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Armor is usually the easiest and most cost-effective way for creatures to protect themselves. Whether you are skimming through space aboard a mercenary vessel, attending a diplomatic meeting on a space station, or descending to a planet’s surface to explore, armor provides you with protection against attacks and hostile environments.

Modern armor is made of many different substances, including carbon fiber, ceramic, fabric, metal, and polymers. Most are constructed from a combination of materials, and some even use archaic materials such as animal hide. Creatures wear armor to protect themselves, but also to express their personal style.

Most suits of armor consist of a helmet, gloves, boots, and a bodysuit that offers head-to-toe protection. Unless otherwise specified, the boots include a functionality that can anchor your feet to a solid surface in a zero-gravity environment, allowing you to orient yourself or return to normal footing when needed.

Reading Armor Tables

Each entry on the armor tables starting describes a single suit of armor, with the following statistics.

Level: The armor’s item level.

Price: This is the price in credits of the suit of armor.

EAC Bonus: This is the bonus your armor adds to your Energy Armor Class, which protects against attacks from laser weapons, plasma cannons, and the like.

KAC Bonus: This is the bonus your armor adds to your Kinetic Armor Class, which protects against projectiles, most melee weapons, and other solid objects.

Maximum Dex Bonus: You normally add your Dexterity modifier to your Armor Class (for both EAC and KAC), but it’s limited by your armor. Your armor’s maximum Dexterity bonus indicates how much of your Dexterity modifier you can add to AC. Any excess Dexterity doesn’t raise your AC further and is simply ignored for this purpose.

Armor Check Penalty: You take a penalty to most Strength– and Dexterity-based skill checks equal to this number.

Speed Adjustment: While wearing the armor, your speed is adjusted by this number.

Upgrade Slots: You can improve your armor with magic and technological upgrades. This entry shows how many total upgrades your armor can accommodate. Some armor upgrades are larger or more complicated and take up multiple upgrade slots.

Bulk: This is the bulk of the item.

Wearing Armor

A character’s class and feats determine what kinds of armor they can wear. Further details about wearing armor are below.

Armor Proficiency

If you are wearing armor with which you are not proficient, you take a –4 penalty to both EAC and KAC. A character who is proficient only with light armor can wear heavier armor effectively by selecting the Heavy Armor Proficiency feat.

Donning Armor

The time required to don or remove armor depends on its type. Light armor requires 4 rounds to don or remove, while heavy armor requires 16 rounds to don or remove.

Armor that is at least 8th level but less than 16th level takes half the normal time to don or remove. Armor of 16th level or higher takes one-quarter the normal time to don or remove, to a minimum of one full action.

Modern suits of armor are designed so that you can don or remove armor without assistance.

Don Hastily You can hastily don armor in half the normal time, to a minimum of one full action. The armor check penalty, maximum Dexterity bonus, and armor bonus for hastily donned armor are each 1 worse than normal.

Armor Size

Armor comes in different sizes for different creatures, and you might have to adjust a suit of armor to fit you if it wasn’t made for your race. A ysoki can’t effectively wear armor made for a human, and a kasatha needs to adjust armor that was made for a two-armed creature. If it’s in doubt whether a creature can fit the suit, the GM decides whether the armor needs to be adjusted. When you buy armor new, the purchase price includes any adjustments.

Adjusting Armor If you get secondhand armor that wasn’t tailored for you, you can have it adjusted, which requires a successful Engineering check (DC = 10 + 2 × the armor’s level). Alternatively, you can spend 10% of the armor’s purchase price to have it adjusted by a professional—typically an armorsmith or anyone with multiple ranks in Engineering.

Environmental Protections

Space can be an inhospitable place, with countless dangerous worlds within it. Unless otherwise specified, all armors protect you from a range of hazards to ensure that you can survive for at least a few days if you must make emergency repairs to the hull of a Starship, explore an alien world, or endure exposure to an environmental breach in a space station. Some armors do this through an environmental field (a minor force field specially attuned to pressure and temperature that does not reduce damage from attacks), while others can be closed with helmets and airtight seals.

Activation and Duration

A suit of armor’s environmental protections last for a number of days equal to its item level. Activating or deactivating these environmental protections takes a standard action if you are wearing the suit (assuming the armor was properly donned). If you have access to a suit that is unattended or worn by a helpless creature, you can turn on its environmental protection as a full action, but turning it off requires a Computers check to hack the system, treating the suit as a computer with a tier equal to half the suit’s item level (the base DC to hack a computer is equal to 13 + 4 per tier).

The duration of a suit’s environmental protections does not need to be expended all at once, but it must be expended in 1-hour increments. Recharging this duration requires access to a functioning starship or an environment recharging station (publicly available in most technologically advanced or average settlements) and takes 1 minute per day recharged. Most of the recharging stations that replenish devices, such as batteries and power cells, also recharge suits is typically free of price. All other functions on a suit of armor with no duration remaining still work normally.

