The Armory

The Armory contains guides on most common types of armor and weapons available in the New Frontier. Specific items may have their own specific pages, though stats for specific models might be present in the databases even if descriptions are not. Weapons and Armor exist in their own seperate categories with different rules and the like.

Armor

Armor consists of most protective clothing that isn't specifically survival gear for certain environments, or indeed, regular clothing. It is a popular purchase among travelers. Armor faces slightly fewer restrictions that weapons, with the exception of certain high-tech military armors.
Armor Databases

Reading the Charts

In addition to the table elements included in every table, armors have their own specific table elements. They are as follows.
Prot - Prot is the Protection value added by the armor.
Rad Prot - Rad Prot represents the amounts of rads a suit of armor can absorb from any source of radiation before additional rads are passed on to to the wearer.
Skill - Indicates the minimum level of skill required to wear the armor without inducing a DM-2 to all physical actions made in the armor. The skill required is almost always Vacc Suit, but certain unique armors might require a different skill.
Other Armors - Other armors determines whether a particular armor can be worn with other armors. A No indicates that the armor cannot be worn under other armors. An Under indicates that the armor is worn as a coverall, and can be worn with any Armor with the Over (or Yes) indicator. Over means that an armor is worn as an underarmor and can be worn with any Armor with the Under (or Yes) indicator. Yes indicates that Armor can be worn with any Armor with the Over, or Under indicators, but not Yes. An armor can only be layered together with one other armor, unless otherwise specified. Battledress cannot be worn with any other Armor except for a specifically prepared Neural Sheath (costing GCr85.000), that replaces the usual underarmor worn with Battledress.
Traits - Traits and Notes are special rulings for armors. General traits will be indicated in their own section, but specific rulings will be written in the database entry itself.
Traits
There are relatively few universal traits for armors, but they are indicated below.
  • Battledress Suite: Provides all the benefits of a Vacc Suit Suite, and a few additional utilities indicated in the Battledress Suite section below.
  • Full Vacc Suit Suite: Provides a number of electronic and utility items indicated in the Vacc Suit Suite section below. Some suits of armor will have partial vacc suit suites, which will be specified in their entries.
  • Powered X Hour Charge: This armor is considered powered for the purposes of Armor Modifications, and provides a number of benefits (typically enhanced strength) as well as supporting its own weight for the indicated number of hours. Battledress is assumed to have Powered with a 12 hour charge unless otherwise noted.
  • Special Protection: Special protection provides additional protection in specific circumstances.
  • X Hour Life Support: Provides complete life support in Vacuum conditions, and most other atmospheric conditions for the indicated number of hours. Battledress is assumed to have 12 hours of Life support.
Vacc Suit Suites
AllEye Protection, Geiger Counter, Body Camera, Helmet Lights
8Radio Transceiver (50km)
9Computer/0, Radio Transceiver (500km)
10Computer/1, Binoculars, IR Goggles, Radio Transceiver (500km), Scope
11Computer/1, Binoculars, IR Goggles, Radio Transceiver (500km), Scope
12Computer/2, Binoculars, IR Goggles, Light Intensifier Goggles, Radio Transceiver (500km), Scope
13Computer/2, PRIS Binoculars, Radio Transceiver (5,000km), Scope
14Computer/2, PRIS Binoculars, Radio Transceiver (5,000km), Scope
15Computer/3, PRIS Visor, Radio Transceiver (5,000km), Scope
16+Bioscanner, Computer/4, PRIS Binoculars, Radio Transceiver (5,000 km), Scope

Battledress Suites
A Militarized Personal Heads-Up Display (P-HUD)
Transceiver Encryption Module
Security/2 Software
(TL 14) Basic Biomass Targeting Aid
(TL 15+) Advanced Biomass Targeting Aid

Armor Mods Database

Armor can be modified with a number of modifications. These modifications, though only very rarely directly improving the protection capacity, nonetheless are highly sought after because they do provide an extensive array of utility abilities that supplement the capability of suits of armor in myriad ways.
Armor Mods Database
Generic article | Dec 13, 2025

A database of modifications available for Armor, including special mods for Battledress.

