Starcraft&Metroid Campaign Setting: Online

Fall 2005, Author: Kaz.
These rules modifications fall under “fair use” laws, and should not be sold. I give permission for any reader to redistribute these documents without restriction.

Other Rules: Setting Rules, Setting Flavor, Feats Revisions, Skills Revisions, Races Description, Footlocker, Star Garage, Classes, Professions, Advanced Classes.

Equipment

I prefer to run games where simple dungeon crawling necessities and even some niceties are gratis, without the players even needing to include them in a gear list. If you want the game to be one of inventory, then by all means make up the mass and volume charts and start annunciating equipment for every menial task your players are going to perform. When you're done with that you can read about what kinds of guns are available.

Terran Weapons

Most terran weapons are designed with modifications in mind. The base weapons each have a number of mod ports to accommodate mods, sometimes with restrictions as to location.
To attach a mod, a mechanical engineer with total skill equal to or greater than the gunnery score of the weapon in question must spend an hour in a shop to do so. There is no roll for adding natural mods (those that are designed to fit in an open port). If the engineer wishes to reduce the total time, a roll is required (that is, attaching mods in combat). The specific challenge of the roll is up to DM discretion, but should never be below DC10.
To attach a mod where there is no open port, or to a port that doesn't usually accept that mod, a Mechanical Engineering roll is listed for the mod in question.

Base Weapons:

ARX 15_7: A repeating flechette launcher designed to allow many modifications. Originally developed in Confederate space (Korhal, 2195.6) to counter curiously heavy-armor xenomorphs; Confederate scientists chose ease of maintenance over survivability. Even when the Marine dies, his fifteen-seven lives on.
Game rule info: 20 V. Damage 1d6p Critical 20/x3 Range Inc. 60ft. Jam 3 2 handed. Hoppers of 300.
Mod ports: 2 subweapons (under barrel), 1 scope, 1 hudlink (stock), 3 multi-use.
Gunnery 5

PRD21000: The Perdition Flamethrower. Flame weapons became popular in the time of early Terran settlement in the Koprulu sector because of their superb abilities to clean and distract alien life. The device must be suit-mounted, limiting the wielder's ability to hold most other weapons, although the use of most pushbutton devices is still available.
Game rule info: 30 V. Damage 1d8 fire (any target may reflex save for half damage). Critical 20/x2 Range Max 15ft. cone. Jam -. One hand. Reactor 20.
Mod ports: 1 subweapon (over barrel), 1 hudlink (rucksack), 1 tank-expansion (tank).
Gunnery -

UED 30_95: A remodel of the fifteen-seven boasts double the combat life in seconds and more than ten times the number of shots before failure (as indicated by the numbers).
Game rule info: 35 V. Damage 1d8p Critical 20/x3 Range Inc. 70ft. Jam 1. 2 handed. Hoppers of 250.
Mod ports: 2 seubweapons (under barrel), 1 hudlink, 1 multi-use (stock).
Gunnery 6

C10_A1A: Commonly called the canister rifle, this long gun is the weapon of choice for Confederate fides. With only a small clicking noise, it delivers a burst of one of many kinds of explosive or concussive rounds.
Game rule info: 100 V. Damage 1d10b Critical 20/x3. Range Inc. 120ft. Jam 2. 2 handed. Clips of 10.
Mod ports: 1 scope, 2 multi-use (stock).
Gunnery 5

Zipper R5: Named "zipper" for the uncanny sound it makes when fired, this long gun is favored by outskirts martials for being good all-around.
Game rule info: 90 V. Damage 1d10p Critical 19-20/x2. Range Inc. 120ft. Jam 1. 2 handed. Clips of 20.
Mod ports: 3 scope, 1 multi-use (breach).
The zipper accepts only one kind of ammo.
Gunnery 4

Lucerne .50: The handgun favored by the UED medic corps. Regarded as having too little "pepper" for use by marines. Still a hard-nosed devil-in-the-ditch.
Game rule info: 20 V. Damage 1d4p Critical 19-20/x2. Range Inc. 30 ft. Jam 2. 1 handed. Clips of 21.
Accepts most .50 calibre ammo.
Gunnery 3

