulder and uses the Missile
Weapons skill. Causes 50 damage.
- Sealed Enviro-Filter - Filter system that can block harmful molecules, or the
suit can be completely sealed, utilizing a two hour supply of oxygen.

Accessories
- Arakyd Hush-About AJP-400: A super-light, super-silent, super-powerful jet pack!
It has ten charges, and can take the wearer and cargo totalling no more than 300 kilograms
up to 200 meters vertically and 500 meters horizontally with each charge. Cost is 35
points (10 at start-up).
- Aratech R82 Jump Boots: A combined repulsor and rocket unit. These boots enable
the wearer to jump up to 35 meters vertically or 50 meters horizontally. The repulsor pack
can operate for up to one hour, with a flight ceiling of 35 meters. Costs 10 points (0 at
start-up).
- Aratech Screamer Jet Pack: It has ten charges and can carry the wearer 70 meters
vertically and 100 meters horizontally with each charge. Cost is 15 (0 at start-up).
- Boots and Gloves: The SureGrip brand is perhaps the most common type of climbing gear. SureGrip items --like climbsuits-- are coated with a FrictionGrip. Some infiltrators wear similar gear to scale sheer walls, though commercial models
- for recreation mountain-scaling, for example - are available and can be used in the event of an equipment shortage.
Use of boots and gloves together enhances Strength by 10 ranks for climbing
purposes. If used separately (like if you just have the gloves), they enhance
Strength by 4 ranks. No cost (so get them both, dummy!)
- Bubble Cloak: This cloak can inflate into an emergency shelter in less than 30
seconds. It has enough atmosphere supply to last up to 2 hours. Costs nothing.
- Climbsuit: The climbsuit is a set of gloves, shoes, knee-pads, and elbow-pads coated with FrictionGrip, a substance that helps a climber gain purchase on smooth surfaces. Additional friction pads are worn along the arms, legs, and torso. The suit also comes with a light-impact helmet and equipment harness. This type of suit is typically issued to Specs in urban areas, where tall structures must be climbed quickly.
Suit adds 20 ranks to Strength for climbing purposes. Cost is 5 points
(0 at start-up)
- Dissuasion Field Belt: This belt creates a low-energy, 360-degree force field
radiating 3 centimeters from the wearer's body. If anyone attempts to touch the wearer, an
energy release of 10-40 points of stun damage is released (actual damage is set by the
wearer). Costs 5 points (0 at start-up).
- Fastflesh Medpac: The BioTech Fastflesh medpac is an improved version of the standard first-aid medpac. While it is designed to be used only when absolutely necessary, BioTech's Fastflesh can be a lifesaver. The Fastflesh contains several advanced healing agents and accelerants that boost cellular repair in humans and near-humans to unbelieveable levels, though the process is excruciatingly painful and can be fatal. Toxic backlash is a strong
threat if used more than once per day. Despite the risks of using the
Fastflesh medpac more than once a day, it can be used with other medpacs.
This medpac will heal a wounded character completely in about 10% of the
usual time. Cost is 5 points (0 at start-up).
- Headstrap Macrobinoculars: Headstrap macrobinoculars are flatter, goggle versions of the
hand-held sets, strapped to the head of the user. manual controls are set into the sides of the unit and can be easily manipulated with one hand after a little practice. This set has a minimum
range of 100 meters. The "enlarge" mode can be set to "off," blanking the
display, or "standby," granting normal distance vision, but once turned on skips to the
magnification afforded by the goggles. Automatic light intensity management --which works in "enlarge" and "standby" mode-- makes twilight conditions seem like day, and night conditions seem like twilight.
Improves aiming by 20 ranks with blaster or slugthrower weapons (at medium and long
range - 25-50 meters for most weapons) if the weapon is equipped with a laser-sight. Search and other
Perception-based skills be be increased when using macrobinoculars by 30
ranks when used to find something more than 100 meters away. Costs
nothing
- Koromondain SVT-300 Stun Cloak: A simple cloak, with a not-so-simple personal
defense mechanism. Specially designed fibers on the outside of the cloak give this garment
its particularly attractive metallic sheen. When brought into contact with living tissue,
however. these fibers also act to electrostatically adhere to the target's body. Once
activated by a hand-held relay (disguised as the cloak's clasp), the garment produces a
focused electrical charge capable of stunning the target into submission. Stun damage is
50. Cost is 5 points (0 at start-up).
- Merr-Sonn Leaper Jet Pack: It has ten charges and can carry the wearer and cargo
totalling no more than 250 kilograms up to 50 meters vertically and 150 meters
horizontally. Cost is 25 (5 at start-up).
- Merr-Sonn Silencer: An attachment placed onto
the barrel of a firearm, the NonSonic silencer absorbs sound by emitting
precisely tuned counter vibrations. The result is a silent weapon that
makes no noise even if dropped onto a hard surface. This silencer does
not work on blasters because most of a blasters' report comes from the bolt
interacting with atmosphere. Cost is 15 (5 at start-up)
- Sensor No-Show: Much sought after by thieves and Infiltrators, a no-show is a wristband that masks body heat emissions with an electromagnetic sheath. It renders the user almost invisible on most sensors. No-Show users appear on scanner and sensor screens as wispy, wraithlike apparitions or curls of smoke.
The Sensor No-Show unit adds an effective 20 ranks to a character's Sneak
skill when dealing with sensors. The battery drains after 15 minutes
of use. The cost is 15 points for military characters, 25 points for
non-mil
- Servo Slippers: After spending an hour on one of those "high gravity"
worlds, your limbs can feel like boiled Junga noodles. These foot/leg and hand/arm braces
can make all the difference between functioning and doing very little. Adds 10 to Strength
when on such worlds for the purpose of moving and manipulating objects with your hands.
Costs nothing.
- Sighting Macroscope: Theoretically sold to the target-shooting and competition-marksmanship market, the Merr-Sonn Targeter ranging scope
drastically improves long-range accuracy by magnifying targets and superimposing a lasersight target designator on the image. The macroscope must be mounted on the firing weapon, and the firer must spend
between 6-10 seconds sighting in the target before firing. Once sighted, the firer may keep firing until a new target is
selected. Adds 30 ranks to ranged weapons skill (Blaster, Firearms,
Missile Weapons) for shots over 25 meters in distance. Cost is 5
points (0 at start-up)
- Snooper Goggles: A civilian model macrobinocular headset, the VidGraph is highly suitable for Infiltrator purposes. Infiltrator snooper goggles are fitted with photoreducers to prevent blinding from sudden increases in light. Snooper goggles suffer a limited
range, only about half that of regular macrobinoculars, but allows the viewer to see in near-total darkness as if under daylight.
Adds 20 ranks to Search skill in low light situations. No cost
- Syntherope: The SureGrip climbing syntherope is typical of
its kind. It can be used to support climbers or haul equipment, and is used for basic safety support. The syntherope is sold in a dispenser with reel and catch. SpecForce often coates syntherope with FrictionGrip, to ensure that grip is easy to maintain during a climb.
Can be acquired in spools ranging in length from 20 to 120 meters, in 20
meter increments. Can support 500 kg. Using rope adds 10 ranks to Strength
for climbing purposes (add 20 ranks to Strength if treated with
FrictionGrip). No cost

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