Reading the Charts
In addition to the usual chart elements one will find on any chart, armor mods have their own unique elements that will be detailed below:
Armor Mod Chart Elements
Slots (BD) - If an armor mod can be installed on a suit of battledress, the Slots element determines how many modification slots (if any) the armor mod takes up when installed.
Attaches to - Determines what pieces of armor, a modification can be attached to. If Any the mod can be installed on any armor (except for personal shields). If Armor with Helmet, it includes any Armor with a Helmet, which includes most Military Armors, Vacc suits, Battledress, and the EOD suit. If Armor with Boots, this includes any armor with boots Military Armors, Vacc Suits, Battledress, the EOD suit, and environmental armors. If Armor with Helmets, Boots, and Gloves it includes any armor with the above clothing articles, which includes Vacc Suits, Battledress, Combat Armor, Polycarapace, Flak Shells, all Powered Plate variants, the Mechanical Carapace, Full Plate, the, Environmental Suits, the EOD Suit, environmental armors and Hunter Field Garb. If Full Body suit, includes any full body armor, which includes Vacc Suits, Battledress, Combat Armor, all Powered Plate variants, the Mechanical Carapace. If Sealed Suit, it means sealed suits of armor which include Vacc Suits, Battledress, Combat Armor, all Powered Plate variants, and some Environmental armors. If with Life Support it means a suit with the Life Support trait. If any without computing system, it includes most armors that lack a Vacc Suit Suite or Battledress Suite.
What it Does - This provides a simple description of the rules about what an armor mod does.

Battledress Mod Chart Elements
SlotsThe Slots element determines how many modification slots (if any) the armor mod takes up when installed.
Non-Battledress? - This determines what non-Battledress armors, if any can use this mod. If No, this mod cannot be applied to any armors other than Battledress. If Sealed Suit Only, this can only be applied to sealed suits, which includes Vacc Suits, Combat Armor, all Powered Plate variants, and some Environmental armors. If Powered Only this mod can only be attached to armors with the Powered trait. If Yes, this mod can be applied to any armor, subject to referee fiat.
Weight (Kg/NBD) - This determines how much a modification weighs if installed on non-battledress armor if possible.
What it Does - This provides a simple description of the rules about what a battledress mod does.

Weapons

Weapons are implements of killing, maiming, and destroying targets. Most personal firearms and melee weapons tend to be more tightly controlled than armor, but still relatively are relatively accessible. More significant weaponry however, tends to be restricted to bonded mercenary companies, and military organizations.
Weapon Databases

Reading the Charts

In addition to the table elements included in every table, weapons have their own specific table elements. They are as follows.
Range - The range of a ranged weapon in meters. Within one quarter of this range is a weapon's short range where they will receive a DM+1 to attacks. A weapon can be fired beyond its range up to four times its range. However, it receives a DM-2 long range penalty for firing up to double its range, or a DM-4 extreme range penalty for firing up to four times its range.
DMG - The damage in number of dice the weapon deals to its target. Normally this is read as XD where X is the number of dice to roll, with damage read normally before protection. Some particularly devastating weapons will do XDD damage, which multiplies damage by ten before applying protection. Such a weapon is considered Destructive. Some other weapons may rarely do XD3 damage which reads half of a die roll before applying before applying protection.
Magazine - For ranged weapons only, the magazine indicates the number of shots a weapon can fire before being reloading.
Magazine Cost - The cost in Guild Credits of replacement magazines for a weapon. Unlike most items, a weapon's magazine does not decrease in cost if purchased at a higher TL than the minimum.
Skill - The skill required to use the weapon proficiently.
Traits and Notes - Traits and Notes are special rulings for armors. General traits will be indicated in their own section, but specific rulings will be written in the database entry itself.
Ammo Type - The type of ammunition that goes in the magazine. This is most often relevant for sharing magazines, which are sometimes compatible, but only if the ammo types are.
Special Ammo - What types of specialized ammo are available for a weapon. These will be indicated in the Ammo Types Article.

