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 (for more information, see zero gravity).

Reading Armor Tables

Each entry in Table: Armor 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. See Skills for a more complete list of which skills apply.
  • 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.

Table: Armor

Light Armor

Armor Model Level Price EAC Bonus KAC Bonus Maximum Dex Bonus Armor Check Penalty Speed Adjustment Upgrade Slots Bulk
Estex suit I 1 410 +0 +1 +5 –1 2 1
Second skin 1 250 +1 +2 +5 1 L
Stationwear, flight suit 1 95 +0 +1 +6 0 L
Freebooter armor I 2 750 +2 +3 +4 0 L
Kasatha microcord I 2 460 +1 +3 +3 –1 0 1
Carbon skin, graphite 3 1,220 +3 +4 +4 –1 1 1
Stationwear, casual 3 1,300 +1 +2 +6 0 L
Defrex hide 4 2,250 +5 +5 +4 1 L
Lashunta tempweave, basic 4 1,950 +4 +4 +5 1 L
D-suit I 5 2,980 +5 +6 +5 1 L
Estex suit II 5 2,700 +4 +5 +5 –1 3 1
Stationwear, business 5 2,600 +2 +3 +6 0 L
Freebooter armor II 6 4,720 +6 +8 +5 1 L
Kasatha microcord II 6 3,670 +6 +8 +4 –1 1 1
Stationwear, elite 6 4,100 +4 +5 +7 0 L
Ysoki refractor suit 6 4,120 +7 +7 +5 2 L
AbadarCorp travel suit, silver 7 7,250 +6 +7 +7 0 L
D-suit II 7 6,900 +8 +9 +5 2 L
Estex suit III 7 5,500 +7 +8 +5 –1 4 1
Kasatha microcord III 8 9,000 +9 +11 +5 –1 2 1
Lashunta tempweave, advanced 8 8,500 +9 +10 +6 3 L
AbadarCorp travel suit, gold 9 12,100 +9 +10 +8 0 L
D-suit III 9 13,300 +11 +12 +6 3 L
Carbon skin, white carbon 10 19,650 +12 +14 +5 –1 3 1
Freebooter armor III 10 16,900 +12 +13 +6 3 L
Kasatha microcord IV 11 23,800 +13 +15 +5 –1 3 1
AbadarCorp travel suit, platinum 12 34,600 +12 +13 +8 0 L
Hardlight series, squad 12 30,750 +15 +15 +6 4 L
D-suit IV 13 45,800 +16 +17 +6 4 L
Estex suit IV 13 49,250 +15 +16 +6 –1 6 1
Echelon fashion, ready to wear 14 71,300 +15 +16 +8 0 L
Freebooter armor IV 14 60,600 +17 +18 +6 4 L
Carbon skin, diamond 15 126,400 +17 +19 +7 –1 4 1
Hardlight series, elite 15 123,500 +18 +18 +7 4 L
Swarmsuit 15 95,200 +18 +19 +6 4 L
Shotalashu armor 16 149,500 +19 +20 +7 5 L
D-suit V 17 244,300 +20 +21 +7 5 L
Echelon fashion, bespoke 17 285,000 +18 +19 +8 0 L
Freebooter armor V 18 367,650 +20 +21 +8 5 L
D-suit VI 19 552,000 +21 +22 +8 6 L
Carbon skin, nanotube 20 825,000 +21 +23 +8 –1 6 1
Hardlight series, specialist 20 928,000 +22 +22 +8 6 L

