Armor
Armor protects the character from attacks by absorbing damage. The trade-off is in mobility and encumbrance.
Damage Reduction (DR)
DR is the value remove from damage done each attack because of your characters armor. Each time damage gets by the DR the DR is reduced by one.
CDR/BDR/GDR/EDR
Term | Description |
---|---|
CDR | Clubbing Damage Reduction |
BDR | Blade Damage Reduction |
GDR | Gun Damage Reduction |
EDR | Energy Damage Reduction |
These four values represent how well damage of a particular type is stopped by the armor. These DRs are applied based on the type of damage taken. When one of the DRs is reduced due to damage all other DRs are also reduced unless they are already less than the original DR.
So if 3 points of blade damage was done to Hide Armor(3/2/3/3), 1 damage would get thru, and the DR would drop as the armor took damage to (2/1/2/2). If 3 points of CD was taken next. 1 CD would go thru and the DR would drop by one however the BDR would not drop as it was already less than the CDR. This would leave the armor at (1/1/1/1) with one more hit disabling the armor.
Armor Encumbrance and Armor Affinity Modifier (AAM)
This is a bonus or penalty applied to your Armor Affinity Skill. When wearing armor no AGI based, Movement or indicated other skill modifier(including stat and other bonuses) may exceed the value of Armor Affinity. Example: Say a character has a STR 5, 1 Armor Affinity skill, and is wearing Leather Armor (+6). the Max any AGI based skill modifier could be is +12=5+1+6. If the character had AGI 8 and 2 Running skill, he could take full advantage of this as +10 < +12 and could use the skill without problem in armor. Now if the character switched over to wearing Banded Mail(Max AGI -5) his Armor affinity drops to +1 So his Running drops to +1 despite his high AGI.
Armor Concealment (Con)
Con | Description |
---|---|
0 | Worn under clothing(requires detect concealment at -4 to notice) |
1 | Worn disguised as clothing(requires detect concealment to notice) |
2 | Worn over clothing |
3 | Worn like a tank will usually result in attracting large amounts of attention |
The Concealment indicates how easy it is to mask the armor's presence.
Armor Repair
Armor that has lost DR can be repaired. An armor patch kit costs 1/20th of the base cost of the armor. It takes 15 minutes to repair armor that contains only soft layers and 1 hour to repair armor including hard layers. The DC to repair any damage is 20. The DR recovered by the repair is equal to the craft roll times the remaining damage to the DR divided by 40. Minimum 1 DR repaired, if the 20 DC is exceeded. A character can hastily repair a suit of armor as a full round action by spending 1 crafting point and taking a -10 to the repair roll.
DR recovered = (Repair Roll * DR missing)/40
Force Fields
Provides no protection against BD when off guard
FF Action | Type | Provoke AoO | E-charges |
---|---|---|---|
Turn On | Move | No | 100 |
Turn Off | Move | Yes | 0 |
Reset | Standard | Yes | 100 |
Maintenance | None | No | 10 every hour |
Sample Full Armors
Light Armor | CDR/BDR/GDR/EDR | AAM | Con | Class | Type | Weight | Cost | Description |
---|---|---|---|---|---|---|---|---|
Padded | 1/1/1/1 | +8 | 1 | Light | Soft | $50 | Single Layer Padded Cloth | |
Heavy Clothing | 1/1/1/1 | +8 | 0 | Light | Soft | $75+ | Add style to cost. Concealed Padded Cloth. | |
Leather | 2/1/2/2 | +6 | 1 | Light | Soft | $100 | Single Layer Leather | |
Leather Duster | 2/1/2/2 | +6 | 0 | Light | Soft | $150 | Concealed Leather | |
Studded Leather | 3/3/2/2 | +4 | 1 | Light | Soft | $250 | Leather with Studs | |
Kevlar Jacket | 6/3/6/6 | +7 | 1 | Light | Soft | $500 | L Kevlar | |
Kevlar T-Shirt | 6/3/6/6 | +7 | 0 | Light | Soft | $750 | Concealed L Kevlar - looks like a heavy shirt | |