Table: Light Armor
Armor Model Level Price EAC Bonus KAC Bonus Maximum Dex Bonus Armor Check Penalty Speed Adjustment Upgrade Slots Bulk Source
Estex suit I 1 410 +0 +1 +5 –1 2 1 PZO7101
Second skin 1 250 +1 +2 +5 1 L PZO7101
Stationwear, flight suit 1 95 +0 +1 +6 0 L PZO7101
Freebooter armor I 2 750 +2 +3 +4 0 L PZO7101
Kasatha microcord I 2 460 +1 +3 +3 –1 0 1 PZO7101
Z Diffractor I 2 650 +2 +2 +4 0 L PZO7107
Carbon skin, graphite 3 1,220 +3 +4 +4 –1 1 1 PZO7101
Hardened Resin 3 1,200 +2 +3 +5 –1 1 1 PZO7107
Stationwear, casual 3 1,300 +1 +2 +6 0 L PZO7101
Defrex hide 4 2,250 +5 +5 +4 1 L PZO7101
Lashunta tempweave, basic 4 1,950 +4 +4 +5 1 L PZO7101
D-suit I 5 2,980 +5 +6 +5 1 L PZO7101
Estex suit II 5 2,700 +4 +5 +5 –1 3 1 PZO7101
Stationwear, business 5 2,600 +2 +3 +6 0 L PZO7101
Freebooter armor II 6 4,720 +6 +8 +5 1 L PZO7101
Kasatha microcord II 6 3,670 +6 +8 +4 –1 1 1 PZO7101
Stationwear, elite 6 4,100 +4 +5 +7 0 L PZO7101
Ysoki refractor suit 6 4,120 +7 +7 +5 2 L PZO7101
Z Diffractor II 6 4,150 +6 +6 +6 1 L PZO7107
Red Tang Spice Guild travel suit, silver 7 7,250 +6 +7 +7 0 L PZO7101
D-suit II 7 6,900 +8 +9 +5 2 L PZO7101
Estex suit III 7 5,500 +7 +8 +5 –1 4 1 PZO7101
Kasatha microcord III 8 9,000 +9 +11 +5 –1 2 1 PZO7101
Lashunta tempweave, advanced 8 8,500 +9 +10 +6 3 L PZO7101
Red Tang Spice Guild travel suit, gold 9 12,100 +9 +10 +8 0 L PZO7101
D-suit III 9 13,300 +11 +12 +6 3 L PZO7101
Z Diffractor III 9 12,500 +11 +11 +7 2 L PZO7107
Carbon skin, white carbon 10 19,650 +12 +14 +5 –1 3 1 PZO7101
Freebooter armor III 10 16,900 +12 +13 +6 3 L PZO7101
Kasatha microcord IV 11 23,800 +13 +15 +5 –1 3 1 PZO7101
Red Tang Spice Guild travel suit, platinum 12 34,600 +12 +13 +8 0 L PZO7101
Hardlight series, squad 12 30,750 +15 +15 +6 4 L PZO7101
D-suit IV 13 45,800 +16 +17 +6 4 L PZO7101
Estex suit IV 13 49,250 +15 +16 +6 –1 6 1 PZO7101
Z Diffractor IV 13 48,500 +15 +15 +8 0 L PZO7107
Echelon fashion, ready to wear 14 71,300 +15 +16 +8 0 L PZO7101
Freebooter armor IV 14 60,600 +17 +18 +6 4 L PZO7101
Carbon skin, diamond 15 126,400 +17 +19 +7 –1 4 1 PZO7101
Hardlight series, elite 15 123,500 +18 +18 +7 4 L PZO7101
Swarmsuit 15 95,200 +18 +19 +6 4 L PZO7101
Shotalashu armor 16 149,500 +19 +20 +7 5 L PZO7101
D-suit V 17 244,300 +20 +21 +7 5 L PZO7101
Echelon fashion, bespoke 17 285,000 +18 +19 +8 0 L PZO7101
Freebooter armor V 18 367,650 +20 +21 +8 5 L PZO7101
Z Diffractor V 18 340,000 +20 +20 +9 4 L PZO7107
D-suit VI 19 552,000 +21 +22 +8 6 L PZO7101
Carbon skin, nanotube 20 825,000 +21 +23 +8 –1 6 1 PZO7101
Hardlight series, specialist 20 928,000 +22 +22 +8 6 L PZO7101
Table: Heavy Armor
Armor Model Level Price EAC Bonus KAC Bonus Maximum Dex Bonus Armor Check Penalty Speed Adjustment Upgrade Slots Bulk Source
Ceremonial plate, troop 1 110 +1 +3 +2 –3 –10 ft. 3 3 PZO7101
Golemforged plating I 1 250 +2 +5 +0 –3 –10 ft. 0 3 PZO7101
Lashunta ringwear I 1 415 +2 +4 +2 –2 –5 ft. 0 2 PZO7101
Hellknight plate, armiger 2 980 +4 +5 +2 –2 –10 ft. 2 3 PZO7107
Hidden soldier armor 2 465 +3 +5 +2 –2 –5 ft. 1 2 PZO7101
Iridishell, basic 2 755 +3 +6 +2 –2 –5 ft. 0 2 PZO7101
Thinplate 2 1,000 +4 +6 +2 –3 –10 ft. 1 3 PZO7101
Defiance series, squad 3 1,220 +5 +8 +1 –4 –10 ft. 1 3 PZO7101
Golemforged plating II 3 1,610 +5 +7 +2 –2 –10 ft. 1 3 PZO7101
Ceremonial plate, officer 4 2,275 +6 +8 +2 –2 –5 ft. 1 2 PZO7101
Formian hide, basic 4 2,400 +7 +8 +2 –3 –5 ft. 2 2 PZO7107
Hellknight plate, lictor 5 3,300 +9 +10 +2 –2 –10 ft. 2 3 PZO7107
Lashunta ringwear II 5 2,970 +8 +10 +2 –2 –5 ft. 1 2 PZO7101
Vesk overplate I 6 3,910 +9 +11 +3 –2 –5 ft. 1 2 PZO7101
Ceremonial plate, commander 7 7,350 +10 +12 +2 –3 –10 ft. 5 3 PZO7101
Defiance series, elite 7 6,300 +10 +13 +2 –4 –10 ft. 2 3 PZO7101
Formian hide, advanced 7 6,100 +10 +12 +3 –3 –5 ft. 3 2 PZO7107
Golemforged plating III 7 5,500 +10 +12 +3 –2 –5 ft. 2 2 PZO7101
Lashunta ringwear III 8 8,420 +12 +14 +3 –2 –5 ft. 3 2 PZO7101
Vesk overplate II 8 10,250 +13 +15 +2 –3 –10 ft. 3 3 PZO7101
Hellknight plate, maralictor 9 14,500 +16 +17 +2 –2 –10 ft. 4 3 PZO7107
Iridishell, advanced 9 13,100 +13 +15 +3 3 2 PZO7101
Starfire armor, pinion 9 14,200 +14 +16 +3 –2 –5 ft. 4 2 PZO7101
Defiance series, specialist 10 16,950 +15 +18 +2 –4 –10 ft. 3 3 PZO7101
Formian hide, superior 10 16,500 +15 +17 +3 –4 –5 ft. 3 2 PZO7107
Golemforged plating IV 11 24,800 +15 +17 +3 –3 –10 ft. 6 3 PZO7101
Lashunta ringwear IV 11 27,100 +16 +18 +4 –3 –5 ft. 4 2 PZO7101
Vesk overplate III 11 23,400 +16 +18 +3 –2 –5 ft. 4 2 PZO7101
Aegis series, squad 12 45,200 +17 +19 +3 –5 –10 ft. 5 3 PZO7101
Iridishell, superior 12 42,250 +17 +18 +4 4 2 PZO7101
Vesk monolith I 12 39,650 +16 +18 +4 –2 –5 ft. 5 2 PZO7101
Starfire armor, exident 13 53,600 +18 +20 +4 –2 –5 ft. 5 2 PZO7101
Golemforged plating V 14 63,750 +18 +20 +4 –3 –10 ft. 7 3 PZO7101
Hellknight plate, paralictor 14 80,000 +21 +22 +3 –2 –10 ft. 6 3 PZO7107
Vesk overplate IV 14 71,850 +19 +21 +4 –2 –5 ft. 5 2 PZO7101
Enginerunner 15 120,900 +21 +22 +4 5 2 PZO7101
Lashunta ringwear V 15 94,200 +20 +22 +4 –2 –5 ft. 5 2 PZO7101
Steelbones 16 145,500 +21 +23 +4 –3 –5 ft. 6 2 PZO7101
Vesk monolith II 16 163,400 +22 +24 +4 –3 –5 ft. 6 2 PZO7101
Aegis series, elite 17 209,000 +23 +27 +3 –5 –10 ft. 6 3 PZO7101
Vesk overplate V 18 415,800 +24 +26 +4 –3 –5 ft. 7 2 PZO7101
Vitrum plate 18 365,650 +23 +24 +5 4 1 PZO7101
Voidshield armor 19 610,250 +25 +26 +5 –3 –5 ft. 7 2 PZO7101
Aegis series, specialist 20 932,000 +25 +28 +4 –4 –10 ft. 7 3 PZO7101
Vesk monolith III 20 827,250 +26 +27 +5 –2 –5 ft. 7 2 PZO7101

