This should be an all-inclusive list of all generic armor, readily market-available, in the Psi-Wars setting. If more arises, I’ll add to it. Most of the armor is presented as generic; the lack of inclusion of various corporations (especially Rook and Law or Startrodder) does not mean they do not produce armor, rather that the armor they produce is no different from the armor noted below.

Battleweave Armor

Stylish Armor

Ultra-tech and other works offer the option to make armor more stylish. This makes the armor more attractive by applying a cost factor to the armor. With some Psi-Wars armor, I found this to be a problem, especially with diamondoid armors: making a fashionable piece with metal armor may well be more expensive than making it with cloth, but it shouldn't be the orders of magnitude more expensive. Thus, while the cost faster remains in place, the cost for a single piece of armor is $3000 for Stylish (representing the cost for "High Fashion" clothes for Status 2) and $12,000 for Fashion Original (representing the cost for "High Fashion" clothes for status 3)

Treat stylish armor as worth a +1 to Reaction Rolls from most people in common circumstances, and anything less worth penalties in high fashion circumstances (you can't wear a Westerly vacc suit to a gala, but you can wear ARC "Star Mail" armor), while Fashion Original is worth +2 from most people, and +1 in "high fashion" circumstances; they're also unique and represent something nobody else will be wearing.

Battleweave is an advanced flexible armor similar but inferior to energy cloth. It protects against all forms of damage equally except crushing, against which it protects with 1/3rd its DR. Battleweave armor generally takes the form of a battleweave body suit, a skin-tight garment that can fit beneath any form of armor or clothing, which often serves either as a last layer of defense, or a base upon which to affix additional armor.

Battleweave may be layered. The garments so layered must be reasonable, and the GM is free to overrule combinations he finds unreasonable (“I’m wearing four bodysuits!”). As a general rule, up to DR 20 can be worn beneath clothing or any garment and has a silk-thin thickness, similar to a bathing suit or sheer lingerie. Up to DR 40 is the thickness of cloth and while it cannot be worn beneath clothing, it can be worn as clothing. More than DR 40 is obviously thick “cloth” armor, though up to DR 60 might be mistaken for thick outerwear (the thickness of a coat or a heavy jacket). Any layering that takes the character beyond 80 DR is either disallowed, or suffers the layering penalties on B286: each layer beyond DR 80 applies a -1 to DX and all DX-based skills.

Generic Battleweave

The Battleweave Bodysuit is the standard by which armor is measured. While not everyone wears it, those who want some level of protection often begin with a layer of Battleweave. It’s comfortable and sits close to the skin, so can be worn beneath clothing; the only real downside is the weight. Those who want additional armor typically layer it with at least a longcoat or jacket, and perhaps trousers. Battleweave gloves and combat boots round it out for a typical “civilian” form of armor.

Maradon Battleweave

When adopting generic battleweave, Maradonians might augment it, typically by making it stylish; they typically augment it with jewelry, naturalistic patterns (leather or cloth) and interesting designs. They also weave the flexible armor into very stylish patterns, allowing them to wear armor in their gowns and suits. Examples include long “opera” gloves, hooded cloaks, or the jacket, trousers and gown below. While they don’t offer much armor, they might blunt a vibroknife, or turn a lethal shot with a blaster pistol into a merely injurious one.

ARC also issues armored combat uniforms, typically meant for officers, which allows them to command from front of the battle lines while in full “dress” uniform, making them stand out and inspiring their soldiers, while still maintaining a modicum of protection.

Shinjurai Battleweave

The Shinjurai who wear battleweave tend to augment it with a variety of technologies and gadgetry. The most common are the Varicloth and Buzzcloth (both UT 39). The former allows multiple interesting patterns, often ranging from eye-catching to garishly neon, and the latter allows it to be worn for multiple days or to shed any incriminating stains or evidence that might have collected on them. Military versions often include bio-monitors (+$200, 0.5 lbs)
Syntech issues a few interesting battleweave garments, typically gloves and footwear.

Westerly Battleweave

The Westerly tend to be sparing with any armor, as they need it to be flexible enough to cover their needs, durable enough to endure the harsh conditions they often find themselves in, and cheap enough that they can afford it. Most small Westerly communities have at least one armor-weaver on hand who can build suits, and the most common alterations to battleweave are the addition of a camouflage pattern typical to the local environment (+2 Camouflage for the proper terrain; -2 for other terrain; +0.5 CF) and climate control systems (+$50, 1 lb, 10 days/C). The Westerly are known for their excellent hiking boots.