Kidsglove: A post-confederate fad. Popular with non-terrans for its more versatile design than other handguns. Mode famous by Jim Raynor during the Brood Wars. Of course, if just anyone could take out a Yggdrasil with his Kidsglove...
Game rule info: 25 V. Damage 1d4p Critical 19-20/x2. Range Inc. 30 ft. Jam 1. 1 handed. Clips of 15.
Mod ports: 1 pommel, 1 scope.
Accepts all .45 calibre ammo.
Gunnery 5

Wondershot: With no mods and a low range of ammo, few of these handguns are still on the market. The designer, Harold Burgess (New Venice 2220-2290) claimed to hold an arclite cannon in his hands. He wasn't far off.
Game rule info: 105 V. Damage 1d12 fire Critical 20/x3. Range Inc. 40 ft. Jam 6. 1 handed. Clips of 20.
Has no mod ports. When jammed, the wondershot has a 10% chance to explode.
Gunnery 8

Semired Burst Gun: In the style of the Wraith's or Battlecruiser's main ATS laser, this clip-loading, high energy laser launcher (HELL) makes the Macrowave look like a pipe-organ. Although heavier than most pistol weapons, the unique effect is enough to make even the svelte gunman happy.
Game rule info: 30 V. Damage 1d4 fire (deals another 1d4 in the next round) Critical 19-20/x2. Range Inc. 60ft. Jam 1. 1 handed. Clips of 7.
Mod ports: 1 scope. Has a 10% chance to fuse the chamber when jammed.
Accepts any pistolgrip power cell clips.
Gunnery 10

Deuce Cannon: Fashioned for m-t-o buyers, the deuce draws its name from the notable terran, Deuce Dickerson (Earth 2160-2215), of the "new sector." The man used a similar gun in over 70 duels, the last of which saw a fifteen-minute shootout, and ended with both men dead and three buildings felled. While the cannon hasn't seen commercial use, it boasts the legendary accuracy that its namesake possessed.
Game rule info: 110 V. Damage 1d6p Critical 20/x3. Range Inc 50ft. Jam 1. 1 handed. Clips of 6.
Mod ports: 1 pommel (grip), 1 hudlink (grip), 1 multi-use (chamber housing).
Accepts any .50 calibre ammo, is known to be fickle about ammo.
Gunnery 8

Cutter Mk8: The latest in the "cutter" series of personal armories, said to be able to shoot anything you load into it. True enough, the mark eight even features a port for burst-laer cells or even Protoss anti-matter charges. Bears the insignia of Victorinox.
Game rule info: 200 V. Damage 1d6p, 1d6b, or 1d4 fire or others depending on ammo used. Critical 19-20/x2. Range Inc. 30ft. Jam 2. 1 handed. Clips as other weapons.
Mod ports: 1 pommel (grip), 1 mod port. Mods must be custom ordered for the gun, or else the engineering DC goes up by 15 (even from nothing). Custom ordered mods for the cutter cost half again the listed amount.

Modifications

Hudlinks: The hudlink is a small pod with lead wires that transfer weapon information to a combat suit for display on the heads-up display. They are the simplest modification to arms, and can usually be fitted somewhere on your weapon.

PPZQ2K3: An Earth invention predating Terran slam travel (2099). Updates standard long arms data (fire mode, rounds remaining, avg. rate of fire, deformations from heating, coolant delivery, superficial and critical damage*). It provides a +2 insight bonus on checks involving misfire diagnosis. More importantly, the papa-zeke paints a reticule on screen, and shades to indicate spectra of good shots. This benefit adds +1 to attack and damage rolls.
Cost: 20 V. Eng DC 14. Penalty: +1 Eng DC on future checks, can stack.

Paperscorpion: Developed as a way to salvage obsolete particle deposition instrumentation from an orbital platform near the Braxis system (New Potsdam). Updates standard long arms data, boasts the most accurate readings available in terms of md: mass delivered. Provides a +4 insight bonus to diagnostic processes and reduces Jam by 1 (minimum 1). Good for non-matter slinging weapons.
Cost: 15 V. Eng DC 17. Penalty: Fort save DC 15 against toxins: 3 temp Con/ 3 temp Int.

Trier97: A scaled-down version of similar systems in aerospace fighter craft and mobile fortresses. As such, focuses on energy weapons (and carries lower consummate bonuses for matter weapons). Development history specifics unknown. Provides +1 Atk & Damage and lowers Jam by 1 (minimum 1).
Cost: 24 V. Eng DC 19. Penalty: Will save DC 15 against compulsion to not touch another Trier97, as per the Repulsion spell.

