|(Inspired by Cyberspace and Traveler Tech Manual)
This is not Cannon, but original work
|Armor is used to shield a character and prevent damage. Armor
is given in the following format: Bashing Damage Protection [Lethal Damage
Protection]. If the armor is a spacesuit then if it is breached with lethal
damage the suit's integrity is compromised. Self healing plastics are used
so that the loss of breathable gas is kept to a minimum, but the duration
that the person can spend in a vacuum is reduced by 10% of the normal maximum
duration. Armor lasts until it suffers twice it's armor rating in damage.
At that point it still defends against the attack, but now it has a breech.
Spacesuits will be breeched and need to be patched before the breathable
gases are released. Someone can target a breech in armor at -2 Accuracy
to penetrate the armor, with their shot acting as if the target creature
has no armor.
Armor usually comes in modules that protect the torso (from the neck on down to the waist line), arms (arms with reinforcement at the shoulders), lower torso guards (from the waist down to the top of the thighs), and leg guards (protecting the upper and lower legs and reinforced at the knee). A full torso suit covers both the lower and upper torso. A full suit encompasses all areas providing total protection. Areas not covered by any armor are: Boots which protect the feet, gloves which protect the hands and a helmet which protects the face. Armor can be, and usually is worn in layers, if so then the armor values add to each other.
The Difficulty modifier applies if the torso protection is worn. Usually,
additional modules don't provide any more Difficulty, however if multiple
types of armor are worn then the Difficulty modifiers, if any, are added
|Armor||Rating||Legality||DC Modifider||Type of Protection||Cost||Weight|
|Ablative||1[1(3)] (laser)||Legal||+0||Full Torso||||Cr 60||0.5|
|Full Suit||||Cr 95||1.0|
|Advanced Poly Carapace||5||Legal to own, not to wear||+3||Torso||||Cr 145||3.0|
|Full Torso||||Cr 170||3.5|
|Full Suit||||Cr 410||7.5|
|Antiballistic/Flack Jacket||1||Legal||+1||Torso||||Cr 60||1.0|
|Full Torso||||Cr 70||1.25|
|Armor Carapace||3||Legal||+1||Full Suit||||Cr 2,000||10.0|
|Armored Bodysuiting||2||Military and Police||+2||Torso||||Cr 150||2.5|
|Full Torso||||Cr 175||2.75|
|Full Suit||||Cr 375||4.5|
|Armored Exoskeleton||5||Illegal||+3||Full Torso/Legs||||Cr 825||6.0|
|Full Suit||||Cr 1,050||8.0|
|Armor Vest||1||Legal||+0||Torso||||Cr 120||2.0|
|Battle Dress||5||Military||+4||Full Torso||||Cr 950||8.0|
|Full Suit||||Cr 2,150||18.0|
|Bio-Organic Vac. Assault Suit||4||Military||+1||Full Suit*|| ||Cr 700,000||30.0|
|Bioweave Armor||2||Legal||+0||Full*|| ||Cr 40,000||3.0|
|Brigandine||2||Legal||+1||Full Torso||||Cr 100||4.0|
|Full Torso + Skirt||||Cr 150||5.0|
|Ceramic Alloy Carapace||4||Legal to own, not to wear||+3||Torso||||Cr 100||4.0|
|Full Torso||||Cr 125||4.25|
|Full Suit||||Cr 342||11.25|
|Cloth||1||Legal||+0||Full Torso||||Cr 60||0.5|
|Full Suit||||Cr 100||1.0|
|Combat Armor||3||Military and Police||+2||Full Suit||||Cr 2,500||12.0|
