Armor encompasses all sorts of armor from personal to mech. It is rolled when damage is taken, and the result directly reduces the damage
if no damage remains, the damage calculation is canceled. By default, armor that fails to reduce damage to below 0, is damaged, losing protection.
Armor at protection 0 still works, but is destroyed if it fails again.
Armor stats:
- Protection - How good this armor is at absorbing damage
- Structure - How well it is applied/integrated/coverage and so on.
- Tech - the Techlevel of the armor. Worn armor is exposed to its wearer (ignoring seal) once a day.
- Weight - Malus dice on actions where the weight of armor is relevant (running, quickshooting), offset by Fitness.
It also can have additive and multiplicative bonuses, multiplicative being applied first.
for every 3 Sizes above/below, the number belonging to the bigger system gets multiplied with 2.
Seals get damaged, if there is any damage incoming, and can be repaired with a seal repair kit, within half an hour usually.
This is armor on the personal scale, able to be worn by a single person.
Has a lot higher capacity for seals than regular clothes
Clothes reinforced with materials like kevlar, having some plates in some spots
The same materials as armored clothes, but with an underlying structure, plate holders, and rigging to allocate the load
Modern military-grade body armor with hard plates, modular protection, and moderate sealing options. Effective against small arms and shrapnel.
An armored exoskeleton equipped with military grade modular armor plates, compensating its own weight.
Extremely heavy armor, of a low tech
The Structure stat reflects how well armor is installed and integrated. When it has degraded through field repairs it can be restored by doing an armor refit in a Workshop, Hangar, or Drydock of appropriate size.
To refit armor, spend 50% of the armor's total weight (in tons) in Parts of the appropriate Techlevel, to make a check, involving Practice, Engineering (build or repair) and any Proficiency relating to the armor. After reinstallation, the Structure rating becomes one of the following tiers: [5, 9, 13, 17, 20]
Optionally the roll can be kept back until the armor takes its first hit.
A Refit takes 1 day per ton of armor weight (minimum 1 day). A rush job takes half the time but imposes 1 Malus Die. A meticulous job takes 7 times the time but gives 1 Bonus Die.
Multiple characters may work together, dividing the required time, if each has the necessary proficiency. Only the leader rolls.
Tools and facility quality affect the outcome:
- If the tools/workshop are 1 or more tiers higher, add 1 Bonus Die.
- If they are 1 tier lower, apply 1 Malus Die.
- More than 1 tier below: reinstallation is not possible.
- Having Blueprints
A Mechs have segments, that need to armored and often layer armor. Weight is given per segment.
If not otherwise given, repair rolls below 5 lower structure.
Each of these might provide decent protection if installed correctly, and provides 1 ton of extra cargo storage, however the "armor" in question is precious cargo, which will be destroyed if it is ever overcome (and possible by just being shot at)
Common, but effective
If the active part is on, incoming projectiles get counter-blasted by highly charged explosion-liquified metal.
On a resonance with 1, The module turns off and must reboot, on Amplitudes of more than 1, the system is damaged and passive until repaired.
While speed is higher than 10m/s, this armor provides an extra 2 heat venting / segment
This hightech armor provides excellent protection, at a risk. The energy costs are very low as the ion field builds, but failure means a shock to the internals which usually damages the linked energy system, as well as turning the module into high tech scrap. Even then, its protection ends after the attack.
This advanced defensive system has negligible weight and an extremely good protection rating. Its vulnerability to contamination and high repair costs might be its only weaknesses.