Imperial
Armortech
Armors
Type                     AC adj                  rules                              special
| 
Vac
  Suit | 
+3 | 
6 hours of total
  life support in tanks ;  Suit rupture
  on 1 or opposing critical. | 
Most come with
  radio, full environ controls and plugs for gear/interface. | 
| 
Environmental
  suit, light | 
+2 | 
16 hours of
  atmo  support/ryclcle in tanks; 
Suit rupture on 1
  or opposing critical. | 
Generic survival
  suit for Nitrogen/Oxy Humanoids et. Al..  | 
| 
E-suit,
  armored | 
+5 | 
Ruptures only on
  opposing crit. 6 hours operating time before recharge. | 
Paramilitary; often
  mod’ed illegally 
Agil penalty -1 | 
| 
Powered Explorer suit (Exo suit)  | 
+6
   | 
16
  hour recycling use/breathing before 1 hour rest;  perpetual battery Ruptures only on opposing
  crit. | 
Civilian ‘Scout armor’  
Go-to
  for hostile world exploration; Agil penalty -2 | 
| 
Reflec
  ‘armor’ | 
Does
  not affect armor class at all; Reflec is archaic but still in use on many low
  tech “Lasers are Nifty” planets. | 
Damage
  from all laser/light based attacks are reduced 4 steps on the dice chain;
  Shooter must make REF DC 14 save or laser rebounds in random direction. | 
You are
  a giant mirrorball that sounds like walking tinfoil.  Stealth is
  impossible.  
Armor
  becomes useless after the wearer takes actual damage as it has cooked off in
  large areas by that time. | 
| 
E suit, Desert (Stillsuit)  | 
+4 | 
Recycles
  and captures moisture and most other waste products to aid survival to +2
  weeks. | 
No Agil penalty | 
| 
Aquasuit | 
+2 | 
4 hour battery and atmo support
  life; Movement 35’ in water, 5’ without effort | 
Dedicated
  E-suit for liquid media. | 
| 
Aquasuit (dense atmo rated) | 
+4 | 
4 hour battery and atmo support
  life; Movement 30’ in water or other dense liquid medium; 45’ in normal
  aqua-dense conditions.  
Comms and plugs for gear and
  interface.   Wearer adds +2 to fort
  saves while the rebreather is active. | 
Dedicated
  E-suit for dense liquid media.  Also aids
  in breathing dense atmo when instructed.  
Agil
  penalty -1 out of water. | 
Vac suits and light
E-suits recycle/reuse as much gaseous, solid, and liquid waste as possible,
they are run by high efficiency interface computer that does nothing more than constantly
keep the suit running as efficiently as possible to keep wearer within certain
variances. (Which can be reprogrammed if desired.
Armor, Uncommon & Milispec
Type                                       AC adj                                    rules                           special
| 
Hard light Armor | 
+4 to
  +8  generally appears as radiant glowing armor pieces overlaid over the
  “wearer”  some can be tuned to x ray or IR light | 
Armor
  moves with character.  Can be destroyed by targeting the GenBee  projector (AC 25 - requires ultravision or
  quality UV filter) | 
Expensive
  as hell. also energy intensive as hell.  
Nobles
  wear this. | 
| 
Sirimet body glove | 
+7 | 
Memory
  armor has limited ability to self repair and self maintain.
    Easily worn under other armor.  Waterproof when sealed. | 
Standard
  issue for Imp intel. and certain ‘opertatives’ also those fearing murder. No
  Agil. penalty | 
| 
Personal Shield | 
+12 (nobles)
  to +6 (rare private citizen or imperial commander) | 
Provides
  no defense whatsoever against unpowered melee weapons.   
Only
  effective v. missile weapons, slug throwers, most energy weapons, | 
A small
  disc, worn as clothing. Noble stuff.  Expensive. The Imperium frowns on
  anyone really being able to shrug off blaster fire.     | 
| 
Ceramic Clamshell | 
+7 AC
  bonus 
Medium
  armor 
(+4 as partially
  configured, light armor) | 
Basic
  load out for deployed imperial armed forces.   
Can be
  worn in partial configuration (light armor, weighs less) | 
Helmet
  often fitted with transmitter, tac blocs and harness allow fitting of
  additional d15 small items at no enc. penalty.  Can be fitted with
  respirator for E suit use.  | 
| 
Imperial Command & Control Armor  
“Colonel’s
  Chrome” | 
+12 AC
  bonus 
Levitate
  at will 
Non-reductive
  reflec properties 
(includes
  ImpTAcac) | 
Secure
  comms & storage up to 39 others;  
Flight
  up to 360’ 
Sealed
  environment for 28 hours without discomfort. | 
Shiny
  chrome, kind of a designated target; can be fitted with micro Ansible relay
  with authorization (which is seldom given.) | 
| 
Legionnaire armor, Scout | 
+8 | 
Assisted
  movement 40/60 
Limited
  flight 90’ (indefinite hover; hover is silent) | 
Standard
  loadout is Forward Observation Sensor package and limited ability to
  communicate at short range in bursts.  Some outfitted with chameleon
  field | 
| 
ImpTacPac 
(Messiah
  Pack) | 
50 hp
  force field when active.  
+6 AC
  v. energy weapons, slug throwers, anything guided or programmed.   | 
Imperial
  Tactical Pack; ECM/master-comms generator & force field maker. 
Allows
  secure comms & info xfer with up to 12 others. | 
Officer
  loadout for hostile field landings. Standard ‘blackbox’ brick lodged deep
  inside when Legion issued. | 
| 
Impermasuit* | 
+12 | 
See below | 
No way
  you start with this.  | 
*Impermasuits
-  the ‘ultimate form of  wearable hidden protection’; Made of advanced
gel APFI but as “an incredibly advanced form of personal armor that is skin
tight and basically invisible” it does not restrict movement (or anything else.
one can have sex in it) protecting the wearers from radiation, the weather,
heat or cold attacks, poison (unless imbibed, electricity, or acid.  IT
also absorbs some of the damage the wearer would receive as kinetic energy
which helps it retain its charge; likely the armor is at least partially *made*
of force fields; mentioned for high level gams and an idea of what Imperial
science is routinely capable of. Just remember if the nobles of the core can
afford it, you and your world’s GDP pro’lly can’t.   You want some exotic tech?  QUEST FOR IT!