Battleweave Armor Reference
Armor Loc DR Cost Weight LC Notes
Battleweave Bodysuit Neck, Torso, Limbs 20/7 $2000 8 4 CF
Battleweave Longcoat Torso, Arms, Thighs, Neck 45/15 $3500 13 3 F
Battleweave Jacket Chest, Arms 45/15 $2500 10 3 F
Battleweave Trousers Groin, Legs 30/10 $1000 5 4 CF
ARC Combat Uniform Jacket Chest, Arms 30/10 $3500 6 4 CFS
ARC Combat Uniform Trousers Groin, Legs 30/10 $2500 5 4 CFS
Maradon Weave Cloak All, Skull 20/7* $4000 4 4 CFGS
Maradon Weave Jacket Chest, Arms 30/10 $15,000 6 4 FCST
Maradon Weave Trouser Groin, Legs 30/10 $10,000 5 4 FCST
Maradon Weave Gown Chest*, Groin, Legs 15/5 $16,000 3 4 FCST

*Protects attacks from behind/sides only;
C: Concealable; may be worn under clothing or mistaken for clothing; may be worn with layerable armor (see note L) at no penalty.
E: Ablative vs energy attacks; 1/3 DR vs all other forms of attack.
F: Flexible; 1/3 DR vs crushing;
G: Characters can target gaps/chinks on this armor.
S: Stylish or Fashion Original
T: Tailored; -1 DX to anyone wearing it other than the original recipient (or someone with nearly the same body build)


Syntech “Dodger” Gloves: From the Neon line of body armor and clothing, these light gloves are fingerless and have no palm, and thus protect only the back of the hand. Opponents should be able to “target gaps,” when attacking them, but at the same time, characters wearing them should never be subjected to any penalties for bad grip or an inability to feel something through his gloves. The gloves also have a Karatand function, hardening the knuckles when made into a fist: this grants +1 to damage from hand strikes.

Syntech “Silk” Gloves: Part of the Black line and technically an offering to law enforcement, these excellent gloves sometimes find their way into the hands of spies or thieves. The Silk glove system integrates a primitive form of Sensor Gloves, which grant +2 to feel anything through the gloves; this pairs with an adhesive system that gives grip similar to a bare hand, which means the glove never suffers penalties for feeling or for grip. Furthermore, like the Dodger gloves above, they have a Karatand function which harden the portion of the glove when striking, which grants +1 damage to the unarmed strikes

Armor Loc DR Cost Weight LC Notes
Battleweave Gloves Hands 20/7 $50 Neg 4 CF
Syntech “Dodger” Gloves Hands 20/7 $200 Neg 3 CFGK
Syntech “Silk” Gloves Hands 20/7 $1500 Neg 2 CFK1
Maradon Long Gloves Hands, Arms 20/7 $2000 1 4 CFS

C: Concealable; may be worn under clothing or mistaken for clothing; may be worn with layerable armor (see note L) at no penalty.
F: Flexible; 1/3 DR vs crushing;
K: Karatand
G: Characters can target gaps/chinks on this armor.
S: Stylish or Fashion Original
1: Sensory Glove bonus


This section covers all forms of foot armor not explicitly integrated into a cohesive armor system; generally most items are made of Carbide or Battleweave.

Westerly Hiking Boots: Battleweave boots with a carbide sole to protect against traps or mines. This grant a +2 to hiking rolls, due to the excellence of their construction.

Syntech “Catspaw” Slippers: Part of the Black line, these battleweave garmets resemble thick toe-socks and practically adhere to the fleet and offer equivalent grip to bare feet. They’re designed to dampen sounds, granting +2 to stealth rolls by any character attempting to move quietly in them.

Maradon Combat Heels and Long Boots: Crafted from Battleweave and with a carbide sole, the heel is designed to maximize comfort and grip, allowing it to perform as well as flat shoes in most cases, without sacrificing a more fashionable look. Maradon Longboots are battleweave boots with a carbide heel or sole that go up past the knees. Worn by both men and women, they may or may not come with a high heel, depending on the wearer’s preference
Armor Loc DR Cost Weight LC Notes
Battleweave Combat Boots Feet 40 $200 1 4 CF
Carbide Combat Boots Feet 80 $250 3 3 CF
Westerly Hiking Boots Feet* 80/40 $800 3 4 CF1
Syntech “Catspaw” Slippers Feet 20 $1000 Neg 3 CF2
Maradon Combat Heels Feet* 20/0 $300 1 4 CS3
Maradon Long Boots Feet, Legs 20 $1000 1 4 CFS3

*The higher DR value protects the sole only.
C: Concealable; may be worn under clothing or mistaken for clothing; may be worn with layerable armor (see note L) at no penalty.
F: Flexible; 1/3 DR vs crushing;
1: +2 to hiking rolls
2: +2 to stealth rolls when attempting to move silently and resisting someone’s ability to hear.
3: This armor has the equivalent to High Heeled Heroine; the character never suffers from any penalties due to the heel.