Great Lich: Known for high compatibility, comes with adapters to accommodate most weaponry (even non-terran). Updates arms data. Supplies continuous weapon structural data using the finite element method (FEM). Invented by a Terran-Protoss relations delegate during his time on Shakuras (2190). Provides a +2 insight bonus on checks involving misfire diagnosis. Allows (1/day) wielder to cloak the weapon.
Cost: 24 V. Eng DC 15. Penalty: warp rift disintegrates kit and tools, ignore if modifying non-terran tech.

MaxGenius: The most sophisticated battle analysis package on the market, boasts increased marine combat life. New, Earthen-made models every year (current 2298). Provides a +2 insight bonus on attack rolls against xenomorphic targets, a +4 insight bonus on attack rolls against Terran combat armor, reduces Jam by 1 (minimum 1). Built for long arms.
Cost: 29 V. Eng DC 20. Penalty: Reflex save DC 18 to avoid 1d6 electrical damage.

SupremumGenius: A scaled-down version of the MaxGenius model for use in small arms. +2 insight bonus on attack rolls. Reduces Jam by 2 (min 1).
Cost: 29 V. Eng DC 20. Penalty: Reflex save DC 18 to avoid 1d6 electrical damage.

Sub-weapons: Usually fitted over or under the weapon's barrel, these add versatility of damage type to most weapons. Having been rigged so many different ways over the years, the designer and producer origins have been lost. In most cases, subweapons cannot be fired with mainfire and have far fewer rounds.

Meshnet gun: Fires a wire net to entangle targets. Favored by bounty hunters. Requires an exotic weapon proficiency. Makes a ranged touch attack to entangle medium size or smaller target. Clips of 5. Full round reload. Range Inc. 20ft.
Cost: 50 V. Eng DC 12 Penalty: Reflex save DC15 to avoid being entrapped in a net. Must succeed five times.

Flameburst: Modeled after Perdition flamethrower. A more focused charge.
Damage 1d6+2 Critical 20/x2 Range Inc. 30 ft.
Cost: 45 V. Eng DC 14 Penalty: Permanent +1 weapon Jam.

Microshot: Fires micron-sixed slugs at incredible speeds. Damage varies with target size.
Damage 1d10(small) 1d8(medium) 1(large or bigger) Critical 19-20/x2. Clips of fifteen bursts. Range Inc. 50ft.
Cost: 25 V. Eng DC 17 Penalty: subweapon port rendered unusable.

Sparkshot Cannon: Launches plasmic toroids of electrical energy that track targets.
Damage 1d8 electric, disables some electronics. No critical. Range Inc. 50ft.
Cost: 30 V. Eng DC 15 Penalty: weapon unusable for 1d4 days.

Freezerwave: Microwave frequency anti-photon emitter, drastically reduces localized temperature. Great for kegs of beer as well. Usable 5 times/day.
Damage 1d6 cold, slows most metabolisms. Critical 20/x3. Range Inc. 60ft.
Cost: 35 V. Eng DC 14 Penalty: Reflex save DC 18 for half of 2d6 cold damage.

RPFG: The rocket propelled fragmentation grenade. Wrecks a small area's worth of baddies.
Damage 1d10/1d8/1d6 exp reflex half DC = Attack roll. No critical. Range Inc. 40ft.
Cost: 32 V. Eng DC 10 Penalty: Don't screw up. Clips of 2.

Sunburst: Terran burst laser built for subweapon application. No more or less fancy.
Damage 1d4 fire/ 1d4 fire Critical 19-20/x2. Range Inc. 60ft.
Cost: 31 V. Eng DC 14 Penalty: +2 on future engineering checks for that weapon. Clips of 12.

Macrowave: Can boil baddies insides, but never seems to heat evenly. Usable 5 times/day.
Damage 1d6 fire Critical 19-20/x2. Tandem fire allowed. Range Inc. As main weapon.
Cost: 46 V. Eng DC 18 Penalty: mod port rendered unusable.

Screamer: High decibel transmission confuses and disorients foes within 60ft. (cone). Wear ear protection. Can play any desired recorded sound.
Cost: 35 V. Eng DC 13 Penalty: Deafness 1d4 hours. Reactor 7. Tandem fire allowed.

