Here's something to help protect S.H.I.E.L.D. or other similar units. Will probably be posting more again soon since WOTC forum is dead.
S.H.I.E.L.D. Uniforms and Armour
The S.H.I.E.L.D organization has developed a lot of its own technology, weapons, gadgets, armour and uniforms.
Basic Jumpsuit
The basic SHIELD jumpsuit is the standard uniform for SHIELD agents. The SHIELD badge on the left shoulder is colour coded for department, rank badges are on the right shoulder. The bands around the arms are also colour coded for sub divisions within departments. They also serve as harness for connecting holsters and pouches for holding various equipment and tools. The belt around the waist is designed to easily attach holsters and pouches.
The jumpsuit is made of a micro-kevlar weave that offers some protection against firearms and melee weapons, about the equivalent of a light undercover armour, only for the whole body, not counting the head, unless a helmet is worn. Lined with several molecular adhesion pads on the legs and arms for attaching holsters, pouches, tools and gadgets. The jumpsuit also has thermal regulating material which helps keep the wearer warmer or cooler in non-extreme environments.
As a piece of armour, the basic jumpsuit doesn't require any training, which makes it an excellent piece of basic protection to give civilian contractors or give out during disaster relief efforts.
SHIELD Jumpsuit (PL5)
Type: Light Armour
Equipment Bonus: +2
Nonprof. Bonus: +2
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +7
Armour Penalty: 0
Speed (30 ft): 30 ft
Weight: 2 lbs
Purchase DC: 13
Restriction: Res (=2)
Notes: Doesn't require armour feat to use properly. Grants +1 bonus to Fort saves against hot or cold environments.
Recon Impact Suit
This full body outfit is similar to the basic jumpsuit, but is lined with IR dampening and sensor scattering material. All badges can be covered with the same material while in the field to keep them from reflecting light or sensor signals. Comes with a holster for a sidearm over the chest from the shoulder plus a melee weapon holster on the waist. The micro-kevlar is replaced with a stronger material, but remains flexible. This suit is issued to recon, scout and undercover units. Normal clothing can be easily worn over this armour, but negates some of its stealth capabilities.
Recon Impact Suit
Type: Light Armour
Equipment Bonus: +3
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +6
Armour Penalty: -1
Speed (30 ft): 30 ft
Weight: 4 lbs
Purchase DC: 15
Restriction: Mil (+3)
Notes: Thermal, IR and Motion sensors suffer -4 to checks to detect the wearer. The non-reflective and dark colouring of the armour grants a +1 to Hide checks in low-light, shadowy or darker conditions.
S Armour
This is the standard SHIELD armoured uniform for infantry level soldiers expecting combat. Armoured torso, arms and legs protect the body from most weapons, a helmet protects the head. Comes with the same molecular pads and holster belts as the basic jumpsuit. Connectors for combat webbing or packs on the shoulders and waist for added carrying capacity. A torso bandoleer for holding grenades or specialty rounds. The suit contains an encrypted military radio, GPS, and micro computer on the wrist for mission updates, video communications, and maps. The helmet will include a camera for recording all events, which are stored on the micro computer, and can be transmitted live to a command centre.
S Armour (PL5)
Type: Medium Armour
Equipment Bonus: +4
Nonprof. Bonus: +2
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +4
Armour Penalty: -2
Speed (30 ft): 30
Weight: 10 lbs
Purchase DC: 19
Restriction: Mil (+3)
Notes: Has the following integrated equipment: encrypted military radio, GPS, satellite datalink, display glasses with HUD connected to micro computer, tinting glasses (+2 saves against flash bangs or other light based attacks), nanobeacon, card computer, display on arm. Hooks for easily attaching backpack or webbing. Power pack to power all the onboard systems for 2 days before requiring recharging. Can be recharged from universal power adaptor in 2 hours, torso bandoleer that can hold 5 grenades in quick access (quick action to grab the grenades) or 10 of shotgun size or 15 of up to .50 cal sized rounds.
S Tech Armour
Tech armour is higher tech armour SHIELD assigns to teams that engage in combat with augmented foes. Augmented foes includes combat robots, light to medium cyborgized foes, or creatures with artificially enhanced biologies, or creatures with natural abilities above peak human abilities. The basic armour is similar to the S Armour but has slightly heavier protection, plus has several equipment slots for different types of equipment or upgrades to be added for different mission profiles.
Adding or changing a piece of equipment for the equipment slots takes Craft: Electrical and Craft: Mechanical checks of DC 18 and 10 minutes to apply for each piece.