Traits

There are many more traits available for weapons than for armor. They are as follows:
Weapon Traits
AP X: The weapon has the ability to penetrate armor of a certain amount. It will ignore the a Protection score equal to its AP score. For spacecraft armor, the AP trait is ignored unless AP infinite, or a vehicle scale weapon, in which case AP is divided by ten instead, or if the weapon is a spacecraft scale weapon which treats AP normally.
Artillery: The weapon shoots in a wide ballistic arc as an indirect fire piece. When firing at a target that can be seen, roll the attack as normal, scattering 1 meter from the target per 100 meters between the weapon and the target. If the targets cannot be seen, the attack can still be attempted but rolls a DM-2, and on a hit, lands 1D meters away for every hundred meters the weapon is from the target. Artillery weapons can benefit from Forward Observers (Central Supply Catalogue pag 164) or from other sensors to provide fire control information and negate the quirks of this weapon.
Auto X: Auto X allows a weapon to fire multiple rounds within a single use of the weapon. Such a weapon has three modes. The first, single shot, fires a single shot that works as a normal attack. The second, burst fire fires a short burst at a single target, and adds a number of dice up to the number of the auto trait to the damage roll of an attack, the user may not benefit from the scope trait if this option is used, ammunition is expended is 1+1 for each additional die of damage added. The third option, automatic, allows the user to engage multiple targets. They may make a separate attack against a number of targets up to the number of the weapon´s auto score. These attacks may not benefit from the scope trait, or the user taking an aim action. Ammunition expended equals three times the number of targets attacked.
Blast X: A weapon with the blast trait detonates over an area. A successful attack deals damage to each target within an area equal to the Blast trait’s number in meters. Targets may not dodge this attack, but can dive for cover if suitable cover exists between the target and the epicenter of the blast.
Bulky: A bulky weapon has a powerful recoil, awkward ergonomics, is heavy or is otherwise a pain to handle. The user must have a Strength of 9 or higher or else suffers a DM penalty to hit equal to the difference between their STR DM and 1.
Can be Improvised: The weapon can be made by a Mechanic (a person with the Mechanic skill) in the field with an Average (8+) Mechanic check. An Improvised version of a weapon suffer’s a DM-1 to each attack and DM-1 to each die of damage the weapon would do on a hit. If a weapon attack fails by 3 or more, it is destroyed and must be repaired when not in action. Weapons made at TL0 are always considered improvised.
Can be Thrown: A melee weapon with this trait can be thrown becoming a single shot ranged weapon with a range indicated by the Can be Thrown trait.
Direct Fire: Some artillery weapons have the Direct Fire trait, which allows the weapon to fire as normal within the Direct Fire radius.
Enhanced Ion: Ion weapons are specifically designed to neutralize electronics, robots, and other similar entities. Electronics, robots vehicles, and powered armor hit by the weapon are disabled for 1D rounds (not functioning, or in the case of robots effectively incapacitated as an organic being hit by stun weapons). Enhanced ion weapons ignore any personal scale protection not specifically shielded against Ion weapons, and penetrate up to Protection +8 of vehicle armor.
Fire: The weapon sets victims on fire. The fire burns, dealing its half of its damage to the target until an 8+ is rolled on 2D. A victim may take a significant action to put out the fire, requiring an Average (8+) DEX check with a DM+2 if the victim has firefighting equipment. In certain cases, the referee may rule the fire will burn until it runs out of fuel ignoring automatic extinguishing, and any attempts to actively extinguish the flames made without dedicated firefighting equipment.
Ion: Ion weapons are specifically designed to neutralize electronics, robots, and other similar entities. Electronics, robots vehicles, and powered armor hit by the weapon are disabled for 1D rounds (not functioning, or in the case of robots effectively incapacitated as an organic being hit by stun weapons). Personal scale targets with armor of Protection +20 or better are unaffected, as are vehicles with Armor 8 or better.
Lo-Pen X: Lo-Pen weapons are designed to engage unarmored targets, and cannot effectively penetrate armor. Weapons with the Lo-Pen trait multiply the protection value of any armor by the number of the Lo-Pen trait (in the unlikely even of Lo-Pen 1, multiply protection by 1.5).