Starshot: Emits a flash of blinding light in most spectra. Appears green. 60ft. (cone).
Cost: 35 V. Eng DC 13 Penalty: Blindness 1d4 hours. Reactor 5. Tandem fire allowed.

Wonderbubbles: Thrill and awe your enemies with these tiny bubbles of iridescent fun. Tandem fire allowed. Clips of endless bubbles!
Cost: 8 V. Eng DC 20 Penalty: be covered in tiny bubbles.

Scopes: Scopes add accuracy and telescopic power to weapons. With a scope, a weapon can be used to snipe targets per the scoping rules on the setting rules page. Many also carry static bonuses to the weapon modified. If a subweapon that matches base weapon range would be modified by a scope, it instead isn't. It always matches the base weapon's range, however that stat is modified.

Rangemaster 7GL: Increases weapon range increment by 10ft. Cost 4 V. No Eng penalty.
Superscope 5DS: Increases subweapon range increment by 10ft. Cost 4 V. No Eng penalty.
Snipefinder 8HT: Increases weapon range increment by 20ft. Increases Jam by 1. Cost 4 V. No Eng penalty.
Hunterdot 3SH: Increases weapon and subweapon range increment by 10ft. Cost 14 V. Eng DC 15 Penalty: port becomes unusable.
Psimark 1AN: Increases weapon range increment by 10ft. Adds a +1 scope bonus to attack rating. Functions with non-Terran arms. Cost 10 V. Eng DC 18 Penalty: Psi positive characters suffer 1d6 psi damage. Others suffer 1d8.
Powerzoom 3BT: Increases weapon and subweapon range increment by 20ft. Cost 11 V. Eng DC 15 Penalty: Fort save DC 15 to avoid 1d8 choking gas damage.
Frogtoungue 9YR: Adds +2 scope bonus to attack rating. Cost 17 V. Eng DC 15 Penalty: 2d8 elec.
Hellivator 8PJ: Adds +2 scope bonus to attack rating. Improves weapon range increment by 20ft. Increases Jam by 2. Weapon Jam disables scope. Cost 19 V. No penalty.
Razoreye 6DQ: Adds +1 scope bonus to attack rating. Lowers weapon range increment by 10ft. Cost 10 V. Eng DC 15 Penalty: Weapon becomes unusable until successful craft check DC 20.
Matchhead 7MR: Increases weapon range increment by 30ft. Cost 19 V. No penalty.

Multi-use mods: Modification must make sense for weapon.

Flechette ammo expansion: Allows 30 additional shots before reload. Cost 11 V. No penalty.
Perdition tanks expansion: Increases Reactor by 5. Cost 15 V. No penalty.
Burst laser cell expansion: Allows 20 addition shots before reload. Cost 17 V. No penalty.
Expanded C10 clip: Allows 10 additional shots on a clip. Cost 17 V. Eng DC 11 Penalty: clip is unfirable for 1d4 days.
ATEG Unit: Regulates heat buildup in weapon. Reduces Jam by 1 (minimum 1). Cost 7 V.
Uraj Unit: Crystal energy allows the weapon to cloak for fifteen minutes (2 times/day). Cost 20 V.
Structural buttressing kit: Reduces weapon weight by 20%. Weapon size equivalent reduced by one step. Cost 12 V.
Hifire reactor: Allows the gunman to fire 3 additional times at his highest BAB. Reactor 1. A utility developed by a Mar Saran trade scientist to replace the stimpack. The device granted his marines the same combat effect while avoiding the abnormal psychological effects that commonly follow the stim. Cost 32 V. No penalty.
Securesafe keypad: Allows the gunman to enter a passcode. Users who do not enter the passcode before trying to use the weapon suffer 1d4 electrical damage per round until dropping the weapon. Cost 5 V. Eng DC 15 Penalty 1d6 electrical damage.
Cleanoil network: Automatically cleans internal components after firing. Reduces Jam by 1 (minimum 1). Can work with AETEG units. Cost 13 V.
Hoverport Reactor: When activated, weapon becomes neutrally buoyant in air. Cannot use while wielding. Cost 10 V. Eng DC 15 Penalty: Hoverport corporation send a squad to arrest you for tampering in violation of the EULA.