Medium Armor | CDR/BDR/GDR/EDR | AAM | Con | Class | Type | Weight | Cost | Description |
Hide | 3/2/3/3 | +1 | 2 | Medium | Soft | $150 | Hide | |
Scale mail | 4/4/3/3 | -1 | 2 | Medium | Hard | $500 | Steel Scalemail over Leather | |
Chainmail | 5/5/3/3 | -3 | 2 | Medium | Hard | $1500 | Steel Chainmail over Padded cloth | |
Disguised Jacket | 8/4/8/8 | +5 | 1 | Medium | Hard | $900 | Concealed M Kevlar - Looks like a padded jacket | |
Flak Jacket | 9/5/9/9 | +3 | 2 | Medium | Soft | $700 | H Kevlar - see w/ inserts below | |
Tactical Jacket | 12/12/12/12 | -2 | 2 | Medium | Hard | $1400 | Composite scalemail over M Kevlar | |
Anti-knife Jacket | 13/13/11/11 | -8 | 2 | Medium | Hard | $2150 | Steel Chainmail over H Kevlar | |
Heavy Armor | CDR/BDR/GDR/EDR | AAM | Con | Class | Type | Weight | Cost | Description |
Banded Mail | 6/6/4/4 | -5 | 3 | Heavy | Hard | $2500 | Steel Banded over Padded Cloth | |
Half-plate | 7/7/4/4 | -7 | 3 | Heavy | Hard | $6050 | Steel Plate and Mail over Padded Cloth | |
Full plate | 8/8/4/4 | -5 | 3 | Heavy | Hard | $15050 | Steel Full Plated over Padded Cloth | |
Armored Body suit | 13/13/13/13 | -6 | 3 | Heavy | Hard | $30500 | Composite Full Plated over L Kevlar | |
Flak Jacket w/ inserts | 14/14/14/14 | -10 | 3 | Heavy | Hard | $5600 | Composite Banded over H Kevlar | |
EOD Armor | 18/18/18/18 | -10 | 3 | Heavy | Hard | $30700 | Composite Full Plated over H Kevlar | |
Powered Armor | CDR/BDR/GDR/EDR | AAM | Con | Class | Type | Weight | Cost | Description |
Battleframe | 16/16/13/13 | -5 | 3 | Power | Hard | $20700 | Steel Powered over H Kevlar | |
Powersuit | 15/15/15/15 | -1 | 3 | Power | Hard | $40500 | Composite Powered over L Kevlar | |
Energy Armor | CDR/BDR/GDR/EDR | AAM | Con | Class | Type | Weight | Cost | Description |
Personnel FF | 24/12/24/24 | N/A | 0/3 | Light | Energy | $100000 |
Shields
Shields give the character a parry bonus or cover rather than a DR. Against a melee attack the character gets a parry bonus against attacks. Against a ranged attack the character is harder to hit because of the cover provided.
Shield Type | Shield | Cover Bonus | EV | Damage | Crit | Range | Weight | Size | Type | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|
Buckler | +1 | None(+0) | -1 | 1 | x2 | - | -2 | C | $60 | ||
Light | +1 | Poor(+2) | -1 | 2 | x2 | - | -1 | C | $60 | ||
Heavy | +2 | Normal(+4) | -2 | 3 | x2 | - | 0 | C | $135 | ||
Tower | +4 | Good(+8)/Total | -10 | N/A | N/A | N/A | +2 | N/A | $300 | -2 to melee attacks. While full defensive, will grant total cover |
Shield Build Material
Regardless of material shields provide the same Shield bonus to defense. Optionally (at the GM discretion), If the weapons are substantial stronger than the shield material, the shield will wear faster probably needing to be replaced after the battle and provides Concealment instead of Cover at one category lower (ie against a rifle, a woven bamboo heavy shield would provide Poor Concealment rather than Normal Cover against )
Shield Proficiency
A character must have the shield proficiency feat in order to get the shield parry bonus.
Advanced and Alternate Rules
Simple Single DR System
At the GM's discretion a simplified system can be used for armor DR. The system for choosing the DR should be either be just the highest DR or the DR corresponding to the most fitting for the campaign (i.e. BDR for fantasy, GDR for modern).
Ignore Armor Damage
At the GM's Discretion, a simplification can be made where armor does not take damage thus the DR is not reduced. The GM should consider halving the DR if this is done.
Mas y Menos
Have armor take damage as indicated. However, have it not be able to drop below half of the starting DR. This rule is definitely recommended in campaigns where armor is a show piece of the campaign, such as high fantasy.