Head Protection

This covers all forms of head gear that are not explicitly meant to seal a system.

Battleweave Hood: This hood is similar to a balaclava and is typically worn with eye and/or face protection. It’s primary purpose is to provide additional protection for the face and skull.

The Carbide Helmet: Typically a form of “pot helm,” this also covers rimmed helmets, such as a conical metallic hat, or a helmet with an extended piece meant to protect the back of the neck. Treat such details as cosmetic (if they offer some real protection, increase the price by +0.5 CF and the weight by +10%)

Syntech Hypervisor: Part of the “Neon” line, these resemble “wraparound shades” that provide a modicum of armor to the eyes and also grant the wearer hyperspectral vision.

Syntech Cryptmask: Part of the “Regal” line, Syntech designed the Cryptmask with Maradonian customers in mind. This thin, featureless laminate mask covers the face (it will adhere to a bare face with a simple application of pressure, and can be removed by simply pulling it away, but is more often worn with a battleweave hood) and grants the wearer hyperspectral vision, voice distortion (if he activates it) and filtered air.

Maradon Masque: Maradonian aristocracy enjoy the romance of a well-designed mask, similar to the decorated faceplates of aristocratic battle armor or duelist armor. This represents a lighter version of such armor, crafted of carbide rather than diamondoid, but still with intricate, beautiful and individualized decorations and designs. Like the Cryptmask, this adheres to the face with a simple application of pressure and can be removed at no risk to the wearer, but is more often worn with a battleweave hood.

Westerly Goggles: A simple set of goggles meant to protect the wearer’s eyes from damage, glare or blasting sand. Often worn with a simple air mask.

Armor Loc DR Cost Weight LC Notes
Battleweave Hood Head 20 $200 1 4 CF
Carbide Helmet Skull 45 $300 3 3
Syntech Hypervisor Eyes 20 $4000 0.2 3 H
Syntech CryptMask Face 40/20*† $5000 2 3 AHPV
Maradon Masque Face 30 $4000 2 3 ANOP
Westerly Goggles Eyes 20 $100 0.1 4 P
  • Double DR vs plasma or shaped charge attacks

†The higher DR protects against frontal attacks only; halve the minimum value if attacks are made to the eyeslits
A: Contains an air-mask and filter, allowing it to remain sealed while breathing atmosphere without airtanks.
C: Concealable; may be worn under clothing or mistaken for clothing; may be worn with layerable armor (see note L) at no penalty.
F: Flexible; 1/3 DR vs crushing;
H: Hyperspectral HUD (×8 magnifier)
N: Nightvision HUD (×8 magnifier, +9 Nightvision)
O: Stylish or Fashion Original
P: Protected Vision
V: Voice Mask

Combat Armor

Even soldiers might base their armor systems on the battleweave systems above, but military forces augment their armor with something heavier. The following systems are not sealed.

Armor Loc DR Cost Weight LC Notes
Battleweave TacVest Torso, Groin 60 $4,500 7 3 FI
+Cerablate Inserts Torso 60 $150 6 3 E
Carbide Clamshell Torso, Groin 60 $2,500 18 4

E: Ablative vs Energy attacks; 1/3 DR againts all other attacks
F: Flexible; 1/3 DR vs crushing;
I: May carry tactical inserts

Environmental Gear, Sealed Armor and Vacc Suits

The following armor is sealed if closed with a sealed helmet (see Sealed Helmets below). All Vacuum Suits have at least vacuum protection, internal air systems, extreme climate control, vacuum support, pressure support and waste relief.

Traditional Westerly Survival Suit: Local Westerly communities tend to create their own survival suits based on the local environment. A community based in a desert might integrate desert survival gear into their battleweave, while those who live in a jungle might have some sort of cooling system built into clothing that also wicks away moisture and sweat to keep the body relatively clean. These tend to be highly efficient and well-maintained. This example is a broad one: it contains climate control, (120ºF to -40ºF), Waste Relief, and a Desert survival system that extends water supplies 60×. It also provides +2 to hiking rolls and has a camouflage system well integrated into the local environment for +2 camouflage (but -2 in inappropriate environments). Other examples are possible.