Protoss Weapons

The naturally psionic nature of the Protoss is reflected in their weapons design. Usually, other races must become psionically adept to even activate them.

Psi-blade projector: Used by Adun himself to liberate the Protoss race from Xel'Nagan authority. Devices fit to the forearm, and activate to project a focused force-field of psionic energy, much like a punching dagger.
Cost 35 V. Damage 1d8p Critical 19-20/x2. One handed.

Psi-sword: The projector, altered to be held in one or two hands, a style favored by the adjudicator caste. Comes in many shapes.
Cost 40 V. Damage 1d8s Critical 20/x3. One or two handed.

Orb of Tornabi: The device looks like a mechanized loofah-sponge while inactive. When activated, a bright bubble of force the size of a basketball surrounds the now floating orb. A Protoss warrior hurls the orb at his foes, leaving a wake of electricity. Some summoned archons use a similar attack.
Cost 55 V. Damage: 1d10b Critical 20/x3. Two handed. Range max: 30ft.

Antimatter Emitter: A vaguely rifle-shaped mechanism made to launch orbs of hot plasma at enemies. Larger devices like it are built into the Dragoon shell.
Cost 60 V. Damage: 1d10p Critical 19-20/x2. Two handed. Range Inc. 60ft.

Neutron flare gun: Designed rapid fire, the wide area dispersal flare has a rolling effect that strikes many foes.
Cost 50 V. Damage: 1d6/1d4/1d4p Critical 20/x2. One handed. Range Inc. 30ft. Critical damage applies only to first shot.

Warp blade: Developed by the "Dark Ones" on Shakuras, these exotic weapons remain permanently cloaked.
Cost 85 V. Damage 1d12s Critical 20/x3. Two handed.

Chozo Weapons

The few weapons this philosopher-race has developed require special talents to use well. To Chozo, however, none seems exotic.

Forcewave generator: Small pods mounted in gloves produce a semi-circular wave of bright energy good at interrupting defenders. Affected by a swinging or raking motion.
Cost 25 V. Damage 1d8s Critical 20/x2. Range Max 30ft. Critical stuns defender.

Spread-grenade: A lens fitted in the palm lobs small pods towards your foes, which burst with bright energy.
Cost 30 V. Damage 1d6b Critical 19-20/x2. Range Inc. 20ft. Requires no ammo.

Solar Spear: With a tip charged with bright energy, Chozo warriors valiantly protected worlds under their watch.
Cost 30 V. Damage 1d8p Critical 19-20/x2. Reach 10ft. Adds 5 damage to a charge attack.

Lightning gun: A lens fitted in the palm blasts opponents with natural lightning.
Cost 30 V. Damage 1d6 elec Critical 20/x2. Range Inc. 60ft. Can be upgraded.

Multi-fire arm cannon: Encloses the arm and fist. Glove commands can alter the configuration to fire different beams. Upgrade availability varies.
The cannon can carry up to four different beam weapons at a time, and any number of upgrades. Each beam and upgrade beyond the first adds +1 to the gunnery score for the weapon, meaning having more options is harder to manage.
 Power beam: Cost 40 V. Damage 1d6s Critical 20/x2. Range Inc. 60ft.
 Ice beam: Cost 60 V. Damage 1d8 cold No Crit. Range Inc. 50ft. Jam 1.
 Wave beam: Cost 60 V. Damage 1d8 elec No Crit. Range Max. 60ft.
 Plasma beam: Cost 60 V. Damage 1d8 fire No Crit. Range Max. 60ft.
 Psi beam: Cost 80 V. Damage 1d8 psi Critical 20/x2. Range Max. 60ft.
 Warp beam: Cost 80 V. Damage 1d8 warp Critical 20/x2. Range Inc. 50ft. Jam 1.
 Antimatter beam: Cost 90 V. Damage 1d4 psi/1d4 warp Critical 20/x2. Range Inc. 60ft.
 Sonic beam: Cost 60 V. Damage 1d8 sonic Critical 18-20/x2. Range Inc. 30ft.
 Missile Upgrade: Allows the arm cannon to lock on and fire missiles at targets. The carry capacity is 5 missiles, and can be improved with further upgrades.
 Cost 40 V. Damage 1d6 fire/1d6b No Crit. Range Inc. 50ft.
 Charge Upgrade: The user may spend a full round action to charge the cannon, then release a shot in the next round for double damage. Enables shot combos with missiles.
 Cost 40 V.
 Spread Upgrade: The user may take a -2AB on an attack and change the weapon range to read "cone."
 Cost 60 V.
 Rapid Upgrade: The user may fire three additional shots at highest base attack bonus 1/day.
 Cost 80 V.
The gunnery score for the cannon is calculated as a whole unit, and the bonus may be applied to any beam weapon fired. The score is 4 + 1 for each beam or upgrade beyond the first beam or upgrade. So an arm cannon with the power beam and charge upgrade would have gunnery 4, and one with the power and ice beams and the charge and rapid upgrades would have gunnery 6.
See the setting rules for missile lock.