One Use: The weapon can only be used once, either destroying itself otherwise rendering itself useless after a single attack. At the referee’s discretion, some One Use weapons can be repaired with a Difficult (10+) Mechanic check and an hour in a dedicated workspace.
Radiation: Radiation weapons deliver lethal radiation. The target of a radiation weapon takes 2Dx20 rads if hit with the weapon, multiplied by 3 if the weapon is spacecraft scale. If the weapon is destructive (rolls XDD for attacks) this damage is applied in a 10 meter radius. Unreliable or improvised weapons with the radiation trait also deal 1Dx10 rads to the wielder as well.
Scope: A scope has been fitted to the weapon, expanding the distance at which a user can accurately target enemies. A weapon with the scope trait allows a user to attack targets beyond 100 meters without the Extreme range penalty (unless the weapon would already suffer this penalty) so long as the user aims before shooting.
Silent: Silent weapons limit the noise emitted from a weapon’s discharge. Attempts to detect the source of a silent weapon attack suffer DM-6.
Smart: The weapon has guidance systems that guide shots towards the target. A weapon with the smart property gains a DM to its attack rolls equal to the difference between the TL of the weapon and the TL of the target (usually a vehicle, or the armor or clothing worn by the target, though other things such as electronic devices can be targeted as well). The minimum DM is +1 and the maximum is +6.
Smasher: The weapon is very heavy and strikes with considerable momentum.This weapon cannot be parried.
Stun: A weapon designed to deal nonlethal damage to a target. Stun weapons can only damage Endurance (taking into account armor). If an attack would reduce the target’s END to 0 the target is incapacitated for a number of rounds equal to the amount the damage exceeds the target’s remaining END. Additional shots can be fired into a downed target incapacitating a target for a flat ten rounds per shot. Incapacitated targets cannot take actions, minor actions, or reactions. Damage dealt by stun weapons is fully healed after one hour.
Unreliable X: Unreliable weapons are especially prone to malfunctions. Every time the weapon is used the user must roll an additional 1D in addition to the regular attack roll. If the roll is equal to or less than the weapon’s Unreliable score, they must roll 2D with a DM+1 for each skill level in the relevant skill the user has and DM-1 for each die of damage the weapon would deal. If the result is 0 or less there is a breech explosion or similar disaster that destroys the weapon and deals normal damage to the user. If the result is 1-3 the weapon is broken and cannot be used until repaired off the field. If the result is 4-6 the weapon is broken but can be repaired in the field with a few minutes of work. If the result is 7-9 the weapon suffers a minor break, requiring a Significant action to clear the jam or otherwise fix the weapon. If the result is 10 or higher there is a minor misfire that wastes the attack but doesn’t put the weapon out of action.
Vacc: This trait can only apply to weapons using the Gun Combat (slug) skill. Such a weapon has sealants and gas releases that allow the weapon to be used in vacuum conditions.
Very Bulky: Extremely unwieldy, even by the standards of unwieldy weapons, it takes an extremely powerful specimen to keep these weapons under control. The user must have a Strength of 12 or higher or else suffers a DM penalty to hit equal to the difference between their STR DM and 2.
Zero-G: Zero-G weapons are designed to operate in a microgravity environment without issue. They can be used in microgravity conditions without requiring an Athletics (dexterity) check to remain stable.

Weapon Mods

Weapons can be modified with a number of modifications. These modifications, typically change how a weapon works or adds additional auxiliary functions.
Weapon Mod Database
Generic article | Dec 13, 2025

A database of modifications made to weapons that change how they function, or alternatively, add additional auxiliary functions.

Reading the Chart
In addition to the table elements included in every table, weapon mods have their own specific table elements. They are as follows.   Weapon Type - Provides a brief description of what types of weapons can use the weapon mod in question
What it Does - This provides a simple description of the rules about what an armor mod does.

Part of the New Frontier Player Handbook

Ship's Locker

The Armory



Cover image: by Nightcafe

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