Armor Construction Rules

STEP 1: Design - Read this first!

The first and most important stage in constructing a Garment, suit of Armor, or other wearable device, is designing and planning it out. This step can be as easy or as difficult as you want to make it. Armor technology is as old as time itself, and in use by nearly everyone in the Galaxy. Obviously, the nicer the armor will be, and the more features it will have, the harder the Design roll will be.

Single Design Roll:

In order to complete a basic suit of armor fit together properly, you generally should roll a single Design roll for an entire suit of armor. A relatively simple garment, robes, or armor that has no gadgets, is generally something most characters can do as a full suit, all at once.

Separate Design Rolls:

For more complex armor suits, it is recommended that the character separately design each piece (called "Body Zones"). However, when the pieces are designed separately, there is risk that they will not fit together properly. Any RComp of 20 or lower in the design phase will cause the armor not to fit correctly, even if the design roll is successful. Armor constructed based on a flawed fitting design will carry additional dexterity penalty of -1 Pip for each piece that does not fit correctly.

Note: You CANNOT perform more than one successful Armor Design roll per week. This is the trade-off for designing each piece separately. Unsuccessful attempts may be retried up to two additional times within the same week.

Once the Design has been completed, construction is performed individually for each "Body Zone" of the armor, based on the charts below.


First, you must select the TYPE of armor you wish to work on.
There are two general types of armor: Soft Armor, and Rigid Armor.


Soft armor is made out of flexible materials that generally do not encumber movement or add too much weight. However, their potential for absorbing damage is minimal.

Even protective types of clothes can offer some protection in certain circumstances, and this section covers the creation of clothes as well as armor. Working with these materials is generally a simple matter, and most beings can manage construction of rudimentary soft armor without any special skills whatsoever.

Base Design DC: Very Easy (0-5)
Body ZoneBase CostNotes
Upper Body100c
Lower Body100c
Body Glove100cOptional - Worn internally underneath the armor or garment
Cloak50cOptional - Worn externally on top of the armor or garment


Rigid armor is made of hard, inflexible materials that are better suited to protecting the body from harm. This is the most common form of armor, but it's weight and rigidity encumber movement far more than soft armor types. The process of molding the material and installing other modifications is usually where special skills become involved.

Base Design DC: Easy (6-10)

The following pieces are required for a full suit of Hard Armor
Body ZoneBase CostNotes
Arm (each)100c
Leg (each)100c
Boots (Pair)100c
Body Glove100cRecommended - Worn internally underneath the armor
Cloak50cOptional - Worn externally on top of, or underneath, the armor


The most important part of the armor, and usually the point of constructing it, is that the materials used are designed to absorb damage that would otherwise result in injury.

How much protection you build into the armor is up to you, but the more protection you add, the harder it is to design and construct. Armor Protection is split into two ratings, Energy (vs energy weapons), and Physical (vs physical objects & projectiles).

Depending on the material you choose, you start with a base level of protection, when using the minimum amount of the chosen material necessary to cover the body zone.

Lightsaber Protection: There are certain materials that also provide Lightsaber protection, due to special properties of those materials. This protection will show up as a 3rd protection statistic, and applies exclusively to lightsabers and related weaponry. Lightsaber protection does not count toward Dexterity penalties.


The base materials you use to construct the armor matter, and their potential for effective protection varies widely. Generally speaking, Energy protection may never be higher than physical protection, and Lightsaber protection may never be higher than Energy protection.

Certain exotic materials allow inherent properties that go beyond these limits (HGM discretion).
MaterialBase ArmorMax ArmorCost ModifierBase DC
Cloth/NaturalNone+1/+1-75%Very Easy
Soft SyntheticNone+1/+1N/AEasy
Hard Synthetic+1/+1+2D/+2DNAModerate
Common Metal+2/+2+3D/+3D+100%Difficult
Rare Alloy*+2/+2/+1+3D/+3D/+3D+500%Very Difficult
Exotic Alloy**+1/+1/+2+2D/+2D/+4D+1000%Heroic

NOTE: Body Gloves and Cloaks must use either Cloth/Natural or Soft Synthetics ONLY.

* = Rare alloys include Phrik, Bes’kar, and other hard-to find alloys with limited anti-lightsaber properties. Requires DC 21 Streetwise to obtain Out-of-Sim.

** = Exotic alloys known to have strong anti-lightsaber properties. Cortosis, Songsteel, Ultrachrome, etc. Requires DC 31 Streetwise to obtain Out-of-Sim.


Each type of armor material has a starting difficulty level, due to their inherent properties.