Heavy Armor

Armor Model Level Price EAC Bonus KAC Bonus Maximum Dex Bonus Armor Check Penalty Speed Adjustment Upgrade Slots Bulk
Ceremonial plate, troop 1 110 +1 +3 +2 –3 –10 ft. 3 3
Golemforged plating I 1 250 +2 +5 +0 –3 –10 ft. 0 3
Lashunta ringwear I 1 415 +2 +4 +2 –2 –5 ft. 0 2
Hidden soldier armor 2 465 +3 +5 +2 –2 –5 ft. 1 2
Iridishell, basic 2 755 +3 +6 +2 –2 –5 ft. 0 2
Thinplate 2 1,000 +4 +6 +2 –3 –10 ft. 1 3
Defiance series, squad 3 1,220 +5 +8 +1 –4 –10 ft. 1 3
Golemforged plating II 3 1,610 +5 +7 +2 –2 –10 ft. 1 3
Ceremonial plate, officer 4 2,275 +6 +8 +2 –2 –5 ft. 1 2
Lashunta ringwear II 5 2,970 +8 +10 +2 –2 –5 ft. 1 2
Vesk overplate I 6 3,910 +9 +11 +3 –2 –5 ft. 1 2
Ceremonial plate, commander 7 7,350 +10 +12 +2 –3 –10 ft. 5 3
Defiance series, elite 7 6,300 +10 +13 +2 –4 –10 ft. 2 3
Golemforged plating III 7 5,500 +10 +12 +3 –2 –5 ft. 2 2
Lashunta ringwear III 8 8,420 +12 +14 +3 –2 –5 ft. 3 2
Vesk overplate II 8 10,250 +13 +15 +2 –3 –10 ft. 3 3
Iridishell, advanced 9 13,100 +13 +15 +3 3 2
Skyfire armor, pinion 9 14,200 +14 +16 +3 –2 –5 ft. 4 2
Defiance series, specialist 10 16,950 +15 +18 +2 –4 –10 ft. 3 3
Golemforged plating IV 11 24,800 +15 +17 +3 –3 –10 ft. 6 3
Lashunta ringwear IV 11 27,100 +16 +18 +4 –3 –5 ft. 4 2
Vesk overplate III 11 23,400 +16 +18 +3 –2 –5 ft. 4 2
Aegis series, squad 12 45,200 +17 +19 +3 –5 –10 ft. 5 3
Iridishell, superior 12 42,250 +17 +18 +4 4 2
Vesk monolith I 12 39,650 +16 +18 +4 –2 –5 ft. 5 2
Skyfire armor, exident 13 53,600 +18 +20 +4 –2 –5 ft. 5 2
Golemforged plating V 14 63,750 +18 +20 +4 –3 –10 ft. 7 3
Vesk overplate IV 14 71,850 +19 +21 +4 –2 –5 ft. 5 2
Enginerunner 15 120,900 +21 +22 +4 5 2
Lashunta ringwear V 15 94,200 +20 +22 +4 –2 –5 ft. 5 2
Steelbones 16 145,500 +21 +23 +4 –3 –5 ft. 6 2
Vesk monolith II 16 163,400 +22 +24 +4 –3 –5 ft. 6 2
Aegis series, elite 17 209,000 +23 +27 +3 –5 –10 ft. 6 3
Vesk overplate V 18 415,800 +24 +26 +4 –3 –5 ft. 7 2
Vitrum plate 18 365,650 +23 +24 +5 4 1
Voidshield armor 19 610,250 +25 +26 +5 –3 –5 ft. 7 2
Aegis series, specialist 20 932,000 +25 +28 +4 –4 –10 ft. 7 3
Vesk monolith III 20 827,250 +26 +27 +5 –2 –5 ft. 7 2

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. The most common environmental dangers are detailed in Environment.

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 (see recharging stations), also recharge armor’s environmental protections, and using them to recharge suits is typically free of price. All other functions on a suit of armor with no duration remaining still work normally.

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 vision impairment from the environment (such as smoke or water) still applies.


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).

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: 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

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 Descriptions

The following explains powered armor’s statistics entries. Specific suits of powered armor are described in Powered Armor Descriptions. Each suit of powered armor’s price is listed in Table: 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: 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: 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

Battle Harness

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

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

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

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.


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: 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.

Magic Upgrade Descriptions

Specific armor upgrades are described below.

Table: Armor Upgrades

Upgrade Level Price Slots Armor Type Bulk
Infrared sensors 1 200 1 Any L
Quick-release sheath 1 325 1 Any L
Radiation buffer 1 200 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
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
Sonic dampener 7 7,150 1 Any L
Force field, black 8 10,500 2 Any 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
Force field, white 10 20,000 2 Any L
Electrostatic field, mk 3 12 35,000 1 Any
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
Thermal capacitor, mk 3 15 120,000 1 Any
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
Force field, prismatic 20 1,000,000 2 Any L

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.

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.

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.

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.

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.

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.

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.

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 (see page 409), 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.