Armor Layers
A suit of armor can consist of a Soft Layer and a Hard layer. The DRs of the layers are added together. The DRs for each layer are determined by summing the Layout and Material base DRs and then applying the multipliers to get the CDR/BDR/GDR/EDR. For the AAM, when creating armors start with a +10 AAM as a base and then add in Layout and Material modifiers from all layers.
Force fields are treated as a third layer on top of this.
Armor | CDR/BDR/GDR/EDR | AAM (+10) | Con | Class | Type | Weight | Cost | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
Soft/Polymer | x1/x.5/x1/x1 | BDR becomes x1, if under a layer of hard armor | ||||||||
Layout | ||||||||||
Single Layer | 0 | 0 | 1 | $100 | ||||||
Concealed | 0 | 0 | 0 | $150 | ||||||
Material | ||||||||||
Padded Cloth | +1 | -2 | Light | Soft | x.5 | |||||
Leather | +2 | -4 | Light | Soft | x1 | |||||
Hide | +3 | -9 | Medium | Soft | x2 | |||||
L Kevlar | +6 | -3 | Light | Soft | x5 | |||||
M Kevlar | +8 | -5 | Medium | Soft | x6 | |||||
H Kevlar | +9 | -7 | Medium | Soft | x7 | |||||
Armor | CDR/BDR/GDR/EDR | AAM (+10) | Con | Class | Type | Weight | Cost | Description | ||
Hard/Metal | x.5/x1/x.5/x.5 | CDR become x1, if layered over a soft armor | ||||||||
Layout | ||||||||||
Studs | +1 | -2 | 1 | Light | Hard | $250 | Ignores material Modifiers | |||
Scalemail | +2 | -7 | Medium | Hard | $400 | |||||
Chainmail | +4 | -11 | Medium | Hard | $1450 | |||||
Banded/Splint | +5 | -13 | Heavy | Hard | $2450 | |||||
Plate & mail | +6 | -15 | Heavy | Hard | $6000 | |||||
Full Plate | +7 | -13 | Heavy | Hard | $15000 | |||||
Powered | +7 | -8* | Powered | Hard | $20000 | |||||
Material | ||||||||||
Copper/Bronze | -1 | 0 | x.9 | |||||||
Iron/Steel | 0 | 0 | x1 | |||||||
HQ Steel | +1/0 | 0/+1 | Masterwork | |||||||
Titanium | +1 | +1 | x4 | |||||||
Mythiral | +2 | +1 | x6 | Mythiral is significantly harder than most firearm ammunition treat as (x.5/x1/x1/x.5) unless mythiral or admant bullets are used. | ||||||
Admant | +3 | 0 | x13 | Admant is significantly harder than most firearm ammunition treat as (x.5/x1/x1/x.5) unless mythiral or admant bullets are used. | ||||||
Composite | +2 | 0 | x2 | Composite plates are designed for modern weaponry (x.5/x1/x1/x1). Can't be made into chainmail or thus plate and mail. | ||||||
FuturePlate | +4 | -2 | x20 | (x4 if mass produced) FuturePlate is designed for modern weaponry (x.5/x1/x1/x1). |
Piecemeal Armor and Hit Locations
The listed armors assume full body suits. There are 3 ways to do piecemeal armor
Using the Prot% x DR of the armor and the Enc% x The armor's AAM find the Total for that set of pieces. Keep at least 3 significant digits and round to more encumbering. Unarmored sections have a DR of 0 and an AAM of +10.
Hit Locations: calculate encumbrance as method 1. Then for each hit roll on hit location if target area is armored treat as full protection value.
Simple: Consider armor of two Areas Body and Head. Body Armor protects against all normal hits. Head Armor Protects against Critical Hits. Body/Torso is 75% Enc / 90% Cost. Head is 25% Enc / 10% Cost.
Location | Prot | Enc | Cost | Roll(d20) | Roll(d100) |
---|---|---|---|---|---|
Face | 10% | 10% | 5% | 19-20 | 01-10 |
Skull | 16% | 0 | 15% | 17-18 | 11-26 |
L.Arm | 4% | 10% | 6% | 16 | 27-30 |
L.Hand | 3% | 10% | 4% | 15 | 31-33 |
R.Arm | 4% | 10% | 6% | 14 | 34-37 |
R.Hand | 3% | 10% | 4% | 13 | 38-40 |
L.Leg | 5% | 10% | 10% | 12 | 41-45 |
R.Leg | 5% | 10% | 10% | 11 | 46-50 |
Torso | 50% | 30% | 40% | 1-10 | 51-00 |