S Tech Armour
Type: Medium
Equipment Bonus: +5
Nonprof. Bonus: +2
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +4
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 15 lbs
Purchase DC: 21
Restriction: Mil (+3)
Notes: Encrypted military radio, GPS, satellite datalink, display glasses with HUD connected to micro computer, tinting glasses (+2 saves against flash bangs or other light based attacks), nanobeacon, card computer, display on arm. Hooks for easily attaching backpack or webbing. Power pack to power all the onboard systems for 2 days before requiring recharging. Can be recharged from universal power adaptor in 2 hours. Has universal mountings for standard jet packs.
2 Equipment Slots.
GM Note: Can easily add any other armour gadget available, which generally only use one equipment slot, use best judgement for each gadget/equipment added from books or other sources. This does not count such gadgets as environmental seal, improved defense, increased range of motion, segmented, etc, as they don't take armour slots
S Tech Armour Equipment
These items are developed for the S Tech Armour and its successor armours. Each piece takes up a number of slots, requires Craft: Electrical and Craft: Mechanical checks DC 18 and 10 minutes of work to add or remove. Some of the equipment is reversed engineered from technology recovered from various criminal or terrorist groups such as A.I.M., Hydra, the Sinister Six, etc. These items are SHIELD issued, and not available to other sources. However some Black Market knockoffs, or captured samples have been made available over time.
Shock Absorption
This piece of equipment adds shock absorbing material and a small energy field that dissipates damage from physical sources, such as melee weapons, unarmed combat, concussion energy and bullets. Grants DR 5 against kinetic energy attacks, including piercing, slashing, bludgeoning, crushing, ballistic, slams and concussion. Increases armour check penalty by -1, reduce max Dex bonus by 1.
Slots: 1
Weight: +9 lbs
PDC: 13
Res: Mil (+3)
Precision Strike
A scanner and combat program added to the suit's computer that aids the wearer in melee combat with visual overlays on the display glasses of where to strike. This is done with arrows or lines pointing to where to strike, and guide lines for direction of attacks. Melee attacks gain +2 to attack rolls, critical threat range increases by 1. For example, a club has a threat range of a roll of 20, but with Precision Strike now has 19-20.
Slots: 1
Weight: +3 lbs
PDC: 14
Res: Mil (+3)
Reflexive Flash
This device is basically a flash bang grenade in the form of powerful lights that flash every time the wearer is struck in melee combat, hopefully blinding or dazing the attacker. The wearer's display glasses are calibrated with the device to prevent the wearer from being blinded by the attached device. Any time the wearer is struck in combat, the Reflexive Flash emits a powerful flash of light, in visual, UV and IR. The attacker must make a Reflex save DC 14 or be Dazed.
Slots: 1
Weight: +2 lbs
PDC: 10
Res: Res (+2)
Optic-Camo
Predecessor to the Chameleonic surface armour gadget, using cameras and displays to change the colour of the armour to that of the surrounding environment. Grants the wearer +2 to Hide, while moving the user gains 10% miss chance due to blurring the outline of the wearer. Can be activated for 10 minutes with a 10 minute cool down.
Slots: 1
Weight: +6 lbs
PDC: 19
Res: Mil (+3)
Balanced
A series of gyros and balance systems give the wearer an enhanced sense of balance and enhanced load bearing capabilities. Grants +1 to Reflex saves, +2 to Balance checks, increase weight capacity by 10% (increase each load capacity by 10%), and when carrying medium load capacity the wearer is not considered encumbered until carrying a heavy load.
Slots: 1
Weight: +12 lbs
PDC: 13
Res: Lic (+1)
Ablative Armour
Armour plating that is designed to provide heavy armour and protection. These plates are designed to slowly disintegrate and ablate each layer. Grants +10 Defense which overrides the Tech Armour's normal +5 until the Ablative armour is depleted, DR 10, and 50 temporary Hit Points, armour check penalty -5, speed reduced by 10 feet, max Dex bonus +1. After each attack, the DR and bonus to Defense are reduced by 1. When the DR and Defense bonus are depleted, the Ablative armour only provides the HP bonus, if any remains. Once all of the HP is depleted, the Ablative armour is destroyed and falls from the wearer and the original armour's stats are used. The system uses up a slot, allowing for other systems to be installed, however the plating covers the entire armour and the other equipment added (not the standard comms and mini computer) are not usable until the Ablative Armour is removed. The system does have an emergency release which will shed the armour as a move equivalent action.
Slots: 1, but prevents use of any other equipment.