Syntech “Shadow” Armor: Part of the Syntech “Black” line, this skin-tight battleweave garment is sealed and contains a Biomonitor for tracking the vitals of the wearer. It also integrates dynamic chameleon systems: this provides a +8 to stealth rolls in contests against normal or IR detection; this bonus is halved if the character is moving or against opponents with Hyperspectral vision.

Traditional Westerly Vacc Suit: Many Westerly live space-based lives, spending their days as asteroid miners or freightliner pilots. Various communities and Westerly corporations have perfected the Vacc suit for long duration. In addition to the normal benefits outlined above, the Westerly Vacc Suit provides internal air and water sufficient for 3 days.

RedJack “Scrapper” Armor: Designed, in principle, for asteroid miners and space welders, this intimidating armor sports very heavy frontal armor capable of totally defecting blaster rifles. While not intended for pirates or for space-assaults, it nonetheless finds it way into the hands of pirates with astonishing regularity! In addition to its standard vacc suit benefits (see above), it provides 3 days of internal air and water.

Syntech “Shrike” Pilot Suit: This pilot uses an advanced bioplastic design to greatly reduce its cost and weight. In addition to the standard vacc suit benefits (see above), it provides 3 hours of air and water (and has a nozzle and support bay for 1 additional air tank; increase the duration of any air added by 10× thanks to its filtration system), a biomonitor and grants +1 to resist high-G maneuvers. It has cablejacks allowing it greater integration with ship-board systems when paired with the “Shrike” Helmet.

ARC “Star Mail” Armor: the “Star Mail” defense system is one of the standard foundry templates managed by the ARC corporation, though it can be customized, mainly to show house colors and heraldry. The elite gendarmes of the Houses wear these heavily armored vacc suits for their boarding operations, and also in parade formations to impress the population and to provide their noble his proper gravitas. This armor is stylish and, in addition to the normal benefits of vacc suits, provides 8 hours of air.

Imperial A-ES1 “Federation” Armor: When Leto Daijin first led the new Federation Navy to deal with the great galactic threat, he equipped his soldiers with these lighter carbide laminate armor, patterned after a simplified version of Maradonian “Star Mail” armor; they were equipped for short duration vacuum exposure, making them cheaper, but heavier, than a fully equipped modular system.

Imperial Combine A-ES3X Modular Guardian System: The Empire needs to fight on multiple fronts and on many worlds. Rather than create a single set of armor, it has created a modular armor system to replace the older armor systems. At its base is a battleweave body sleeve, slightly thicker than a basic battle weave body suit, sealed and run through with wires, tubes and attachment points necessary to attach the various modules. The basic armor includes a biomonitor, basic climate control, 30 minutes of air (with an attachment point for additional air) and reprogrammable camouflage (+2 to camouflage). It may be loaded with any of the following modules:

  • Light Carbide Plate: the most common attachment, this covers the wearer’s body with carbide plates; these are not trauma plates, as they do not sit in pockets, but hook up to attachment points and form a complete carapace. Mutually exclusive with heavy carbide plates.
  • Heavy Carbide Plates: As light carbide plates, but much thicker; these are too heavy to be compatible with the base-layers reprogrammable camouflate. Generally used by assault troops or elite guards. Mutually exclusive with light carbide plates.
  • Extreme Climate Module: This integrates additional warming and cooling elements and moisture-recapture systems to allow the soldier to endure extreme climates and increases the soldier’s water supplies by 60×; Mutually exclusive with the Vacuum module. +2 lbs, +$1500; halve the power-duration.
  • Vacuum Module: This integrates pressure support, additional air (lasting up to 8 hours), and waste relief, allowing the soldier to endure long periods of exposure to vacuum. Tend to be worn by ship-borne soldiers. Mutually exclusive with Extreme Climate module. +4 lbs, +$2000; halve the power-duration.

Imperial Combine A-SS9G Pilot Suit: This pilot suit is inspired by early Shinjurai pilot-suit designs, and in addition to the normal benefits provided by a vacc suit, also grants the wearer a +1 to resist high-G maneuvers and 8 hours of air.

