Skip to main content

Breadcrumb

Voidrunner Armor

Every spacefarer knows that their suit is the one thing that stands between them and hard vacuum. For some, that’s all it does, but others have turned their suit into a toolbox equipped for their every need; while the most feared combatants are those for whom their suit itself is a weapon. However, such suits are not known for their comfort or maneuverability, and as such many adventurers have multiple sets of armor for different occasions; what may resist hard vacuum is hardly ideal for exploring a verdant alien world, and vice versa. 


Type

Cost

Weight

AC

Material Properties

Strength Requirement

Stealth Penalty

Repairability

Light

Spacesuit

80 cr

30 lbs.

10 + Dex (maximum 2)

Spacefaring

(2 mod ports)

DC 10,

sewing kit

Canvas 5 cr 5 lbs. 11 + Dex Comfortable

DC 5,

sewing kit

ForcefieldA 1,000 cr 5 lbs. 13 + Dex Hackable,
Spacefaring,
ignores ports
DC 20, engineer's
toolbox

Leather

15 cr

10 lbs.

12+ Dex

Comfortable

DC 10,

sewing kit

Synthweave 30 cr 2 lbs. 12+ Dex Comfortable

DC 10,

sewing kit

Medium

Aramid Breastplate

80 cr

8 lbs.

14 + Dex (maximum of 2)

???

Str 11

DC 20, engineer's toolbox

Composite Mesh 

100 cr

20 lbs.

14 + Dex (maximum of 2)

Spacefaring

(2 mod ports)

Str 11

DC 20, engineer's toolbox

Polymer

200 cr

25 lbs.

15 + Dex (maximum of 2)

Spacefaring

(3 mod ports)

Str 13

Disadvantage

DC 20, engineer's toolbox

Hyperweave

50 cr

5 lbs.

13 + Dex (maximum of 2)

Comfortable

DC 15,

sewing kit

Riot Armor

10 cr

30 lbs.

15 + Dex (maximum of 2)

???

Str 13

???

DC 15, engineer's toolbox

Heavy

Chitin Armor

150 cr

40 lbs.

16

???

Str 13

Not repairable

Composite

450 cr

35 lbs.

17

Spacefaring

(4 mod ports)

Str 14

Disadvantage

DC 20, engineer's toolbox

Carbide Plate

600 cr

45 lbs.

18

???

Str 15

Disadvantage

DC 20, engineer's toolbox

Power Armor

4,500 cr

90 lbs.

18

Spacefaring

(6 mod ports)

Str 11

Disadvantage, speed reduced by 5 feet

DC 15, engineer's toolbox

A This is an advanced item.


Armor Types

Your armor’s type is what the majority of the suit is made of, whether that be leather harvested from your homeworld or a high-tech forcefield. Your armor’s type determines your armor class and if your armor is space-proof or not. In addition, your armor’s type may come with certain benefits or drawbacks: forcefields can be hacked, while power armor tends to be bulky and difficult to maneuver in unless you’re strong enough to handle it. Your armor may also have one coating and some also have a number of mod ports as indicated next to its spacefaring property. 

Aramid Vest. An aramid vest is a high-tech series of layers of overlapping synthetic fibers capable of stopping projectiles that covers the torso. Its construction is simpler than hyperweave or synthweave, at the expense of comfort.

Canvas. Canvas is thick, durable cloth, such as coveralls; it provides limited protection from weapons and projectiles.

Carbide Plate. Carbide Plate is similar to composite armor, but the carbide panels cover the arms and legs as well as the torso and groin.

Chitin Armor. Many planets have monstrous inhabitants covered in durable scales, exoskeleton, or hide. The more daring of adventurers hunt these creatures for sport and profit, turning the spoils into this armor. As such, each set of chitin armor is unique to the creature it is made from and the craftsperson who designed it.

Composite. Composite armor is made of two layers: a durable carbide plate that covers vital areas and an aramid underlayer.

Composite Mesh. Composite mesh is a hyperweave base with metal or ceramic mesh plates covering vital organs.

Forcefield. Some highly developed civilizations have developed wearable devices that generate a forcefield around the wearer. These devices usually comprise a helm or belt and a respirator, which can be incorporated into the rest of the device or take the form of a separate mouthpiece. This is an advanced item.

Hyperweave.  Hyperweave is a denser and heavier form of synthweave, with multiple layers covering vital organs. It is worn by the Fleet’s designated combat units.

Leather. Leather offers more protection than canvas and often takes the form of a vest or duster.

Polymer. Polymer armor is made of a set of comparatively light-weight molded panels that cover the torso and groin.

Power Armor. The most feared warriors of the galaxy wear power armor, designed to reflect all but the most powerful shots and blows. Due to its extreme weight, power armor is equipped with hydraulics to support the wearer’s movement, rendering it easier to move in, if rather slow.