|Diplo Vest||2||Legal||+2||Full Torso||||Cr 225||2.75|
|Full Suit||||Cr 250||3.0|
|Field Suit||1||Police and Military||+0||Full Suit||||Cr 900||6.0|
|Full Torso||||Cr 30||1.25|
|Full Suit||||Cr 50||3.25|
|Grav Enhanced Power Plate||6||Military||+1||Full Torso||||Cr 50,000||15.0|
|Full Suit|| ||Cr 60,000||40.0|
|Improved Ballistic||2||Military and Police||+3||Torso||||Cr 70||0.5|
|Full Torso||||Cr 90||0.75|
|Full Suit||||Cr 230||1.25|
|Improved Cloth||2||Legal||+0||Full Torso||||Cr 120||1.0|
|Full Suit||||Cr 190||1.5|
|Full Torso||||Cr 70||1.25|
|Full Suit||||Cr 190||2.75|
|Lightweight Poly Carapace||2||Legal||+1||Torso||||Cr 200||1.5|
|Full Torso||||Cr 250||1.75|
|Full Suit||||Cr 550||2.75|
|Metal Mesh||3||Legal||+1||Full Torso||||Cr 80||8.0|
|Full Suit||||Cr 300||12.0|
|Poly Carapace||3||Legal||+2||Torso||||Cr 350||3.0|
|Full Torso||||Cr 400||3.25|
|Full Suit||||Cr 1,200||7.25|
|Protect||2||Restricted, license required||+2||Full Torso||||Cr 300||3.0|
|Full Torso + Arms||||Cr 385||4.0|
|Lower Torso + Legs||||Cr 400||7.0|
|Full Suit||||Cr 700||11.0|
|Reflex||1[1(4)] (laser)||Legal||+0||Full Torso||||Cr 25||0.5|
|Full Suit||||Cr 45||1.0|
|Reinforced Clothing||0||Legal||+0||Torso||||Cr 75||0.75|
|Full Torso||||Cr 100||1.0|
|Full Suit||||Cr 180||2.0|
|Rigid Breastplate||4||Special Permit||+1||Torso||||Cr 105||4.0|
|Riot Gear||5||Legal||+2||Full Torso||||Cr 100||4.0|
|Full Suit||||Cr 250||8.0|
|Riot Shield||3||Legal||+1||Full Suit||||Cr 80||1.5|
|Tactical Vest||4||Legal||+1||TorsoTorso||||Cr 60||4.0|
|Boots/Shoes||Rating||Legality||DC Modifier||Type of Protection||Cost||Weight|
|Armored Boots||2||Legal||+1||Feet||||Cr 175||1.5|
|Combat Boots (20th)||1||Legal||+0||Feet||||Cr 50||1.0|
|Combat Boots (21st)||2||Legal||+0||Feet||||Cr 80||1.25|
|Mailed Boots||2||Legal||+1||Feet||||Cr 60||2.0|
|Sneakers/Soft Shoes||0||Legal||+0||Feet|| to ||Cr 10-Cr 1,000||0.25|
|Steel toed Boots||2||Legal||+0||Feet||||Cr 55||1.0|
|Toughened Boots||1||Legal||+1||Feet||||Cr 65||1.0|
|Gloves||Rating||Legality||DC Modifier||Type of Protection||Cost||Weight|
|Leather||1||Legal||+0||Hands|| to ||Cr 10-Cr 1,000||0.25|
|Rigid Plastic||1||Legal||+0||Hands||||Cr 75||0.5|
|Reinforced Plastic||2||Legal||+1||Hands||||Cr 100||0.5|
|Helmets||Rating||Legality||DC Modifier||Type of Protection||Cost||Weight|
|Motorcycle/Police/Security||2||Legal||-1 to any Perception rolls||Head||||Cr 30||1.0|
|with +1 Accuracy HUD||||+Cr 300||+0.1|
|Steel Pot||2||Legal||-1 to any Perception rolls||Head||||Cr 45||2.0|
|Kevlar||3||Legal||-1 to any Perception rolls||Head||||Cr 75||2.0|
|with +1 Accuracy HUD||Legal||||+Cr 1,500||+0.1|
|with 1 kilometer range radio||Legal||||+Cr 50||+0.1|
|Sentinel||4||Military use only||-1 to any Perception rolls||Head||||Cr 125||2.0|
|with 1 kilometer range radio||||+Cr 50||+0.1|
|with 5 kilometer range radio||||+Cr 75||+0.2|
|with 10 kilometer range radio||||+Cr 100||+0.25|
|with +1 Accuracy HUD||||+Cr 1,500||+0.1|
|with +2 Accuracy HUD||||+Cr 3,000||+0.1|
The Armor Rating is given in vs. Bashing[vs. Lethal] damage.