Armor Loc DR Cost Weight LC Power Notes
Battleweave TacSuit Body 45/15 $9,500 15 2 FIS
+Cerablate Inserts Torso 60 $150 6 3 E
Westerly Survival Suit Body 30 $8,000 14 3 C/month FS1
Syntech “Shadow” Armor Body 20 $9,000 13 2 - CFS2
Generic Vacuum Suit Body 10 $2,500 10 4 C/12 hours FSV
Westerly Vacc Suit Body 45 $13,000 20 2 C/10 days FSV
RedJack “Scrapper” Armor Body 100/60* $10,000 70 2 C/10 days SV
Syntech “Shrike” Pilot Suit Body 15 $4,500 7 3 C/5 days FGSV
ARC “Star Mail” Armor Body 80/60† $10,000 70 2 C/5 days OSV
Imperial A-ES1 “Federation” Armor Body 80/60†‡ $15,000 45 2 C/5 days SV
Imperial A-ES3X Modular Guardian System Body 20 $6000 9 2 C/10 days FMS
+ Modular Light Plate Body +60/30†‡ +$12,000 +25 2
+ Modular Heavy Plate Body +80/40†‡ +$15,000 +31 2
Imperial A-SS9G Pilot Suit Body 30 $10,000 16 2 C/5 days FSV

*The higher value protects the torso from the front
†The higher value protects the torso only
‡Double DR vs Plasma or Shaped Charges.
C: Concealable; May be worn beneath clothing, or may be mistaken for clothing
E: Ablative vs Energy attacks; 1/3 DR againts all other attacks
F: Flexible; 1/3 DR vs crushing;
G: +1 to HT to resist high-G maneuvers
I: May carry tactical inserts
M: Modular; may be upgraded with specified options
O: Stylish or Fashion Original
S: Sealed with helmet
V: Vacuum protection
1: +2 to hiking rolls
2: +2 to stealth rolls when attempting to move silently and resisting someone’s ability to hear.

Sealed Helmets

All of the following masks will can complete the seal of sealed armor (above); they also include hearing protection tiny radios with a range of 10 miles and are glare-resistant (protected vision).

Generic Full Helmet: Commonly worn with both vacuum suits or on its own, as it provides air filters.

Redjack “Scrapper” Helmet: Generally worn with the “scrapper” suit, it has a reinforced front-plate and eye-slits through which the character can see, rather than a full visor.

Syntech “Panopticon” Helmet: This helmet has no visor, but small cameras which provide hyperspectral vision to the wearer.

Syntech “Shrike” Helmet: Worn with the rest of the Syntech “shrike” vacuum suit, it integrates with onboard systems to provide full, three dimensional holographic AR imagery of what surrounds the ship. At the GM’s discretion, this can provide a +2 to visibly see something around the ship.

Imperial Helmets: The helmets are generally interchangeable with one another. The D-EH7 is generally worn with modular guardian system when either no plate modules are attached, or when the light plate module is attached; the D-EH8H “heavy” helmet is generally worn with the modular Guardian system when the heavy plate module is attached. The D-SH9V is almost identical to the D-EH7 but lacks air masks, which streamlines its appearance and makes it a bit lighter. This is generally worn either with the imperial pilot suit, or occasionally with the modular Guardian system when the vacuum module is attached.

Armor Loc DR Cost Weight LC Notes
Generic Full Helmet Head 30/20* $400 5 4 A
Westerly Vacc Helmet Head 45/30* $600 6 3 A
Redjack “Scrapper” Helmet Head 80/40† $400 7.5 2
Syntech “Panopticon” Helmet Head 40‡ $6,000 5 2 AHS
Syntech “Shrike” Pilot Helmet Head 20‡ $2,000 2.5 3 NS
ARC “Star Mail” Helmet Head 80/40* $4,000 9 2 AO
Imperial D-EH7 “Standard” Helmet Head 80/40‡* $3,500 5 2 AN
Imperial D-EH8H “Heavy” Helmet Head 100/80‡* $,4000 6 2 AN
Imperial D-SH9V “Pilot” Helmet Head 80/40‡* $3,000 4.5 2 N
  • Higher DR protects against attacks to the skull; lower DR to attacks to the face (via the visor)

†The higher DR protects against frontal attacks only; halve the minimum value if attacks are made to the eyeslits
‡Double DR vs Plasma or Shaped Charges.
A: Contains an air-mask and filter, allowing it to remain sealed while breathing atmosphere without airtanks.
H: Hyperspectral HUD (×8 magnifier)
N: Nightvision HUD (×8 magnifier, +9 Nightvision)
O: Stylish or Fashion Original
S: Contains a sensor visor; the “cameras” can be targeted at -10 to hit (equivalent to eyeslits)

Force Screens

Syntech “Shield Wall”: This mobile force screen emitter can be secured to the ground and then activated in a total of 3 seconds. Once the screen has fully stabilized, it presents a “wall” large enough for up to two humans to crouch behind. This force screen provides 150 ablative, hardened DR that regenerates 1/10th of its DR every second. $15,000, 20 lbs, D/20 minutes.

