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Armour

From Discovered

Armour provides protection against stress and consequences for the wearer. Armour is defined as a collection of aspects: Stress Pool, Resistance, Coverage, Trade Offs, Weaknesses, and Strengths. As with Weapons, the strength of the stress pool 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.

Several types of common armour are described following the descriptions of the aspects. Full armour profiles can be created using the Form:Armour and Template:Armour. To add or edit any particular type of armour, enter the name in the text box below.

 


Using Armour

Armour provides protection in several ways.

Armour Aspects

Armour has a stress pool, coverage, a damage threshold, vulnerabilities, and resistances.

Stress Pool

How much damage it can absorb before being rendered useless. Taking stress can affect other aspects of the armour, such as reducing coverage or decreasing it's damage resistance (in the case of ablative armour). Most armour can absorb a limited amount of stress before it starts to break down. Combined with damage resistance, this mechanic provides a flexible but realistic way to ensure the game balance of not upset by indestructable armour.

Large stress pools can quickly unbalance a game and make combat a chore. In most cases it is important to split up the stress pool across coverage zones (see below).

Resistance

Armour is usually optimized against one or two types of damage. These strengths are aspects that increase the armour's effectiveness in the right circumstances. For example, Riot Gear is particularly good at dealing with blunt, thrown projectiles, giving it +1 shift in it's threshold against that kind of attack. This is noted as +1 Resistance to thrown or hand-held melee weapons on the weapon profile. Since it does not have any resistance to firearms, it can absorb firearm related stress until it's stress pool is depleted.

An attack that does less damage than the armour's damage resistance can be ignored (at least in terms of physical stress and consequences). Mental stress may accumulate, however.

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 threshold 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. Remember, resistance is always limited to one or two types of damage. The broader the resistance, the more fate points it should cost.

Coverage

What parts of the body or structure are protected? A bulletproof vest doesn't protect the limbs. For most types of armour coverage can be reduced as the stress absorbed increases. In these cases the total stress pool is allocated to different sections of the armour. For example, 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. If it ran over a +6 IED and a good attack roll or +2, it would resist 4 points of the damage and take 4 points of stress to the undercarriage, destroying that armour. The occupants would be unharmed, but in very deep trouble should another attack target the exposed undercarriage.

Consequences

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. Add new trade offs to the armour profile as they are discovered during game play. This consequence can be invoked on the person or thing that is armoured, but does not take up any of the wearer's Consequence slots.

Weakness

Armour is usually vulnerable to some kinds of damage, just as it is resistant to others. These weaknesses are aspects that limit the armour's effectiveness. For example, Chainmail normally has a threshold of 2, but provides only 1 threshold protection against bludgeoning attacks, and no protection at all against an ice-pick. Some kevlar vests don't stop knives, and certainly won't protect against chemical or biological attacks. As with trade-offs, don't try to create an exhaustive list of all weaknesses; the players and GR can adjust the list when discoveries are made in the course of play.

Examples

Examples include some real-world armours and in-game armours for calibration.

Vantablack Light Armour (VBLA)

Vantablack Light Armour (VBLA) is tough, flexible stealth armour designed for use by MITOs. VBLA is not suitable for normal humans: it is too heavy, at 80Kg. For MITOs this is not an issue.

Vantablack Heavy Armour (VBHA)

Vantablack Heavy Armour (VBHA) is a mobile armoured weapons platform with some stealth capabilities, designed for use by MITOs. VBHA is powered, but not suitable for normal humans: it is too quick for normal reactions and can kill a person less tough than a MITO. At 400Kg and 2.5m in height, this is not a stealthy suit, though it does have some

EVA Work Suit (EVA-WS)

Standard EVA suit used on spacecraft and for work in vacuum. The materials are difficult to cut, puncture, or tear by accident, and instantly seal punctures smaller than 1cm in diameter. Lightly powered, with flexible multi-tool capabilities built in. Self-guiding grapplers, H + O2 jets, and a small ion drive are all standard issue.

EVA Mining Suit (EVA-MS)

Standard EVA suit used on spacecraft and for work in vacuum. The materials are difficult to cut, puncture, or tear by accident, and instantly seal punctures smaller than 1cm in diameter. Lightly powered, with flexible multi-tool capabilities built in. Self-guiding grapplers, H + O2 jets, and a small ion drive are all standard issue.

EVA Combat Armour (EVA-CA)

EVA Combat Armour combines the toughness of the EVA Mining Suit with the small form factor of the EVA Work Suit. These are heavily armoured, with a powered exoskeleton and powerful cutting tools. Self-guiding grapplers, H + O2 jets, and a small ion drive are all standard issue.

Military Combat Armour

Military Combat Armour is really a small mecha. The best armour reads the intentions of the rider in using MRI in the helmut, vastly increasing reaction times. The speed of MCA is limited by the physical capacities of the rider, not the suit. These suits are armoured enough to protect against missile strikes and grenades.


Data stored in Special:CargoTables/ARMOUR with the Form:Armour and Template:Armour in the Category:Armour.

This category uses the form Armour.