Breathing and Pressure

All armor can facilitate self-contained breathing, protecting you against vacuums, smoke, and thick, thin, and toxic atmospheres (including any airborne poison or disease). Self-contained breathing functions underwater and in similar liquid environments. This protection allows you to breathe in a corrosive atmosphere to prevent suffocation, but it isn’t strong enough to prevent a corrosive atmosphere from dealing acid damage to both you and your armor. A suit of armor with an upgrade that grants acid resistance reduces any acid damage taken from a corrosive atmosphere normally. Any


Armor protects you against low levels of radiation and grants a +4 circumstance bonus to saving throws against higher levels of radiation. Armor of 7th level and higher grants immunity to medium radiation levels and provides a +6 circumstance bonus to saving throws against higher levels of radiation. No armor’s bonuses apply to saves against radiation sickness, regardless of the level of radiation exposure that caused you to contract it.


Armor’s environmental protections reasonably protect you against both cold (temperatures below –20° F) and heat (air temperatures over 140° F). This prevents you from having to attempt Fortitude saving throws to avoid damage from the environment, and it prevents you from taking any damage listed for breathing in the environment. This does not protect against cold or fire damage from other sources or against environments that deal damage without allowing a Fortitude saving throw or breathing the atmosphere (such as lava)..)

Armor Descriptions

The suits of armor listed in the tables are described below.

Red Tang Spice Guild Travel Suit (Gold, Platinum, Silver)

Red Tang Spice Guild executives popularized these light armor business suits for boardrooms and diplomatic meetings. Contingent force fields and concealed rebreathers protect the wearer in hostile environmental conditions. Higher grades of travel suits offer more protection—along with a designer label.

Aegis Series (Elite, Specialist, Squad)

Aegis suits of heavy armor cover wearers entirely, leading to the suits’ nickname of “personal tanks.” Helmet visors are narrow or nonexistent, instead projecting video and audio feeds to the wearer. Power-assisted limbs allow the wearer to move intuitively with the suit on.

Carbon Skin (Diamond, Graphite, Nanotube, White Carbon)

Though these suits of light armor appear to be made of stiff fabric, they are actually woven from carbon fibers. Higher-quality carbon skins are reinforced with carbon allotypes, such as white carbon or diamond, and the heightened sheen of the fabric hints at their expensive construction.

Ceremonial Plate (Commander, Officer, Troop)

While this heavy armor of sculpted metal plates offers good protection to the wearer, its main purpose is to intimidate enemies. Often used for honor guards, military exercises, or parades, ceremonial plate is usually brightly colored or made of shining metal, with elaborate helmets.

D-Suit (I-VI)

Disembarkment suits, or d-suits, are designed for spacefarers who expect to leave their ship and visit a planet’s surface. Most d-suits are jumpsuits or flight suits worn under reinforced breeches, heavy boots, and a thick jacket. A helmet or rebreather and a utility belt with an attached holster complete the outfit.

Defiance Series (Elite, Specialist, Squad)

The defiance series of heavy armor is the workhorse of squad armor. A formed hard shell overlays a suit of para-aramids, creating a bulky and solid protective outfit. Defiance series helmets have wide, tinted visors to allow peripheral vision.

Defrex Hide

Made from the hide of a ferocious mammal, this light armor is popular among vesk but less often worn by other races. Tanned stretches of the creature’s thick hide are stitched together with metal wires, and the suits are reinforced with metal studs or scales.

Echelon Fashion (Bespoke, Ready to Wear)

Modeled after the universe’s most cutting-edge fashions, this lightly armored clothing is available in daring Modern designs, using force fields and the highest-tech fibers to create any sort of outfit imaginable. Bespoke echelon fashions are often tailor-made for the orderer and meant to look unique.


The ysoki popularized this seemingly lightweight but incredibly durable heavy armor. Small squares of dense metal lie between two layers of reinforced fiber weave, giving the appearance of a padded flight suit but offering considerably more protection.

Estex Suit (I-IV)

Estex is a thick, durable fabric most often used to make flight suits and environmental suits. Estex suits cover the wearer from the neck down and can be modified with armor upgrades as needed. Higher-quality estex suits grant a better level of protection and allow for more upgrades, though they are often bulkier than comparable suits of light armor.