Wyrmwerks Bulwark System: Worn as a belt, when activated (takes 1 second to activate), this generates a force screen that covers the front of the user. He may still fire through it as normal. This force screen provides 75 ablative hardened DR which regenerates 1/10th of its DR every second. If it is ever reduced to zero DR, it must roll HT of 9 or the wearer’s Armoury (Force Screen), whichever is better, or be permanently shorted out until repaired (ten minutes and an Armoury (Force Screen) roll). $1500, 6 lbs; C/5 minutes.

Maradonian Force Buckler: see Reflective Force Shield, UT 192.

Maradon Space Knight Armor

While the Maradon Houses pool their industrial resources together for ARC, they do not trust ARC to handle all of their industrial needs for them. One core reason Houses control the means of production is so that they can use them for their own purposes, and one such use is the creation of personal armor.

The armor of a Maradon space knight is deeply personal. When a noble decides to commission armor, he approaches his Guild foundry (or asks politely to borrow a Guild foundry from an ally or friend) and they scan his physique to create a perfectly tailored suit of armor to his needs. Then the noble selects what sort of armor he wants and works with the Guild to design his armor his way. Finally, the foundry assembles the armor, generally using advanced and proprietary materials, especially diamondoid (though some heavier armors will use a carbide core). The results is a glittering, magnificent work of art that provides nearly unparalleled protection.

Several variations of Space Knight armor exist, noted below. All are at least Stylish, and provide 8 hours of air and, with a proper helmet, are sealed and provide vacuum support. Furthermore, all armor is tailored to the wearer; anyone else attempting to wear it (unless they have very similar builds; GM’s discretion) suffers a -1 to DX and those attempting to attack chinks in the armor gain a +1 to do so. This can be modified by an armourer, but doing so takes days and increases the mass of the armor by 15%.

Maradon “Crusader” Pattern Armor (Any): When Alexus Rex first waged his war on the Galaxy, his Space Knights wore “full plate” diamondoid armor. The armor was constructed entirely out of diamondoid, bound together via intricate joins and very thin sections of battleweave. This armor most strongly resembles plate armor, with some additional attachments and tubing on the back that handle power and air supplies. Designed for practical combat use rather than style, this fell out of fashion during the heights of Maradon power. Today, though, it enjoys a resurgence as traditionalists seek their roots and war-focused knights look for something that will offer them superior protection against the armies of the Valorian Empire. House Grimshaw and house Kain are especially likely to use this model.

Maradon “Gothic” Pattern Armor (Any): At the height of the Alexian Empire, Maradon armor began to shift away from a purely martial role. This model integrated psi-amplifier circuitry into its design, as well as a thinner, more comfortable armor, and exaggerated features such as taller collars, exaggerated gauntlets and, typically, a long skirt covering the legs, as well as a very complex set of tubing and psychic circuitry running along the back of the armor. In addition to providing its usual benefits, this armor grants its wearer a +4 to the use of a single psionic power (for example, Electrokinesis or Telepathy or ESP). Today, it’s a less popular option, preferred by those who wish to expand their esoteric abilities over their martial prowess. House Grimshaw and House Sabine are more likely to use it than other Houses.

Maradon “Cavalier” Pattern Armor (Any): After the fall of the Alexian Empire and during the war between the houses, knights began to shift from a front-line role to a more ceremonial position. They still fought, but preferred lighter armor that gave them greater agility and allowed them to defeat other force-sword armed opponents, or engage more easily in raids behind enemy lines. This armor consisted of a battleweave “arming garment” with embedded diamondoid plates, giving it a very sleek appearance. This also inspired modern Imperial armor, and later developed into Duelist armor, which abandoned diamondoid anywhere but the arm and face. Today, this is most often commissioned by House Sabine or House Elegans.