Riot Armor. Heavy but cheap, riot armor is the preferred protection of most security forces. It is typically composed of a standard-issue vest, boots, and helmet.

Spacesuit. While it doesn't offer much in terms of protection, a spacesuit allows the wearer to operate in environments like the vacuum of space (see page 168).

Synthweave. Synthweave, or synthetic weave, is a polymer-based, tightly-woven fabric. Its subtle stretch and protective capacities make it a comfortable and light-weight option for many spacefarers. It is the standard armament for most members of the Fleet, often being the material of a basic uniform.

 

Armor Coatings

In addition to its base material, armors can have up to one coating which confers additional benefits. Armor can be recoated, but can only have one coating at a time. Coating armor takes place over a long rest.

Camouflage. This armor has been patterned to help its wearer blend into the environment. Pick green (swamps, forests, jungles, and the like), brown (deserts, grasslands, and rocky environments), or gray (industrial) camouflage. You gain an expertise die to Stealth checks while wearing camouflaged armor crafted for the terrain you are in.

Cloaking. This armor has pseudo-field-generators built into its surface. You gain an expertise die to Stealth checks made to hide in any terrain. If the armor is damaged, this coating ceases to function until it is repaired.

Cold-Shielding. While wearing this armor, you gain an expertise die to checks made to survive extreme cold.

Greased. This armor has a slippery coating that makes it difficult for opponents to grab onto you. You gain an expertise die to saving throws made to avoid being grappled.

Heat-Shielding. While wearing this armor, you gain an expertise die to checks made to survive extreme heat.

Mirrored. This armor has a shiny, reflective coating. If an attacker rolls a natural 1 with a single-target attack which does radiant damage when you are the target of the attack, the attack rebounds upon the attacker.

Shear-Thickening. This armor provides some of its protection from small silicon particles suspended in a fluid that hardens when struck, providing easier mobility while still protecting from fast-moving projectiles. The Strength requirement for this armor is reduced by 1.

Spikes. This armor has barbs built into its surface. A creature that begins its turn grappling you takes 1d4 piercing damage while you are wearing this armor.

 

Armor Mods

Many more expensive armors have one or more mod ports, circuitry and connectors that allow for easy modifications and upgrades. Mods purchased for armor are typically installed as part of the cost, but armor mods can be added or removed during a long rest.

Biosensors. This mod tracks the wearer’s vitals at all times. As a reaction, you may reduce the damage of an attack against you by 2d6. Once you have done so, you must perform Maintenance on the armor to use this ability again.

Drone Port. This mod provides a place to store and charge a utility drone (you must acquire this drone separately but any variety of utility drone may utilize your drone port). Drones you charge using this port are connected to inbuilt comms in your armor and you can command such drones through voice commands over a distance up to 1 mile with no action required. If you command your drone to attack however it requires your action and the drone’s reaction. If your drone’s signal is ever jammed it does its best to return to your last known location.

Environmental Recycling. This mod captures lost fluids and scrubs carbon dioxide from its internal environment. Armor equipped with this mod can provide you with oxygen and water for up to 48 hours. These hours are restored when maintenance is performed on the armor.

Floodlights. As an action, you can enable or disable bright lights mounted on your shoulders. The floodlights shed bright light in a 30 foot cone and dim light for another 30 feet.

Glider Wings. You can extend your arms and glide on hyperweave sails. While doing so, you fall at a rate of 60 feet per round rather than 200 and can move a corresponding distance in any direction laterally. If you take any other action while gliding in this way, such as attacking or casting a spell, you make a DC 15 Acrobatics check or overbalance and begin falling. When falling, you can activate your glider wings as a reaction by succeeding on a DC 10 Acrobatics check.

Grappling Hook. This hook is mounted to your back connected to a high tensile line. As an action, you can make a ranged attack with the grappling hook, which has a range of 30/80 and deals 1d4 piercing damage and sticks to the surface, object, or creature hit. The attached line has an AC of 18 and has 20 hit points. The grappling hook can be detached at the hook as an action with a DC 10 Athletics check.

Ground Anchors. As a bonus action, you can drive your boots into the ground. You cannot move until you take an action to retract the anchors, but you gain advantage on all checks and saves made to resist being moved from your spot. If you are moved anyway, the ground anchors automatically retract.

Hazmat Sealing. This suit is resistant to the effects of radiation and provides advantage on saving throws made to resist radiation.

Improved Cold-Shielding. This mod takes the form of heavy insulation to protect from the coldest temperatures. You make checks to survive extreme cold at advantage and can use your reaction to reduce cold damage you take by 1d6 + your proficiency bonus.

