Armour provides protection against stress and consequences for the wearer. Armour is defined by a precis to <onlyinclude> in other pages, a longer description with images, Coverage, Damage Resistance, Weaknesses, and Trade Offs. The strength of the coverage stress pools and damage resistance is exponential. A damage resistance of 8 can reliably handle conventional missile strikes with minor damage. Similarly a Stress Pool of 8 could absorb a conventional missile strike without passing any damage on to whatever the armour is protecting. Most armour has relatively high damage resistance and limited coverage.
Several types of common armour are described following the descriptions of the aspects. Full armour profiles can be created using the Armour Form. To add or edit any particular type of armour, enter the name in the text box below.
Physical Stress and Coverage
What parts of the body or structure are protected, and how much stress can the armour absorb before being rendered useless? A bulletproof vest doesn't protect the limbs, but it does absorb and reduce damage to the torso. Armour that is worn has a stress pool assigned to the head, torso, and each limb. Each point of stress absorbsion costs 1R. A suit of Royal Guard Armour with 1 points of coverage on each limb, 2 on the head, and 3 on the torso has a base cost of 9 points. A tank with a total stress pool of 24 might have 4 points allocated to each of the six 'sides': top, bottom, left, right, front, and back.
Combined with damage resistance, this mechanic provides a flexible but reasonable realistic way to ensure the game balance is not upset by indestructable armour. For simpler game play, armour can be purchased with stress slots and consequence slots, just like a character. If you do this, the consequences will usually reflect ways the armour no longer functions, such as a loss of damage resistance to a limb, loss of power, or a seized joint.
Damage Resistance (DR)
Each point of Damage Resistance (DR) removes one point of damage in a narrow domain (e.g., heat, radiation, crushing, projectiles). Characters with DR take no damage under conditions that normally cause harm. Costs 1R per point of resistance to a specific type of damage. Armour that is damaged does not provide DR coverage if the stress pool for that section is depleted. If a tank with 4DR against explosives and a 3 point stress pool on the undercarriage lost all 3 stress, that part of the armour is destroyed and can not provide DR any more. The occupants would be unharmed, but in very deep trouble should another attack target the exposed undercarriage.
Armour is usually optimized against one or two types of damage. For example, Riot Gear is particularly good at dealing with blunt, thrown projectiles, giving it +1 against that kind of attack. This is noted as +1 DR vs thrown or hand-held melee weapons on the weapon profile. Since it does not have resistance to firearms it absorbs firearm related damage until it's stress pools are depleted.
Normal humans and regular weapons rarely have damage shifts above 3. IEDs and landmines can have shifts of 5 or 6, so a tank with a resistance of 4 can be damaged by an IED while being impervious to almost anything a human can do by hand and to almost all small arms fire. An armoured bunker might have a DR as high as 8, requiring conventional missile strikes to do any damage at all. Having high damage resistance is quite powerful, and should be considered carefully to preserve game balance.
If a weapon is armour piercing it can ignore one or more points of DR of a particular type.
Most armour can not protect against all types of damage, but a weakness limits the armour's effectiveness against something that it could reasonably be expected to protect against. For example, Chainmail provides no protection at all against an ice-pick, so no damage resistance or stress pool can be applied against such an attack. This weakness lowers the armour cost by 1R. A kevlar vest that is not resistant to knives but that can still absorb stress from a knife attack does not have a weakness. Neither of these types of armour protect against chemical attacks, biological attacks, radiation... These are not weaknesses unless those types of damage are normally applied to the character in the armour. A Hazmat suit doesn't get a weakness against bullets, for example. Liquid Armour does have a weakness against crushing damage and a weakness against collisions (rapid, whole body acceleration).
Wearing or adding armour always comes at a cost. Depending on the person, place, or thing being armoured, this might mean restrictions to movement (encumbrance), loss of situational awareness (you can't get inside my bunker, but I can't see outside either), and so on. The list of potential trade offs is limitless, so don't try to create an exhaustive list out of the gate. You can set a total number of trade offs (i.e. the number of refresh points to be offset) and add new trade offs to the armour profile as they are discovered during game play.
Use the table below to calculate the effect of the trade off on the cost of the armour.
|Effect on Refresh||Severity||Example|
|Rarity||Common||-8||-6||-3||Too heavy for normal buildings|
|Uncommon||-6||-4||-2||Significant recharge/reconditioning time|
|Rare||-3||-2||-1||Some parts must be custom made|
|Example||Catastrophic Environmental System Failure||Limited Combat-Level Energy Reserve||Bull in china shop|
Pages in category "Armour"
The following 24 pages are in this category, out of 24 total.