Maradon “Duelist” Armor (Any): With the Federation, war nearly vanished from Galaxy for centuries, allowing the knights to turn their attention to sport with one another. The armor of the era evolved to support this. Duelist armor is less a cohesive set of armor and more of a combination of armor pieces. It consists of a heavy battleweave bodysleeve with a very heavy and very stylized diamondoid gauntlet/vambrace that covers the whole of the duelists’ right arm with sufficient protection to ward away a force sword blow; the gauntlet is sufficiently heavy that, when layered over the body sleeve (for a total DR of 160), it applies a -1 DX. This remains very popular with modern space knights, as most space knights trained in their formative years win the armor, though its practicality in an actual war is highly questionable. Only house Kain disdains it entirely.

“Caliban” Pattern Armor (Kain): While the rest of the Maradon nobility evolved their armor away from the orignal “Crusader” armor, house Kain returned to it and perfected it. Given their stronger physiques and their propensity for cybernetic augmentation, they created even heavier armor and integrated the duelist gauntlet innovation into their design. Their armor is almost force-sword proof on the torso, helmet and on their fighting arm, and those who have combined their gauntlet with a cybernetic arm have been known to reach through force sword blades to grab and crush an opponent’s force sword! Unlike the other forms of diamondoid armor, this uses considerable carbide reinforcement and thus is less vulnerable to crushing damage.

Armor Loc DR Cost Weight LC Power Notes
“Crusader” Armor Body 120/80* $100,000 35 2 C/5 days DOSV
“Gothic” Light Armor Body 60/40* $100,000 35 2 C/4 days DOPSV
“Cavalier” Light Armor Body 80/60* $55,000 25 2 C/5 days DOSV
“Caliban” Heavy Armor All 150/100† $120,000 65 2 C/5 days COSV
Duelist Body Sleeve Body 40 $35,000 15 3 C/5 days FOSV
Duelist Gauntlet Arm 120 $25,00 5 2 DO

*The higher value protects the torso only
†The higher value protects the torso and a single arm (generally the right)
‡Double DR vs Plasma or Shaped Charges.
C: Mixed Carbide/Diamondoid plates; this is non-conductive (and also does not halve DR vs crushing damage).
D: Diamondoid; halved DR vs crushing damage; non-conductive.
F: Flexible; 1/3 DR vs crushing;
P: +4 to single psionic power
O: Stylish
S: Sealed with helmet
V: Vacuum protection

Maradon Sealed Helmets

Space Knight armor is functionally a heavily armored vacc suit, similar to a Combat Suit from GURPS Ultra-Tech. This means that they need a helmet to seal the suit. All of the following helmets provide a complete seal airmasks (allowing them to provide filtered air rather than relying on separate air stores), a tiny radio with a 10-mile range and a nightvision HUD (×8 magnifier, +9 Nightvision) and offers both protected vision and hearing.

Space Knight Masque: Generally worn with duelist armor, either with a battleweave hood or with the rest of the head free, this is a highly stylized, diamondoid mask, similar to the Maradon Masque. It does not provide a complete seal on its own, but may when combined with a battleweave hood.

“Cavalier” Helm: This light helmet is preferred by those wearing the Cavalier or Gothic model of armor. It offers more protection than most helmets but is not extraordinarily burdensome. It has no visor, but instead has eyeslits (which often gleam when the night vision is active) and a highly stylized face.

“Crusader” Helm: The original helm and generally worn with Crusader or Caliban model armor, this provides extraordinary protection to the head of the wearer. They have no visor, but instead have eyeslits, similar to the Cavalier helm, though they tend to be less baroque in design.
Armor Loc DR Cost Weight LC Notes
Space Knight Masque Face 80/40* $3500 2 3 ADNO
“Cavalier” Helm Head 80/60* $9000 4 2 ADNOS
“Crusader” Helm Head 120/100* $20,000 10 2 ADNOS
  • Lower DR protects the eyes only (-10 to hit)

A: Contains an air-mask and filter, allowing it to remain sealed while breathing atmosphere without airtanks.
D: Diamonoid; halved DR vs crushing; non-conductive
N: Nightvision HUD (×8 magnifier, +9 Nightvision)
O: Stylish or Fashion Original
S: Completes a seal

Maradon Armor Customization

Maradon Space Knight armor is not modular: a space knight cannot change his armor “on the fly,” but they are highly individualized and customized. When choosing a space knight armor, you may also select from the following options. Some options are proprietary. This means that they’re generally associated with one specific house. This does not limit members of other houses from gaining access to the option, rather, the associations are illustrative of how different houses tend to customize their armor. After all, the houses have been swapping secrets and marrying one another for centuries!