Freebooter Armor (I-V)

Popularized by the Free Captains of the Diaspora, freebooter armor features an armored jacket or breastplate, heavy boots and gloves, numerous straps and hidden weapons, and a helmet. Novice explorers and mercenaries beginning their career sometimes choose freebooter armor for the air of rakish experience this light armor lends its wearer.

Formian Hide (Advanced, Basic, Superior)

The vicious wars between lashuntas and formians drove many technomagical advances, including this armor made to emulate the chitinous skins of formians. The armor includes a helmet that boosts the wearer’s natural telepathy; if you have the limited telepathy racial trait, you add 10 feet to the range of that ability. This increase doesn’t stack with other effects that extend the range of your telepathy, such as a psychic booster.

Golemforged Plating (I-V)

An economical choice for many mercenaries, golemforged plating is one of the universe’s most popular heavy armors. Golemforged plating consists of a close-fitting polycarbonate suit fitted with ports and sockets to fit most armor customization options. Suits of golemforged plating include flexible boots and gloves as well as a standard helmet with a clear visor.

Hardened Resin

Many insectile haans shun all but the simplest tools, but some skilled armorsmiths among them incorporate pieces of their own molted exoskeletons into simple protective shells. While the armor usually built to fit Large creatures, suits designed for smaller wearers can sometimes be found.

Hardlight Series (Elite, Specialist, Squad)

The last word in light infantry armor, hardlight series armor features an inflexible, lightweight breastplate, limb guards, and a helmet over a smooth and formfitting jumpsuit. Manufacturers often make custom armor for military organizations, but off-the-rack armor of differing qualities is also available to mercenaries and explorers.

Hellknight Plate (Armiger, Lictor, Maralictor, Paralictor)

The stern and unrelenting hell knights are known as much for their distinctive plate armor as for their fearsome adherence to rigid order. This variant of ceremonial plate is predominantly black with protruding spikes, and each hell knight order has its own distinct design.

Hidden Soldier Armor

Made by the kasatha, these suits of heavy armor are so named for their slitted helmets, which reveal only the eyes. A rebreather lets the wearer keep their faces completely covered. A ceramic breastplate, shoulder guards, bracers, and greaves protect the wearer while facilitating the graceful kasathan close-combat style.

Iridishell (Advanced, Basic, Superior)

These gleaming metal plates lock together to form a suit of heavy armor reminiscent of an insect’s shell. Although the iridishell was initially designed for shirrens, its beauty combined and functionality makes it a popular choice for many. More expensive suits of iridishell not only offer more protection but feature elaborate designs with gold or silver trim and embedded jewels.

Kasatha Microcord (I–IV)

These suits of ribbed protective fabric are slightly less advanced than comparable light armor but still provide good-quality protection at an affordable price. Kasatha-made microcord suits are typically one-piece outfits of dark colors, sometimes with glowing trim, but other manufacturers produce such suits in a variety of colors and styles.

Lashunta Ringwear (I–V)

These beautiful suits of heavy armor feature engraved metal bands that fit above and below the body’s major joints. Metal guards, woven chain sheets, and force fields stretch between the bands to form a complete set of protective gear. Tinted crystals are often added during the forging process to the ore used for ringwear to create glimmering suits of different hues.

Lashunta Tempweave (Advanced, Basic)

Lashuntas developed tempweave light armor by threading temperature-regulating wires through reinforced clothing. The result is a protective, flexible outfit that maintains a comfortable temperature for the wearer. Most tempweave outfits feature a fitted tunic over breeches, making them a popular choice for explorers venturing to hot or humid environments.

Second Skin

This flexible body stocking fits tightly against its wearer and can be worn under ordinary clothes. If a second skin matches the wearer’s skin tone, this type of light armor can be difficult to detect. A second skin can also accept upgrades, making it popular for celebrities, diplomats, and other individuals who want protection without appearing to wear armor.

Shotalashu Armor

The lashunta shotalashu cavalry wear this protective gear while riding their bonded saurian mounts. Layers of thin, ablative plates make for light armor that moves with the rider while providing maximum protection. Military merchants have taken to creating knock-off shotalashu armor in more Modern styles, as some of the traditional nature themes are no longer fashionable.

Starfire Armor (Exident, Pinion)

These suits of interlocking metal and ceramic plates are usually highly decorated. Gold trim, exaggerated shoulder guards, and stylized logos on the breastplates are common. These iconic outfits are worn by the storied members of the Infinite Star Legion, though other groups and individuals have copied the Legion’s distinctively decorated heavy armor. Starfire armor ordinarily comes with force fields that encase the wearer’s head when needed.

Stationwear (Business, Casual, Elite, Flight Suit)

Many types of reinforced clothing afford protection without sacrificing comfort or fashion. The prevalence of this kind of light armor on Central Station has led to the colloquial term “stationwear.” Stationwear ranges in style from casual wear to business suits and more formal garb. The usual environmental protections of armor are concealed in the design of these outfits. The grades of armor—business, casual, elite, and flight suit—refer to the quality of the garments, not the style.


A framework of metal ribs covers this suit of heavy armor. Force fields bridge the gaps between the metal ribs, which give the armor the macabre look of a metal skeleton. Officers of the Corpse Fleet favor this armor for its unsettling appearance, but steelbones can be worn by anyone who values an intimidating style.


Inspired by Swarm technology and designed specifically for shirrens, a swarmsuit is a collection of ablative plates backed with reinforced padding and linked with mesh straps. The light armor’s unique arrangement makes it perfect for creatures with unusual physiologies. The wearer arranges the straps in a comfortable formation and slides the ablative plates to cover vulnerable areas.


Devised by androids, thinplate is a dense polyethylene layer that looks lightweight while providing significant protection. This type of heavy armor is thin enough to be worn under loose outfits, but the rigid polyethylene restricts movement and slows the wearer. Thinplate can be molded into a variety of styles, though a simple breastplate plus limb guards is the most common form.