The more of these materials you add, the greater the protection will be. However, this also increases the difficulty of constructing the armor. These difficulties must also be taken into account when designing the armor, to make sure the armor plan is possible in the first place.
  • +1 DC for each Pip of Physical OR Energy protection over Base, in the design.


The greater the amount of protective materials added to the armor, the more heavy and bulky the armor will become. This encumbers the wearer and reduces their overall mobility.
  • -1 Pip to DEX, for every 1D in Physical and Energy protection in the design
  • Lightsaber protection is Material-specific and does not count toward Dexterity penalties.
  • Custom Fitting the armor negates up to 1D of DEX penalty.
  • Custom Fit armor may only be worn by the person it is fitted to.
See Step 4: Custom Fitting for more information.


There are times when a full suit of armor may not be required, or desirable. Usually the reason for providing only partial coverage, is to increase the mobility and speed of the wearer. The other common reason is to reduce the overall difficulty and/or expense of creating the armor.
CoverageDC ReductionDEX Penalty ReductionNotes
No Head Armor-3 DC-1 PipNo Maximum DC
Beware of head shots!
75% Coverage-4 DC-1 PipThe maximum DC of this suit after the -3 modifier must be 27 or lower.
No Protection on Armor RCOMP of 20 or Lower.
50% Coverage-8 DC-1DThe maximum DC of this suit after the -8 modifier must be 23 or lower.
No Protection on Armor RCOMP of 20 or Lower, OR Called Shot to unarmored area.
25% Coverage-14 DCNo PenaltyThe maximum DC of this suit after the -14 modifier must be 19 or lower.
No Protection on Called Shot to unarmored area.


Equipment Slots are a measurement of how much space, both internally and externally, all of the various gadgets and modifications integrated into a set of armor will need.

The number of Slots you include in your design directly affects the DC of the design roll.

It is possible to include extra slots in the design, to allow for additional equipment to be installed in the future. Empty Slots increase the Design DC, but do not increase the Construction DC.


External slots are used for features of the armor that are visible on it's exterior.

Any modifications that changes how it looks on the outside, or 'attach' to it on the outside of the armor's surface would require a certain number of External slots.
  • +1 Design/Construction DC for Each External Slot


Internal slots are used for the internal systems and parts that make the other features of the armor function.

Any modifications that embeds devices or adds functions on the inside, or is just held internally and not visible to the outside, would require a certain number of Internal slots.
  • +2 Design/Construction DC for each Internal Slot


Many people like to create armor that includes special features, gadgets, and enhancements. These additions are often what makes a sparticular suit of armor stand out from the crowd. More than anything else, it is the technologies integrated into a suit of armor that affects the difficulty and cost.

Below is a list of common components, including their costs, slot requirements, as well as their dependencies on other technologies that may be necessary. Please read each Equipment Module description carefully before choosing to include that module in your design. As always, the GM has discretion.

This list is not comprehensive, but is available only as a quick reference. See the GM if you have questions.
Individual ModulesInternal SlotsExternal SlotsBase Cost
Helmet Light0150c
Sensors (Per 'Type')1150c (Per +1 Pip bonus)
Helmet Visor Display12100c
Macrobinocular Viewplate21200c
Breath Mask (Helmet)11200c
Weapon32(See weapon)
Power Cell (per Piece)1025c (per system/hour of operation)
Computer10200c (Per +1 Pip of max bonus rating)
Touch Interface03200c
Holo-Touch Interface12150c
Wiring Harness (Body Glove)10100c (Provides data/power links between pieces)
Small Hardpoint (Arms)1210c (detachable equipment)
Med Hardpoint (Legs/Feet)2315c (detachable equipment)
Lg Hardpoint (Backpack)3425c (detachable equipment)
Stealth Padding (all pieces)1050c
Multipurpose Use21(see equipment, GM discretion)
Onboard Generator30500c
Radiation Seal (all pieces)1150c
Standard Enviro-Seal11400c (Body Glove)
Vacuum-Rated Enviro-Seal22800c (Body Glove)
Heater/Cooler (Torso)21100c (Requires Enviroseal Body Glove)
21200c (Requires Enviroseal Body Glove)
Powered Servos (Per +1 pip to STR or DEX)11200c (per +1 pip to STR or DEX)
Posi-Trak Grav-Field (boots)21300c (per pair)
Life Support System[/TD]


These are pre-packaged modules that combine several mods into a single, installable package. The components are designed to be worn in armor and to work properly with one another, as well as interact with other pre-packaged modules through standard interfaces. The benefits of using a pre-packaged module is that they usually have a slot savings over installing individual components separately. However, these packages generally carry a much higher cost.

NOTE: Component Quality for all pre-packaged modules is Standard.