Armor may be worn over other armor, the result is cumulative, the values
are simply added together. Many types may be worn under normal clothing,
in this case they can be worn under a spacesuit. A few can be worn instead
of a spacesuit, and a very few can't be worn with a space suit. Some can
be integrated with a spacesuit. This will all be noted in the individual
armor descriptions. If any combination of armor results in two different
Difficulty ratings, those ratings are cumulative.
|Armored Boots 2: Modern boots made of reinforced Kevlar and
rigid plastic. Cost Cr 175 with a weight of 1.5 kilograms and
a +1 Difficulty, it is legal to own. It can be included as part of a spacesuit.
Combat Boots (20th century) 1: Leather with steel toe and sole to prevent pungi sticks. Cost Cr 50 with a weight of 1 kilogram, will set off a metal detector, it is legal to own
Combat Boots (21st century) 2: Modern boots made with reinforced rigid plastic. Cost Cr 80, with a weight of 1.25 kilograms, it is legal to own. These values also hold for a standard spacesuit.
Mailed Boots 2: Metal boots that cost Cr 60 with a weight of 2 kilograms, will set off a metal detector. Due to the weight the wearer operates at a +1 Difficulty, it is legal to own
Sneakers/Soft Shoes 0: Normal shoes, with a maximum weight of 0.25 kilograms. Cost to Cr 10 to Cr 1,000 depending on the fashion, it is legal to own
Steel toed Boots 2: Typical 20th century work boots made with leather and a steel toe. Cost Cr 55 with a weight of 1 kilogram, sets off metal detectors, it is legal to own
Toughened Boots 1: Modern work boots; leather with reinforced plastic toes and sole. Cost Cr 65 with a weight of 1 kilogram and a +1 Difficulty, it is legal to own.
|Leather 1: Normal gloves to work gloves with a maximum weight
of 0.25 kilograms a pair and a cost that varies from to
Cr 10 to Cr 200, it is legal to own
Rigid Plastic 1: 21st century combat gloves with a weight of 0.5 kilograms a pair and a cost of Cr 75, it is legal to own
Metal 2: with a cost of Cr 50, a weight of 0.75 kilograms a pair and they set off metal detectors. +1 Difficulty do to weight, it is legal to own
Reinforced Plastic/Spacesuit 2: with a weight of 0.5 kilograms a pair and a cost of Cr 100. The wearer suffers a +1 Difficulty to all Physical tasks, it is legal to own
|Bicycle 1: A strong plastic that weighs 0.25 kilograms, it is
legal to own and the wearer sufferers no difficulties. Cost Cr 20.
Motorcycle/Police/Security 4: Rigid plastic that weighs 1 kilogram, it is legal to own and the wearer suffers a -1 to any Perception rolls. Cost Cr 85. With a +1 Accuracy HUD add Cr 300 and 0.1 kilograms.
Steel Pot 4: Metal, World War 2 vintage helmet that weighs 2 kilograms and is legal to own. The wearer suffers a -1 to any Perception rolls. It will set off a metal detector. Cost Cr 45.
Kevlar 5: Thick Kevlar helmet that weighs 2 kilograms. It is Desert Storm vintage and is legal to own. The wearer suffers a -1 to any Perception rolls. Cost Cr 75.
With 1 kilometer range radio add Cr 50 and 0.1 kilograms.
With a +1 Accuracy HUD add Cr 300 and 0.1 kilograms.
Sentinel 6: Reinforced Kevlar, that weighs 2 kilograms, with slots to hold a personal HUD (Heads Up Display) and an internal radio. The wearer suffers a -1 to any Perception rolls. Cost Cr 125.
With 1 kilometer range radio add Cr 50 and 0.1 kilograms,
with 5 kilometer range radio add Cr 75 and 0.2 kilograms,
with 10 kilometer range radio add Cr 100 and 0.25 kilograms (the radios are specially reinforced to replace the armor insert it takes in the helmet as are the HUDs).
With a +1 Accuracy HUD add Cr 1,500 and 0.1 kilograms,
with a +2 Accuracy HUD add Cr 3,000 and 0.15 kilograms.
It can be worn with a spacesuit and integrated into its environmental support.
HUDs add only to ranged combat, not to melee combat.