Vesk Monolith (I–III)

The ultimate battle gear, pioneered by the vesk, these suits of heavy armor have a dappled polycarbonate shell that resembles stone in texture. A monolith suit looks like a massive articulated golem formed of stone plates. Despite its size, monolith armor moves easily thanks to its power-assisted joints. Sigils and personal emblems can be “chiseled” on the breastplate or shoulder guards of a monolith suit to signal the wearer’s allegiance.

Vesk Overplate (I–V)

These utilitarian suits of heavy armor reflect the brute strength of their inventors. Overplate makes no concession to comfort. Instead, each polycarbonate suit is solid, dense, and often unadorned, though the high-quality craftsmanship of each suit is apparent. Overplate has a reputation for withstanding any sort of trauma, thanks to its coating of thermoplastic resin.

Vitrum Plate

Made of transparent polyethylene, vitrum plate resembles a suit of carved crystal. Though the material is hard as metal, it shimmers and refracts light like glass. The Difficulty of compressing polyethylene to preserve its lightness while affording such protection makes this type of heavy armor expensive.

Voidshield Armor

Constructed from interlocking carbon nanotubes, voidshield armor is a matte black and remarkably thin. Android armorsmiths were the first to develop this heavy armor, and most suits bear a mechanical, robotic design. Voidshield armor sets are suitable for many upgrades and are popular among experienced explorers.

Ysoki Refractor Suit

The innovative ysoki created this reinforced jumpsuit layered with energy-reflective foil. This light armor is undeniably noticeable, but it also protects against energy attacks with the same efficacy as it does kinetic attacks. Ysoki refractor suits are popular among all races now and can be tinted in different metallic shades.

Z Diffractor (I–V)

Crafted by the talented smiths of the drow, this armor is designed to be light and supple. Its refractive planes are all at the molecular level, resulting in armor that appears to almost absorb light.

Powered Armor

Unlike light and heavy armor, powered armor requires its own battery, and comes with a fully charged battery at purchase. Powered armor uses the same type of batteries as other items, including charged weapons, and the battery for a suit of powered armor can be recharged as normal using a generator or recharging station, or it can be replaced with a new battery when spent (see Table 7–9: Ammunition for battery pricing).

Using Powered Armor

Powered armor augments the wearer’s Strength and has weapon mounts on which ranged weapons can be installed. More about using powered armor is below.

Entering and Exiting Powered Armor

Getting into or exiting a suit of powered armor requires a full action. Unless noted otherwise, a suit of powered armor has an electronic lock preventing anyone from opening it without knowing the passcode. The passcode can be determined with a successful Computers check (DC = 15 + double the armor’s level).

Powered Armor Proficiency

Characters can gain proficiency with powered armor by taking the Powered Armor Proficiency feat or at 5th level through the soldier’s guard fighting style. Lacking proficiency in powered armor comes with more significant drawbacks than with other types of armor. If you are wearing powered armor with which you are not proficient, you take a –4 penalty to both EAC and KAC, you are always flat-footed and off-target, and you move at half speed. If the armor has a special form of movement (such as a fly speed), you cannot use that movement.

Powered Armor Statistics

The following explains powered armor’s statistics entries. Each suit of powered armor’s price is listed in Table 7–16: Powered Armor.

EAC and KAC Bonuses

These are the bonuses the powered armor adds to your Energy Armor Class, which protects against attacks from laser weapons and the like, and to your Kinetic Armor Class, which protects against projectiles and other solid objects.

The cockpit of powered armor is too small to fit a person wearing heavy armor. If you’re wearing light armor while in powered armor, you gain the higher of the EAC bonuses and the higher of the KAC bonuses between the two suits of armor, and you take the worse maximum Dexterity bonus and armor check penalty. Powered armor is normally designed to be operated by any roughly humanoid creature of Small or Medium size—only creatures not matching those criteria must have the armor tailored to fit them (see Adjusting Armor).

Maximum Dexterity Bonus

You normally add your Dexterity modifier to your EAC and KAC, but it’s limited by your powered armor. A suit of powered armor’s maximum Dexterity bonus indicates how much of your Dexterity modifier you can add to your AC. Any excess Dexterity bonus doesn’t raise your AC further.

Armor Check Penalty

You take a penalty to most Strength– and Dexterity-based skill checks equal to this number.


Rather than using your normal speed, the powered armor has a maximum land speed of its own. In some cases, powered armor has additional movement types as well.


When wearing powered armor, the armor determines your effective Strength. You use it for all Strength-based rolls. Even if your Strength is higher, you’re limited to the armor’s Strength.


When you make an unarmed melee attack with the powered armor, it deals damage equal to the armor’s listed damage value plus its Strength modifier.


A suit of powered armor has the listed size, so you may take up more space when you’re wearing it.

Some suits of powered armor list a reach in parentheses after size. Powered armor with a reach greater than 5 feet allows you to attack creatures within that range in melee even if they aren’t adjacent to you. Add the reach of the powered armor to the reach of any weapons you wield using the powered armor.

Capacity and Usage

Powered armor requires a great deal of electricity to function, and it has a battery capacity and usage value.

A suit of powered armor’s battery capacity indicates the number of charges its battery holds. This battery can be recharged as normal using a generator or a recharging station, or it can be replaced with a new battery (see Table 7–9: Ammunition). You can put a battery with a smaller charge capacity into powered armor, but you can’t recharge one to hold more than its maximum number of charges.

Powered armor’s usage indicates how long a single battery charge runs the armor. For example, a character in a battle harness with a fully charged battery can use that powered armor for 20 hours before its battery needs to be replaced or recharged. Once you have entered a suit of powered armor, you can tell how many battery charges it has remaining, if any. You can turn a suit of powered armor on or off as a standard action, and you do not need to use all charges for a suit of powered armor consecutively, but you must use them in 1-charge increments.

If you’re in armor that’s out of power, you are flat-footed and off-target, you don’t benefit from the armor’s Strength or damage, and you can’t attack with it or cause it to move. None of its mounted weapons (see below) or upgrades (see Armor Upgrades below) function, even if they have their own power sources. You can’t attempt any Strength– or Dexterity-based skill checks, and the armor’s maximum Dexterity bonus is +0 (or the armor’s regular maximum Dexterity bonus, if lower). You can still exit the armor.