Ancestral Memory Gem (Helmet; Elegans): A borrowed Keleni technology, this gem sits visibly in the forehead of the helmet, and contains some of the memories of one particular ancestor. This provides any telepathic or empathic character the ability to communicate with fragments of the ancestor’s memory. This functions as a version of Wild Talent and Racial Memory, but limited to the skills and memories of that ancestor. Many Elegans experience this as the presence of the ancestor as a “ghost” or “imaginary friend.” Many Elegan’s helmets include a second crystal on the inside of the helmet that will take on the memories of the wearer should he die, and thus these are sometimes called “Death Gems.” +$20,000.

Blind Masque (Helmet; Sabine): House Sabine often integrates a featureless, faceless mask on its helmets or its masques. This removes any eye-slit vulnerability, but these are not sensor visors: they blind and deafen the wearer to the outside world! However, the resulting sensory deprivation provides a +1 to all psychic powers and +3 levels to the Awarness ESP ability, and +3 to Blindfighting. +$10,000.

Bio-Intensifier (Armor, Elegans): Another technology derived from their exposure to the Keleni, some Elegans armor integrates a system that augments the mind-body connections to allow their will to live to overcome physical hardship. A Bio-Intensifier adds the wearer’s Will/5 to their HT for any rolls to heal, to avoid death after suffering a mortal wound, or to resist diseases or poisons; it also adds the same bonus to any psychic healing or esoteric healing roll made to heal them. This only works if the wearer wishes to live. Those who wish to die invert this bonus into a penalty to the same rolls. +$25,000, +3 lbs; halves power endurance.

Electrotronic Bodyshield (Armor, Grimshaw): If the character has the EK shield ability, this option doubles the EK shield value for as long as it is active; additionally, it provides +2 to EK shield skill rolls or extra-effort rolls. This is visible as a shimmering in the air, and becomes bright and colored if condensed into a single area via a Power-Block, giving observers the impression that some Grimshaw knights have “hand’s free” force bucklers! +$20,000, +1.5 lbs; reduce the power cell to 1 hour while active.

Electrotronic Reactor (Armor; Grimshaw): While not as masterful as Alexian secret technologies, House Grimshaw has mastered the ability to use their natural electrokinesis to power their armor. If the character has Electrokinesis Talent +1 or better or the Lightning or Surge ability or the Power Generator perk, they can use an integrated Electrotonic reactor to power all systems on their armor indefinitely. +$10,000, +2 lbs.

Fashion Original (Any): Maradon aristocrats with money to burn might create fanciful and awe-inspiring designs, often highly ornate, with a crystalline or a sparkling appearance. +10,000.

Gestaltic Interface (Helmet; Sabine): House Sabine sometimes includes Psiberfaces in their helmets. This allows the wearer to gain a psychic link to other characters with a Gestaltic Interface within 20 yards. This psychic link provides a +2 to any telepathy powers, but more importantly, it allows all wearers to immediately enter a Gestalt with no skill roll as though they had Gestalt Familiarity with one another, and may maintain their gestalt as long as they remain within 20 yards of one another. House Elegans often borrows this feature as well! +$35,000.

Lightning Gauntlet (Armor or Gauntlet, Grimshaw): An example of a dedicated psi-amplifier, this system consists of a small backpack unit with wiring/tubing connected to the arm of the armor or gauntlet and a slightly oversized forearm vambrace to channel additional psychic energy solely for the purpose of the Lightning ability. This increases the character’s Lightning or Electric Lash by three levels, provided they already have at least one level of the ability. +$10,000, +5 lbs

Mag-Lanyard (Any): Built into the gauntlet of the armor, this is designed to magnetically resonate with a given weapon (typically a force sword). It pulls your weapon to your hand as long as it is “loose” and within 2 yards of your character; this functions like a technological version of TK-Tether (Psi 56). +$500.

Psionic Mind-Shield Circuitry (Helmet; Any): Maradon knights often face psychic opponents and integrate psionic mind-shield circuitry into their helmets; This adds +5 to any IQ or Will rolls to resist telepathic invasion or affliction! Increase the cost of the helmet by $1000.

Trauma Maintenance (Armor, Kain): The armor integrates a bio-monitor, an injector system and an integrated ESU. It automatically detects if the character is critically injured and begins to administer emergency care. The armor automatically performs first aid with First-Aid-12; if the character is mortally wounded, it acts to stabilize the armor-wearer, and applies a +2 to all rolls to prevent death after being mortally wounded. + $10,000, +2 lbs.

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