Other Races Weapons

The Luminoth, Eticoons, Pathomorphs and Byunei do not manufacture arms on the same scale as others. There are a few racial specific weapons worth note, however.

Phazon beam rifle: A pathomorph-only weapon, outlawed in most corners. Doctors advise that long-term exposure to phazon energy may have unpredictable pathogenic morphological effects. Regenerates ammunition at 10 shots/day.
Cost 225 V. Damage 1d12 warp. Critical 20/x3. Two handed. Exotic.

Forearm and cranium blades: Worn as a pathomorph symbol of leadership, or simply to look fearsome. If you attack with both forearm blades, you may make an attack with the cranium blade at -2AB.
Cost 50 V. Damage 2 claws 1d6 head 1d8 Crit 20/x2 melee.

Warp promoter: A Byunei-only weapon. Instead of cloaking himself, the Byunen enfolds a warp field around a point in space, and directs it much like the Orb of Tornabi. Since it requires the Byunen trait, it is usable once per day.
Cost 70 V. Damage 3d6+10 warp Critical 20/x3 Jam 3 Range Max 30 ft.

Armor

Armor rules are considerably less laborious than weapon rules, so I've concatenated them to the bottom of this already substantially lengthy page. Armor and weapons have scaled in tandem, making the actual rules for each close to their fantasy equivalents. I opted for this model over the representational model for maths reasons, mostly. Comparing +102 AB to AC 180 was an act I didn't want to do often. Almost all armor has new features to accommodate life and travel in space.
All armor is powered, unless listed otherwise, and counts as having no mass for armor check penalty purposes, and other things.
All armor has a feature called sealed environment, which allows travel in space and through incompatible atmospheres.
All armor is considered to have basic exploring capacities, some grappling equipment, flares, torches (that's flashlights, gents), and miscellany.

Terran Armor

Light, Simple: Favored by non-combat ground troops; medics, technicians, and some artillery operators.
Cost 50 V AC +1 ACP -2 Max Dex: -.

Light, Complex: A more refined design of the light armor.
Cost 55 V AC +2 ACP -2 Max Dex: +5.

Medium, Simple: The most commonly purchased and used (and re-used) suit of armor on the market. Some resale companies may give a reduced rate for motivated sellers and buyers.
Cost 80 V AC +4 ACP -3 Max Dex: +4.

Medium, Complex: Worn by battle sergeants or field utility operators.
Cost 95 V AC +5 ACP -4 Max Dex: +3.

Heavy, Simple: Usually worn to handle the perdition flamethrower device.
Cost 117 V AC +6 ACP -5 Max Dex: +2.

Heavy, Complex: Developed to handle experimental arms or operate in extremes.
Cost 200 V AC +8 ACP -6 Max Dex: +1.

Traumasuit: Built on Braxis to counter artillery over difficult terrain.
Cost 250 V AC +10 ACP -7 Max Dex: +0. Exotic

Riot Shield: Straps or mag-locks to an arm. Can also be grasped in a glove.
Cost 25 V. Shield bonus +1 strapped, +2 grasped.

Large Riot Shield: Preferred by combat medics. Can be fitted with medkit supplies.
Cost 30 V. Shield bonus +3.

Battle Shield: A modified large riot shield. Intended to deflect strange weaponry.
Cost 40 V. Shield bonus +3, or +4 against xenomorphic natural weapons (that aren't fire weapons).

Flame Shield: A modified large riot shield. Intended to subvert fire weapons.
Cost 40 V. Shield bonus +3, or +4 against flame weapons. Provides fire res. 5.