Weapon Slots

Ranged weapons can be installed in most powered armor. The maximum number is equal to the powered armor’s weapon slots.

Upgrade Slots

You can improve your powered armor with technological and magical upgrades (see below). This entry shows how many total upgrades your powered armor can accommodate. Some larger or more complicated upgrades take up multiple upgrade slots.


A powered armor’s listed bulk refers to its bulk when it is picked up or carried as cargo, and it does not count toward your own normal carrying capacity. When you’re wearing powered armor, you use that armor’s Strength to determine your carrying capacity. Count everything you’re wearing, everything the powered armor is holding, and any armor upgrades and weapons mounted to the powered armor against this bulk limit.

Table 7–16: Powered Armor
Armor Model Level Price
Cargo lifter 4 2,150
Battle harness 5 3,450
Spider harness 10 19,500
Flight frame 11 27,100
Jarlslayer 15 125,500

Sample Powered Armors

Battle Harness

EAC Bonus +9; KAC Bonus +12

Max Dex Bonus +2; Armor Check Penalty –4; Speed 30 feet

Strength 18 (+4); Damage 1d10 B; Size Medium

Capacity 20; Usage 1/hour

Weapon Slots 1 Upgrade Slots 1; Bulk 20

The battle harness is the basic powered armor frame used by infantry units in professional militaries.

Cargo Lifter

EAC Bonus +0; KAC Bonus +7

Max Dex Bonus +0; Armor Check Penalty –10; Speed 15 feet

Strength 20 (+5); Damage 1d10 B; Size Large (5-foot reach)

Capacity 40; Usage 1/minute

Weapon Slots 0 Upgrade Slots 0; Bulk 34

A cargo lifter consists of a simple metal frame atop slow-moving legs or treads. Rather than having articulated hands, its arms end in specialized gripping tools meant to lift bulky containers. A cargo lifter can’t use weapons and takes a –4 penalty to all attack rolls. It can carry 10 bulk more than normal for its Strength score without becoming encumbered or overburdened.

Flight Frame

EAC Bonus +12; KAC Bonus +19

Max Dex Bonus +3; Armor Check Penalty –5; Speed 30 feet, fly 30 feet (average)

Strength 22 (+6); Damage 2d6 B; Size Huge (10-foot reach)

Capacity 100; Usage 1/minute

Weapon Slots 3 Upgrade Slots 4; Bulk 40

This massive, sleek machine is shaped like a person and equipped with powerful thrusters built into the feet and attached to the back, giving it a fly speed with average maneuverability.


EAC Bonus +18; KAC Bonus +24

Max Dex Bonus +4; Armor Check Penalty –6; Speed 20 feet

Strength 29 (+9); Damage 2d8 B; Size Large (10-foot reach)

Capacity 100; Usage 1/minute

Weapon Slots 2 Upgrade Slots 2; Bulk 43

The dwarven-built jarlslayer suit is traditionally shaped like a stocky, heavily armored dwarf with articulated hands, though other races have created sleeker, more Modern-looking versions.

Spider Harness

EAC Bonus +10; KAC Bonus +13

Max Dex Bonus +5; Armor Check Penalty –4; Speed 25 feet, climb 25 feet

Strength 18 (+4); Damage 1d10 P; Size Large (10-foot reach)

Capacity 40; Usage 1/minute

Weapon Slots 1 Upgrade Slots 2; Bulk 28

This suspension harness has six arachnid legs. Each leg has a gravitic attraction device at the tip, allowing the armor to climb up walls and even walk across ceilings. The armor grants the wearer a climb speed of 25 feet. A spider harness also has powered arm braces that attach to the wearer’s arms, allowing the wearer to use weapons.

Armor Upgrades

A creature can personalize armor by purchasing and installing armor upgrades, described below, which add bonuses or customized abilities to armor. Some individuals keep a collection of upgrades at hand, swapping them out as needed (requiring 10 minutes to replace the unit and resecure all connections). Explanations of entries for upgrades’ statistics follow.


For a technological armor upgrade that requires charges to function, this entry lists the maximum size battery the upgrade can hold. The batteries that upgrades hold can be recharged as normal using either a generator or a recharging station. A magic armor upgrade that can be used a certain number of times runs on magical charges; these charges are integral to the construction of the item and can’t be replenished with generators or batteries. Charges for a magic item either refresh each day or never refresh.

Table 7–17: Armor Upgrades
Upgrade Level Price Slots Armor Type Bulk
Descent Thrusters 1 800 1 Any L
Infrared sensors 1 200 1 Any L
Quick-release sheath 1 325 1 Any L
Radiation buffer 1 200 1 Any L
Snarl-Barbs 1 1,500 1 Any L
Tensile reinforcement 1 150 1 Any
Automated loader 2 750 1 Powered 1
Jump jets 2 1,000 1 Light, heavy L
Force field, brown 3 1,600 2 Any L
Backup generator 4 2,100 1 Any 1
Exit pod 4 1,750 1 Heavy, powered 2
Flashblinders, mk 1 4 2,000 1 Any 1
Targeting computer 4 2,250 1 Any
Electrostatic field, mk 1 5 3,000 1 Any
Jetpack 5 3,100 1 Light, heavy 1
Load lifter 5 2,550 1 Any
Thermal capacitor, mk 1 5 3,600 1 Any
Filtered rebreather 6 4,600 1 Any 1
Force field, purple 6 4,550 2 Any L
Phase shield 6 4,325 1 Heavy, powered 1
Deflective reinforcement 7 7,500 1 Any 1
Microspur Spray 7 6,700 1 Heavy. powered 1
Sonic dampener 7 7,150 1 Any L
Flashblinders, mk2 8 10,000 1 Any 1
Force field, black 8 10,500 2 Any L
Grandchild’s Cloak 8 10,000 1 Light L
Haste circuit 8 9,250 1 Light, heavy L
Electrostatic field, mk 2 9 13,000 1 Any
Forcepack 9 13,100 1 Light, heavy 1
Haze Field 9 13,000 1 Any
Force field, white 10 20,000 2 Any L
Electrostatic field, mk 3 12 35,000 1 Any
Flashblinders, mk 3 12 38,000 1 Any 1
Force field, gray 12 40,000 2 Any L
Thermal capacitor, mk 2 12 36,250 1 Any
Spell reflector, mk 1 13 47,950 1 Light, heavy 1
Force field, green 14 80,000 2 Any L
Titan shield 14 75,000 1 Powered 2
Grandchild’s cloak, greater 15 120,000 1 Light L
Thermal capacitor, mk 3 15 120,000 1 Any
Flashblinders, mk 2 16 180,000 1 Any 1
Force field, red 16 180,000 2 Any L
Force field, blue 17 280,000 2 Any L
Force field, orange 18 400,000 2 Any L
Spell reflector, mk 2 18 360,000 1 Light, heavy 1
Ghostmarch unit 19 590,000 1 Light 1
Force field, prismatic 20 1,000,000 2 Any L