Communications Packages:


Military Wrist-comlink (button activated)​
Range: 50km, Low Orbit​
Difficulty to Jam/Tap/Decrypt: 16-20 / 21-25 / 35+​
Location: Arm (Internal: 1, External 1)​
Included Mods: Comlink, Power Cell​
Cost: 150c​

Helmet Comm

Military voice and tongue-activated comlink.​
May be linked to other computerized armor systems to allow voice commands.​
External vocodor can be deactivated, allowing speaking to comlink in private.​
Contains Hearing enhancement & protection hardware within the earpieces.​

Bonus: +1D Audio PERC, Automatic Hearing protection​

Range: 50km, Low Orbit​
Difficulty to Jam/Tap/Decrypt: 16-20 / 21-25 / 35+​
Location: Helmet (Internal: 1, External: 1)​
Included Mods: Comlink, Power Cell​
Cost: 200c​

Optics Packages:

Multi-Frequency Target Acquisition System (MFTAS)

A fully-contained, helmet mounted, vision enhancement system designed for soldiers.​
Low-Vis: Bonus to Perception in low visibility (low light, smoke, fire, dust, clouds)​
Motion: Bonus to Ranged attacks vs targets travelling greater than 10m per round.​
Polarized: Prevents flash-blinding due to intense light sources, flashbang grenades, etc.​
Weapon Link: Connects via Comlink (not incl.) to electronic Weapon sights (not incl.).​
See Weapon Sight for Bonus details.

*Macrobinocular Viewplate: Extends non-penalty view range (in Meters)​
Location: Helmet (Internal: 4, External: 4)​
Included Mods: Helmet Visor Display, Sensor (IR), Sensor (Motion)​
Sensor (UV, some models), Computer, Power Cell, Wiring Harness​

Clone Phase 1+1+1NA2,R1000c
Clone Phase 2+1D+1DNA2,X2000c
Clone SpecForce+2D+1D50-100/200/5003,X3000c
Imp Stormtrooper+2D+2DNA2,X2500c
Imp Scout-trooper+2D+2D100-250/500/10003,X4000c
Imp Royal Guard+3D+2DNA4,X5000c
Imp SpecForce+3D+2D100-250/500/10004,X6000c

Sensor Pod

A self-contained monocular sensor pod that folds down in front of the wearer’s eye.​
Provides a bonus to Search and Sensors skill rolls.​
Location: Helmet (Internal: 1, External 3)​
Cost: 300c​
Included Mods: Sensor, Display, Power Cell​


Macrobinocular Attachment

An external drop-down Macrobinocular unit that folds down in front of the wearer’s visor.​
Bonus: Extends view range (in Meters) up to 100-250/500/1000​
Location: Helmet (Internal: 1, External: 3)​
Cost: 300c​
Included Mods: Macrobinocular Viewplate, Display, Power Cell​

Environmental Packages:

Basic Envirosuit

Built-in breath mask to filter out harmful molecules.​
Climate-controlled body glove (+1D Survival in hostile environments)​
Helmet: (Internal: 1, External: 1)​
Torso: (Internal: 1, External: 0)​
Body Glove: (Internal: 1, External: 1)​

Cost: 600c​
Included Mods: Breath Mask, Heater/Cooler, Power Cell​

Hermetic Enviro-filter:

Built-in breath mask to filter out harmful molecules.​
Limited-Vacuum, 2 Hours oxygen supply in low/no atmosphere​
Climate-controlled body glove (+1D Survival in hostile environments)​
Helmet: (Internal: 1, External: 1)​
Torso: (Internal: 2, External: 0)​
Body Glove: (Internal: 1, External: 1)​

Cost: 1200c​
Included Mods: Enviro-Seal, Breath Mask, Heater/Cooler, Life Support, Power Cell (2h)​

Zero-G Life Support System

Hard-Vacuum capable for extended periods of time.​
Built-in breath mask to filter out harmful molecules.​
Vacuum-rated Climate-controlled body glove (+2D Survival in hostile environments)​
10 Hours oxygen supply in low/no atmosphere​
Posi-Trak Grav Field Boots​
Helmet: (Internal: 1, External: 1)​
Torso: (Internal: 3, External: 0)​
Body Glove: (Internal: 2, External: 2)​
Boots: (Internal: 2, External: 1)​

Cost: 1800c​
Included Mods: Enviro-Seal, Breath Mask, Heater/Cooler, Life Support, Power Cell (10h)​

Integrated Backpacks:

Coming Soon​


The quality of the components used in the armor will have a significant effect on both the design, and the actual construction later, according to the following chart. This does not reflect the bonus imparted by a component, but the craftsmanship, fit & finish, and ultimately suitability of the component to be used in a suit of armor.