Protoss Armor

Made with yellow-toned plates typical of protoss structure, Protoss armor suppliments engineered physical architecture with localized force fields, making the armor look open and loop-shaped. In addition, the psi+ protoss are trained in the use of bubble-like internal shields.

Khalai Plate: Has two main loops and a central breast plate. Symbolic of the Khala, the warrior caste path to enlightenment.
Cost 90 V AC +4 ACP -4 Max Dex: +4

Templar Plate: Appears more bulky than Khalai, but in reality is lighter.
Cost 70 V AC +3 ACP -3 Max Dex: +5

Robes of the Adjudicator: These rarely see combat use, but are designed to appear as working clothes for diplomats and government workers.
Cost 30 V AC +1 ACP -2 Max Dex: -

Psi Shield Emitter: Almost ubiquitous deflecting devices. To confirm a deflected shot, the player must make a concentration check DC = incoming attack roll.
 Cost 50 V Shield Bonus +1. 15% deflection chance.
 Cost 60 V Shield Bonus +2. 15% deflection chance.
 Cost 70 V Shield Bonus +3. 15% deflection chance.

Chozo Armor

Crafted independantly to suit Chozo or Terran physiology, Terrans need not take an exotic armor proficiency to wear Chozo armor. Instead, pay an extra 10% refitting cost. Chozo armor has natural regenerative effects that allow lowered repair costs. Bio-metallic compounds supplement organic components. The suits are neither intelligent nor alive, inasmuch as your skin and bones are not.

Light, Simple: Cost 40 V AC +1 ACP -2 Max Dex: -.
Light, Complex: Cost 44 V AC +2 ACP -2 Max Dex: +5.
Medium, Simple: Cost 64 V AC +4 ACP -3 Max Dex: +4.
Medium, Complex: Cost 76 V AC +5 ACP -4 Max Dex: +3.
Heavy, Simple: Cost 94 V AC +6 ACP -5 Max Dex: +2.
Heavy, Complex: Cost 160 V AC +8 ACP -6 Max Dex: +1.

Luminoth Armor

The longtime pride of Luminoth weapons engineers, second only to surveillance and intrusion detection. Luminoth armor is polymer based, dense, lightweight, and provides a natural 5% deflection bonus similar to Protoss deflection shields.

Swallowtail: Cost 80 V AC +5 ACP-3 Max Dex: +4.
Hawkeye: Cost 95 V AC +6 ACP-4 Max Dex: +3.
Monarch: Cost 110 V AC +7 ACP-4 Max Dex: +3.
Swallowtail: Cost 150 V AC +9 ACP-5 Max Dex: +2.

Crest Shield: Cost 20 V. Shield bonus +1 strapped, +2 grasped.
Coat of Arms Shield: Cost 24 V. Shield bonus +3.
Sovereign Shield: Cost 32 V. Shield bonus +3, or +4 against small and long arms (that aren't ice weapons).
Demonic Shield: Cost 32 V. Shield bonus +3, or +4 against ice weapons. Provides ice res. 5.

Eticoon Armor

Basically borrowed from other races. Modify any other armor by adding +5% to the purchase cost. Certain suits may be restrictive or require special training to use well (i.e. an exotic armor proficiency).

Pathomorph Armor

Half platemail, half skin graft, the mutable morphology of the pathomorphs allow armor to become more like a first skin than a second. Other races cannot use pathomorph armor.

Butcher: Cost 55 V AC +1 ACP -1 Max Dex: -.
Bloodletter: Cost 60 V AC +2 ACP -1 Max Dex: +5.
Mauler: Cost 88 V AC +4 ACP -2 Max Dex: +5.
Ravager: Cost 105 V AC +5 ACP -3 Max Dex: +4.
Reaver: Cost 130 V AC +6 ACP -4 Max Dex: +3.
Slayer: Cost 220 V AC +8 ACP -5 Max Dex: +2.
Goad: Cost 275 V AC +10 ACP -6 Max Dex: +1. Exotic

Byunei Armor

The ability to seal their bodies and survive in space has traditionally reduced the need to develop armor at all. More recently, the Byunei have taken to donning armor of other races, leaning toward Protoss designs.
A Byunen may purchase armor as if he were Protoss, or borrow from others at increased purchase cost.

*critical damage often either compromises the system that would report it, or parallels the death of the wielder (aka wetware failure) and is thus seldom seen, but the option is there.
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