This entry lists how many charges are consumed when the armor upgrade is used. This might be per activation or a certain duration. If an armor upgrade uses a certain number of charges over an interval, the upgrade’s abilities can be shut off before that amount of time has passed, but it still uses charges for the full interval. For instance, an upgrade that uses charges at a rate of 2 per round would still use 2 charges if activated for half a round.

Upgrade Slots

Each suit of armor contains a certain number of upgrade slots. This represents the maximum number of times the armor can be modified while still functioning. If you install upgrades beyond the maximum, the armor and all upgrades attached to it cease to function until you remove enough upgrades to bring the armor down to its maximum number of upgrade slots or fewer.

Some upgrades use more than one upgrade slot, as noted in the Armor Slots entry in Table 7–17: Armor Upgrades.

Magic Upgrades

Some armor upgrades are magic or a hybrid of magic and technology. This is indicated next to the upgrade’s name. If neither magic nor hybrid is listed after an item, it’s a technological item.

Armor Upgrade Descriptions

Specific armor upgrades are described below.

Automated Loader

This device attaches to powered armor and consists of a small robotic arm and a storage compartment that holds up to 2 bulk of ammunition and batteries. You can activate the automated loader as a move action to reload or recharge a weapon that’s mounted to the powered armor (but not to replace the batteries of the powered armor itself). Abilities that let you reload faster than a move action don’t apply to an automated loader.

This upgrade can be installed only in powered armor.

Backup Generator

You can connect charged electric items such as batteries to this miniature generator to recharge them. The electricity comes from the kinetic energy of your movement, which generates 1 charge every 10 minutes of movement. No more than one item can be plugged in at a time, and the generator doesn’t produce charges when you’re resting or otherwise stationary.

Deflective Reinforcement

This upgrade gives your armor a uniquely slippery texture. Your armor grants you DR 5/—. In addition, your armor check penalty is reduced by 2 when you attempt an Acrobatics check to escape.

Descent Thrusters

Descent thrusters are miniature jets that slow your fall. You fall at a rate of only 60 feet per round, and you take no damage upon landing. You can trigger decent thrusters as part of an action when jumping down, or as a reaction if you fall.

Electrostatic Field

This field over your armor grants you electricity resistance, and any creature that touches you or deals damage to you with a melee weapon takes electricity damage. The resistance granted and damage dealt depend on this upgrade’s type, as noted below.

Mk 1: Resistance 5 and 1d6 electricity damage.

Mk 2: Resistance 10 and 2d6 electricity damage.

Mk 3: Resistance 15 and 3d6 electricity damage.

Exit Pod

This body harness fits into a suit of powered armor or is built into the frame of heavy armor, allowing you to exit the armor as a move action instead of as a full action. Entering the armor is no faster with an exit pod.

This can be installed only in heavy armor or powered armor.

Filtered Rebreather

This upgraded rebreather supplements your armor’s ability to provide fresh air and filters out common toxins and poisonous vapors. Armor with this upgrade can provide fresh air for a number of weeks equal to its level. You also gain acid resistance 5 and a +2 bonus to saving throws against poison and disease.


Capacity: 1; Usage: 1

You can activate this upgrade as a move action to emit a strobe-like burst of radiance. All creatures other than you within 20 feet must succeed at a Reflex saving throw (DC = 10 + half the upgrade’s item level + your Dexterity modifier) or become blind for 1 round. A set of flashblinders recharges automatically after 1 minute.

Force Field

You can activate or deactivate your armor’s force field as a standard action. Once active, the device generates an invisible force field around you, including all your worn and carried items. The force field blocks solids and liquids but not gases or light (including laser beams). You can breathe while the field is active, but you can’t eat or drink.

While a force field is active, you gain a number of temporary Hit Points depending on the force field’s power. All damage dealt to you is subtracted from the force field’s temporary Hit Points first. A force field has fast healing, meaning that it regains temporary Hit Points at a fixed rate each round at the end of your turn, up to its normal maximum. If the force field’s temporary Hit Points are reduced to 0, it is inactive until the end of your next turn, when its fast healing restores some of its Hit Points. The charge capacity, amount of temporary Hit Points granted, and rate of fast healing vary according to the force field’s color code. A force field has a usage of 1 charge per round.

More powerful force fields also have a fortification ability, which gives a percentage chance that a critical hit is treated as a normal attack, dealing normal damage and not applying any critical effect. You roll your fortification percentage chance before the critical hit’s damage is rolled. If a force field is inactive, its fortification ability does not function. A suit of armor cannot support more than one force field upgrade.

Table 7–18: Force Fields
Color Capacity Temp HP Fast Healing Fortification
Brown 10 1 1 0%
Purple 10 5 2 0%
Black 10 10 3 0%
White 20 15 4 0%
Gray 20 20 5 0%
Green 20 25 6 20%
Red 40 30 7 40%
Blue 40 35 8 60%
Orange 40 40 9 80%
Prismatic 100 50 10 100%

Forcepack (Hybrid)

Capacity 100; Usage 2/round

A forcepack grants you a fly speed of 60 feet (average maneuverability). You can use this for “cruising flight” at a usage of 1 charge per minute, but you are flat-footed and off-target while doing so. Changing from normal flight to cruising flight, or back, is a standard action. A forcepack can’t lift you if you’re encumbered.