Higher quality parts are easier to install but cost more, whereas lower quality parts are harder to integrate but cost less. Components can also be modified to fit, but this will require either hiring someone to do the work, which costs more money, or performing the work oneself.

To perform the work oneself requires having the proper tools and rolling the appropriate skills, all at the GM’s discretion. Please discuss this option with the GM prior to attempting to perform it.

NOTE: Components that stack bonus pips only count ONCE for Component Quality bonuses.
QualityArmor Repair BonusCost MultiplierNotes
-2 Pip


Requires successful salvage roll based on source item's repair skill. Automatic RCOMP sometime during construction. (GM Discretion)
-1 Pip


The part was originally designed for something completely different, but remains unchanged.


This part is known to work just fine for Armor.
+1 Pip

+100% (Or None)

Requires hiring someone to modify (+100% cost), OR additional rolls and proper tools (DC to modify) (GM Discretion)
+2 Pips


Requires additional rolls, materials, and proper tools. (DC to craft is GM Discretion)
-1/-1 Slots*


A fully bespoke part crafted from scratch. Smaller, lighter, and more portable. (DC to craft is high, GM Discretion)

* = Miniaturized parts cannot reduce normal Slot costs below 1.
* = Hardpoints and Mod Packages cannot be miniaturized.

STEP 2: Construction

To construct a set of armor, each Body Zone of armor must be constructed individually. The construction process is different for Soft armor vs Rigid armor types, and each requires a different process. The difficulty for each of these phases is calculated differently based on the materials, as well as the internal and external slots used in the design.

A Special Note on Scholar Skills:
For those who have taken the time to study advanced materials sciences, this knowledge can be extremely valuable when crafting armor. Such disciplines as Chemistry, Metallurgy, Composites, Engineering, or other related subjects. During construction, ONE appropriate Scholar skill (at the GM's discretion) may be rolled as if it were an "Enhance Attribute" roll, adding the Result/5 in Pips to Armor Repair rolls that involve the Materials Construction Base DC.

SOFT Armor Construction:

1. Extrude and Weave the materials

Difficulty: Materials Construction Base DC

Weaving, Extruding, Pressing, or otherwise creating the main panels of the garment's materials, before they are cut and sewn or bonded together.

2. Cut and Tailor the Layout

Difficulty: Materials Construction Base DC + (Internal Slots x 2)

Trimming the materials to the correct size and shape to be worn, then mounting any internal equipment so that it’s weight is supported and can be worn correctly on the body.

3. Assemble the Garment

Difficulty: Materials Construction Base DC + External Slots

Assembling he various pieces within the garment into a fully functional garment.

RIGID Armor Construction:

Phase 1. Form the Structure

Difficulty: Easy + External Slots for Servos + (Internal slots for Servos x 2)

This is where you create the load-bearing elements of the armor, the part that lets the armor ride on the body, and keeps the rest of the components structurally joined together. This forms the skeleton of the armor. This is where Servos affect the DC of the armor most.

Phase 2. Mounting the Equipment

Difficulty: Easy + (Internal Slots x 2, excluding Servos)

This is where the number of internal slots used by non-servo gear embedded within the armor matters most. You must mount the hardware that will be enclosed within the armor materials onto the Form you created.

Phase 3. Apply Armor Materials

Difficulty: Materials Construction Base DC + External Slots (includes Servos)

In this step, the actual protective materials are carefully applied to the armor. This is where the Materials involved, as well as the External Slots used, make a big difference in the difficulty. This is because the more external slots are used, the more the armor material must be carefully applied around these, without compromising the operation of the equipment or the protective qualities of said materials. More exotic materials are generally more difficult to apply as well.

STEP 3: Armor Modification

A piece or suit of armor that has already been constructed can be modified. The DC to do this is simply the Base DC of the material it is made of, plus the difference between the old armor piece's DC (which must be calculated based on its equipment and stats), and the new DC with the modification.

STEP 4: Custom Fitting (Optional)

A piece or even a full suit of armor can be fitted to match an individual wearer. Custom fitting negates up to 1D of normal Dexterity penalty for a set of armor, however it also means that no other person can wear that armor, until it is custom fitted once again. The difficulty for custom fitting a set of armor depends on when the fitting is done.

  • If done during the Design phase, no other work is needed. The Custom Fitting becomes an inherent part of the design.

  • If Custom Fitting a set of normal armor that has never been fitted before, DC to fit it to an individual wearer is simply the Construction DC of the piece(s) to be fitted, minus 10.

  • If Custom Fitting a set of armor that has been previously custom fitted to another individual, the DC to refit the armor to a new wearer is the Construction DC of the piece(s) to be fitted, plus 10% of the original design's materials cost.
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