Improved Heat-Shielding. Suits with this mod are specially designed to reflect heat outwards, away from vital organs and processing units. You make checks to survive extreme heat at advantage and can use your reaction to reduce fire damage you take by 1d6 + your proficiency bonus.

Improved Weapon Hatch. When you choose this mod, pick a weapon. The hatch is designed to hold that weapon. In addition, you may use the weapon while it is embedded in your armor. Attempts to Disarm you have disadvantage, and you have your wielding hand free. If the weapon requires two hands, you still must use your non-wielding hand when making an attack.

Integrated First Aid. This kit can contain up to ten small single-use biomechs that can provide limited first aid. As an action, you can deploy one of the biomechs and regain 2d4+2 hit points.

Integrated Jetpack. As a bonus action, you can activate this mod to gain a flying speed of 30 feet for the duration of your turn. If you end your turn still in the air and are in gravity, you immediately fall.

Integrated Tool. When you choose this mod, pick a tool. The tool or piece of equipment cannot be Bulky. The hatch is designed to hold that tool and you can use a tool integrated in this way with only command inputs and without the use of your hands.

Kinetic Assistance. Hydraulics or small jets enhance your movement. While wearing a suit with this mod, your base speed increases by 5 feet.

Mass Jammer. As an action, you may activate or deactivate the mass jammer. While the jammer is active, any hacking attempts remove both 5s and 6s from the hacking countdown pool. The mass jammer covers you and anything within 10 feet of you. While this jammer is active, comms and computing devices are inoperable while they are within 10 feet of you.

Mindshielding. This mod grants an expertise die on saves to resist being charmed, frightened, and against any psionic powers from the empathic or telepathic mental disciplines.

Nightvision Goggles. When you have this mod equipped, you can see in darkness as if it were dim light up to a range of 60 feet. If you have darkvision, you instead see through darkness as if it were bright light up to a range of 60 feet, and as if it were dim light for a further 60 feet.

Personal Jammer. As an action, you may activate or deactivate the jammer. While the jammer is active, any hacking attempts made against any item on your person remove both 5s and 6s from the hacking countdown pool. While this jammer is active you cannot utilize any comms or computing devices.

Pocket. The humble pocket is often overlooked, but its usefulness cannot be overstated. A pocket is typically large enough to fit a small book or a single ration.

Power Claw. This gauntlet is equipped with retractable blades and hydraulics. You gain advantage on Athletics checks made to climb or hold things. In addition, you can use a bonus action to activate the blades, increasing your basic melee damage to 1d4 + your Strength modifier. While the blades are activated, the power claw has no other effects and that hand cannot be used for other tasks. The blades can be retracted as a bonus action.

Recharge Port. This port is designed to recharge force shields. When a force shield is plugged in, it recharges in one minute without requiring an Engineering check.

Recon Apparatus. When you have this mod equipped, you double the distance you can see. When making ranged attacks at long range, you do not have disadvantage on the roll.

Repair Kit. This mod is a small pouch containing ten uses of emergency suit repair supplies. As an action, you may spend one of those uses and make a DC10 Engineering check to repair a Damaged spacesuit.

Secondary Armor Plating. Suits with this mod have detachable additional plates. Armor with this mod grants you 20 temporary hit points. These temporary hit points can only be replenished by performing maintenance on the armor and the plates are destroyed when these temporary hit points ever reach 0. As a bonus action, you can detach these plates and discard them. If you do so while you are flying or in zero g, you gain an additional 15 feet of movement for that turn.

Weapon Hatch. When you choose this mod, pick a weapon. The hatch is designed to hold that weapon, like a traditional sheath.


Spacefaring Armor

Spacefaring armor includes small thrusters, which can be used for maneuvering in zero-G environments, and magnetic boots to allow for walking or grabbing onto ships and gear. These magnets can be engaged or disengaged as a bonus action or reaction. Spacefaring armor always includes a full-coverage helm which allows the wearer to breathe in the void for up to one hour. 


Donning, Doffing, Sizing, and Sleeping in Armor

For light and medium armor, little resizing is required; a single maintenance check is usually all that is required to alter a suit of armor to fit a new wearer of the same size category. Changing an armor’s size category requires a repair check; armor can only decrease in size category.

Most armors, while protective, are not comfortable to sleep in. If you sleep in your armor, you regain half the number of hit dice and if you have any levels of fatigue or strife , they are not reduced following your long rest.  

Comfortable. Armor with the comfortable property negates this penalty, allowing you to regain hit dice and remove fatigue and strife as normal.

The time it takes to don or doff armor depends on the armor’s category.

Don. This is the time it takes to put on armor. Your Armor Class is only increased by armor that you have fully donned.

Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.

Donning and Doffing Armor

Light Armor 1 minute/1 minute

Medium Armor 5 minutes/1 minute

Heavy Armor 10 minutes/5 minutes

Shield 1 action/1 action