Rogue Trader

Clothing and Accessories













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Body Gloves, Clothing and Accessories




























Cameleoline -This material is often woven into cloaks or incorporated into suits of hard armor (Carapace and Power). It provides the wearer with a +10% bonus to concealment tests and dodge test against ranged attacks beyond point blank range. If the wearer remains stationary the bonus increases to +30% and all range penalties are doubled. A telescopic scope is only half effective unless also equipped with a thermal scope or using Seeker rounds. Thermal vision of any type will negate the effects of cameleoline, unless the thermal vision is somehow negated.
Pressure Suit -This is a simple body glove that is designed to maintain a body's integrity in a vacuum or high pressure atmosphere. It does not protect from the extremes of temperatures and is not suited for Space.
Void Suit -Similar in design and function to the Pressure suit, the main difference is the material and insulation which enables someone wearing one to survive up to their Toughness Bonus hours in the extremes of Space.
Desert Suit -This body glove posesses a unique design which recycles moisture from sweat and urine, using it to cool the wearer as it circulates through the suit with each motion they make. It provides a +20% bonus to avoid the effects of Fatigue from hot environments.
Polar Suit -This body glove is insulated against cold weather, providing a +20% bonus to tests to avoid fatigue from cold environments.
Fire Suit -Often worn by emergency personnel these large bulky suits provide 2 points of primitive armor although against any fire attack it is treated as AP 8, loses the Primitive trait and the wearer will not catch on fire (automatically passes Agi test). Due to its' bulk it may not be worn with any armor except a bodyglove and penalizes the wearer's Agility tests by -10%
Chem Suit -This specially made bodyglove provides protection from chemical and corrosive attacks, any acid counts as neutralized after the first round, and the wearer has an AP of 8 against such attacks. As each body part is penetrated the integrity (AP) of that section is reduced by one.
Hydro Suit -This special bodyglove is specially designed for operating in hot, dry environments. It is basically an upgraded and expanded Desert Suit with special reservoirs across the body, waste water is stored and purified, enabling it to be used for sustenance when water is scarce. Wearing this suit doubles the amount of time before a Toughness test is required for dehydration tests and a +20% bonus to resist fatigue from heat.

Adamantite Cloak -This cloak is spun with fibers created with strands of Adamantite, giving it remarkable durability while maintaining its' flexibility. These are very rare and expensive, the knowledge to make these having been lost to all but a few Forge Worlds who release such objects only under the most rare instances. A cloak of this type may be used to parry an attack (+10% bonus), even without a melee weapon equipped or appropriate trait. It provides a bonus AP of +3 to the body and limbs against all atacks from the rear. It can be wrapped around the wearer, however doing so negates the parrying ability and only one handed weapons can be wielded (used) albeit at a -10% penalty. A character wrapped as such receives the armor benefits to the body and limbs from all facings. Hooded versions exist which confer the bonus to the head as well.
Combat Harness -This harness can be made from any number of materials, it isn't the materials but the design. Developed for Arbite Quick Response Squads and Stormtroopers of the Imperial Guard, this is the base system for a customizable array of pouches, holsters and satchels that are designed to be accessed quickly.
Combat Pouches -Pouches for the Combat Harness can be accessed as a move action or an attack action.
 






Stealth Modifications
Aural Masking -using quieter materials in joints, silencing parts that contact another, this enhancement to armor provides a +10% bonus to Silent Move tests.
Thermal Masking-This material will mask your thermal image within a 60 degree variance in ambient temperatures equal to or less than body temperature. Any search test with thermal sights is at -10% as long as within the variance threshold and it negates any lighting bonus a scope provides for darkness.
Infrared Masking -This is a special material designed to render a person invisible to those using Infrared to observe or detect you. It negates any bonuse from using Infrared, both the Perception and Combat bonuses. It does not affect the use of IR Laser Sights or Laser Designators.
 
Energy Protection Modifications
Thermal Dampening -This combination of flame retardant material and heat insulation increase the AP against fire attacks by +50%. It also provides a +20 bonus to Agility tests to avoid catching on fire.
Insulated (Grounded) Armor enhanced with this modification provides a +50% of its' AP against attacks with the Shocking trait.
Insulated (Cold) Armor enhanced with this modification uses special materials and fabrics which allows its' full AP to affect cold attacks. It also provides a +10% bonus to resist the effects of fatigue from cold exposure.
 
General Modifications
Integrated Equipment -Any device as small as a compact pistol can be installed into a suit of armor or clothing.
Camouflaged-This is a simple paint/dye job, in an environment it is designed for receive a +10% bonus to Concealment tests, although if in an environment dissimilar to the pattern you suffer a -20% penalty. This bonus does not stack with Cameleoline.
 
Flak Modifications
Enhanced Fabric -This material replaces the normal fabric of Flak armor, it reduces the overall AP by one, however the AP is doubled against weapons with the scatter or blast trait.
Trauma Plates -Metal and/or Plastic armored plates placed over vital organs or vulnerable areas increasing the survivability in the case of a critical hit. Trauma plates reduce the severity of critical hits by 1.
Armored Plating -These armored plates are attached over vital parts of the body increasing the AP of the armor by 1.
Concealable -Flak Armor with this modification can be woven into a form other than bulky body armor, any full suit of clothing can be made out of Flak without being immediately recognizable as armor. Concealable Flak can not be further modified with plates.
 
Carapace Modifications
Reinforced Materials -Stronger compsites strengthen the Carapace, increasing the AP of covered locations by 1.
Void Modification -Lining the entire Carapace suit with a durable yet lightweight material it protects and seals the wearer from hostile atmospheres, vacuums and water. It is only applicable when equipped as a full suit. It provides automatic success for any Toughness test to resist such an environment with a respirator. It doubles the effects of gas masks.
Trauma Plates -Similar to the Flak version with the exception of greater coverage and protection. It reduces critical damage by 2.
Plasteel -This replaces the normal Carapce material with Plasteel, providing adequate protection while being resistant to corrosive substances. The overall AP is reduced by 1 though 50% of the armor counts against acid and corrosive effects.
Energy Dispersion Shell -This is a combination of insulated energy cells and conductive material which increases the AP against Laser Energy attacks by 2, however if struck with a weapon with the shocking trait it will short out the entire shell until it can be repaired with a (+0)Trade(Armorer) or (Hard -20) Tech Use test.




























































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