This upgrade can be installed only in light or heavy armor.

Ghostmarch Unit (Magic)

Capacity: 5; Usage: 1/round

You can activate a ghostmarch unit as a swift action to gain the benefits of the ethereal jaunt spell until you spend another swift action to deactivate it or it runs out of charges. A ghostmarch unit’s charges replenish each day. This upgrade can be installed only in light armor.

Grandchild’s Cloak

Capacity: 10; Capacity: 3/round

This upgrade is imprinted upon the interior of the armor in the shape of a curled rat. A grandchild’s cloak uses a combination of holographic fields and illusion magic to render you invisible for a short period of time. You can activate a grandchild’s cloak as a move action, and its benefits last until you spend another move action to deactivate it, it runs out of charges, or if you make any kind of attack (as described in the invisibility spell), whichever comes first.
The much rarer greater grandchild’s cloak—which followers of Grandmother Rat stridently insist does not exist—functions as a standard grandchild’s cloak, but it uses only 2 charges per round and its benefits do not end if you attack.
A grandchild’s cloak’s charges replenish each day. This upgrade can be installed only in light armor.

Haste Circuit (Magic)

Capacity 10; Usage 1/round

You can activate the haste circuit as a swift action to gain the benefits of a haste spell until you spend another swift action to deactivate it or it runs out of charges. A haste circuit’s charges replenish each day.

This upgrade can be installed only in light or heavy armor.

Haze Field (Hybird)

Capacity: 10; Usage: 1/round

Haze fields were developed on Akiton to mimic the thick haze that forms from the dust of the dry seabeds of that world. You can activate a haze field as a move action, and its benefits last until you spend another move action to deactivate it or it runs out of charges. While active, the field creates a visual haze centered on you. This has no impact on visibility at short range, but you take a –2 penalty to all attack rolls and Perception checks against targets 30 or more feet away, and creatures 30 or more feet away take the same penalties to attacks and Perception checks against you. A haze field’s charges replenish each day.

Infrared Sensors

You gain darkvision with a range of 60 feet.


Capacity 40; Usage 2/round

You gain a fly speed of 30 feet (average maneuverability). You can use this for “cruising flight” at a usage of only 1 charge per minute, but you are flat-footed and off-target while doing so. Changing from normal flight to cruising flight or vice versa is a standard action. A jetpack can’t lift you if you’re encumbered.

This upgrade can be installed only in light or heavy armor.

Jump Jets

Capacity 20; Usage 2/action

You can activate jump jets as part of a move action in order to fly during your movement. You can fly up to 30 feet (average maneuverability) with a maximum height of 10 feet, or you can fly up to 20 feet straight up. You must land at the end of your move action. Jump jets can’t lift you if you’re encumbered.

This upgrade can be installed only in light or heavy armor.

Load Lifter

This set of Artificial muscles increases the amount of bulk you can carry while wearing your armor by 3.

Microspur Array (Hybrid)

Capacity:Usage: 1

You can activate this upgrade as a standard action to launch microspurs in a 20-foot spread around you. All creatures in this area are affected by harrying fire. A microspur spray’s charges replenish each day.

Phase Shield

Capacity 40; Usage 2

You can activate this upgrade to generate a glowing, translucent blue shield on one of your arms that helps you block incoming attacks. Activating or deactivating the shield takes a move action. While the shield is active, you gain a +1 enhancement bonus to EAC. The phase shield interferes with your ability to use the arm it’s installed on, so while the phase shield is active, you can hold an item in that hand but not use it or make attacks with it.

This can be installed only in heavy or powered armor.

Quick-Release Sheath

This articulated compartment can hold a one-handed weapon of no more than light bulk. You can activate this upgrade as a swift action to put the item in your hand as though you’d drawn it.

Radiation Buffer

This device grants a +2 bonus to your initial saving throw against radiation in addition to any bonuses from your armor’s environmental protection. This doesn’t provide any bonus to saves against the secondary effects of radiation.

Snarl Barbs

This upgrade consists of chains and barbs that cover your armor. When an opponent attacks you with a melee weapon and misses, you gain a +2 circumstance bonus to attack rolls when attempting to disarm your opponent of the melee weapon used for that attack until the end of your next turn.

Sonic Dampener

This device muffles the incidental sounds you make, and sonic attacks lose power in your vicinity. You gain sonic resistance 5 and reduce your armor check penalty by 1 when making Stealth checks.

Spell Reflector (Magic)

Capacity 1; Usage 1

You can activate a spell reflector as a reaction when you’re targeted by a spell. This does not affect spells that include an area you are in or affect you in other ways; it affects only those that target you specifically. The spell is reflected on its caster, as if the caster had been the target. The type of spell reflector determines the highest level of spell it can reflect. A spell reflector’s charge replenishes each day.

This upgrade can be installed only in light or heavy armor.

Mk 1: You can reflect a spell of 4th level or lower.

Mk 2: You can reflect a spell of 6th level or lower.

Targeting Computer

This targeting computer helps you compensate for poor visibility conditions. Ignore concealment on attacks you make. This doesn’t have any effect against targets with total concealment.

Tensile Reinforcement

When calculating your armor’s hardness and Hit Points, treat it as if its item level were 5 higher.

Thermal Capacitor

This upgrade regulates heat, protecting you from extreme temperatures. You can exist comfortably in conditions between –50° and 170° F without needing to attempt Fortitude saves. In addition, the armor grants cold resistance and fire resistance. The amount depends on the capacitor’s type, as listed below.

Mk 1: Resistance 5

Mk 2: Resistance 10

Mk 3: Resistance 15

Titan Shield

Capacity 40; Usage 10

This emitter generates a wide, unidirectional energy shield that protects against incoming attacks. You can activate or deactivate the shield as a move action. When you activate it, choose one edge of your space. The shield extends along three continuous edges in a straight line centered on the chosen edge. The shield provides cover against attacks coming from the far side of the shield but not against attacks originating from the side you’re on.

If you move, you can reposition your shield, moving it to a different edge of your space. You can also spend a move action to reposition the shield without leaving your space.

This upgrade can be installed only in powered armor.