Weight: +30 lbs
PDC: 18
Res: Mil (+3)
Density Phase Array
This device emits a field that hugs the frame of the armour that alters the frequency of the armour and wearer's molecules for several effects, depending on the frequency used. It can be set to make the wearer intangible (incorporeal), allowing the wearer to walk through walls and attacks to pass right through them. With the aid of a small anti-gravity device, this prevents the wearer from fall through the ground unless they push down into the ground. The wearer has a 50% chance to ignore any attack from a corporeal source, except magical attacks have a 75% chance to strike the wearer. The wearer can move through solid objects as long as they have enough movement to move completely pass the object, not ending their turn within an object. Can look through an object (such as through a wall) provided the object is not more than 5 inches thick. Items made of pure lead slow the passage of an intangible wearer, requiring twice as much movement to go through (2 inches of lead counts as 4 inches for example). Items that absorb or reflect vibrations (vibranium, acoustium and similar materials) interferes with the density field and prevents the wearer from passing through. Weapons made of these items will hit an intangible wearer.
Lighten density allows the wearer to be lighter than normal, this will include the gear the wearer is wearing, decreasing their weight by 75%. This will add +10 ft to the user's movement, and a +6 circumstance bonus to Jump and Move Silently checks.
Increase density increases the user's density and increases weight of the user and gear by double (the user's carrying capacity isn't affected, as their muscles become dense enough to compensate. If the wearer was carrying a medium load, the increased density and weight is still considered a medium load). The wearer gains DR 4, and melee strikes gain +4 damage, but suffers -10 ft to speed.
The density array has its own power supply and maintain the field for a total time of 1 hour a day which can be divided up as many times for a short of period as the user wants, takes 2 hours to recharge. Activating and deactivating the field is a free action which can only be done on the user's turn.
Slots: 2
Weight: +15 lbs
PDC: 25
Res: Rare (+4)
Digital Decoy
This is a holographic system that projects an image around the wearer, or an image up to 50 feet from the wearer. The projector can project a 3D image up to large size object around the wear (out to 10 feet around the wearer), or up to 50 feet away. Alternatively, up to 3 medium sized objects can be projected 50 feet around the wearer. These images look quite real, however if touched, the touching object passes right through. They do emit an IR signature, but one-quarter of an object their size, and don't emit any sound. These images are quite useful for disguising the wearer and an ally standing next to the user as a pillar, or a wall. Projecting objects away from the user can be used to appear to have more allies than really exist. Anyone seeing the objects can make a Will save DC 15 if they suspect the images are fake. However they will need a reason to suspect the images are fake, such as 4 soldiers are running, but the sound of only one is heard (Listen DC 12 at more than 30 ft away), while a projection of a garbage dumpster against a building generally is of no concern.
The Digital Decoy has a separate power supply able operate for 3 hours a day, which can be broken up any way the user wants. To program an image takes 5 minutes (for simple projections of common objects such as a wall, dumpster, parked vehicle), 10 minutes for come complex items (soldier running) with a Computer Use check DC 18. Up to 100 images can be stored and easily activated as a full round action.
Slots: 2
Weight: +20 lbs
PDC: 25
Res: Mil (+4)
Bruiser
This set of equipment enhances the S Tech armour's melee capabilities against stronger than peak human opponents. Slightly heavier armour plating and padding is added for greater protection, the arms are fitted with heavy gauntlets that can change into various melee weapons, such as large bludgeons, slashing claws or piercing spikes. The heavier armour increases Defense +1, gains 20 temporary HP that is reduced first, +4 Strength, decreases max Dex bonus by 1, armour check penalty increases by -1, speed reduced by 5 ft. The gauntlets can change into one of three weapons: hammer dealing 2d8 bludgeoning, crit x2; set of three claws dealing 2d6 slashing, crit 19-20x2; and a spike dealing 3d4 piercing damage, crit 20x3. The weapons can also be energized with electricity, which can be set to stun or lethal levels. The stun is usually used with the hammer, with the target suffering 1d6 non-lethal electrical damage and make a Fort save DC 17 or be paralyzed for 1d6+2 rounds. Lethal setting adds 1d6+1 electrical damage to all attacks with the gauntlet weapons. Switching between different weapons or normal hands is a swift action that can be done once a round, turning on the energized system is a free action. There is enough power in the armour for 50 discharges of the energized weapons. A standard power pack can be used for another 50 discharges.
Slots: 2
Weight: +25 lbs
PDC: 25
Res: Mil (+3)
Speedster
This set enhances the armour's speed and reflexes allowing the wearer to take on low level speed enhanced targets, or chase light vehicles. The servos in the legs are enhanced so that once they are moving, they will increase speed quickly. Wheels on the side of the feet lower and lock to help increase speed in most terrain except rough. Danger avoidance systems are installed to help increase reflexes and avoid obstacles. The wearer gains +20 ft to speed, when running can move at x6 speed instead of normal x4, even if encumbered with a medium load. Additionally the wheels on the boots can lower and lock into place, allowing the wearer to move at a vehicle speed of 30. The wearer also gains +3 to Reflex saves.
Slots: 2
Weight: +20 lbs
PDC: 23
Res: Mil (+3)