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Rules: Armor

 

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Body Armor:

Armor Type

Pum-
mel

Edged

Pierce

Bullet

Beam

Expl.

Engy

Agility Minus

Tech Level

Thick furs

1D4

2D4

1D4

--

--

1D4

1D8

3

0

Leather

1D4

2D6

1D6

--

--

1D4

1D6

1

1

Studded Leather

1D6

2D6

1D6

--

--

1D4

1D6

1

2

Chain Mail

2D4

2D8

2D6

1D4

--

1D6

1D6

2

2

Plate Mail

2D8

2D10

2D8

1D4

1D4

1D8

1D8

4

2

Full Plate

2D10

3D8

2D10

1D4

1D4

1D10

1D10

6

2

Flak Vest

2D4

2D6

2D6

2D8

1D6

1D10

1D4

4

8

Kevlar Suit

1D8

2D8

2D10

2D10

1D6

1D8

1D4

3

9

Plastex

2D8

2D8

2D10

2D10

1D10

2D6

2D8

3

10

Ablative

1D6

1D6

1D6

1D4

2D8

1D6

2D10

2

10

Alloyed

2D10

2D10

2D10

2D10

2D10

2D10

1D10

4

11

Absorbent

1D6

1D6

1D6

1D6

3D8

1D6

3D8

2

12

Absorbent Field

--

--

--

--

3D10

--

3D10

0

12

Force Field

1D10

1D10

1D10

1D10

1D10

1D10

1D10

0

13

Combat

4D10

4D10

4D10

4D10

4D10

4D10

3D10

6

12

Powered

6D10

6D10

6D10

5D10

5D10

6D10

4D10

6

12

Plate Mail: Refers to partial plate (breast plate and greaves)

Full Plate: Full body plate mail.

Flak Vest: Old fashioned bullet proof vest, i.e. a vest lined with lead shot.

Kevlar Suit: Modern suit of woven Kevlar (a super strong plastic) fibers.

Plastex: Futuristic plastic based (hard shell) body armor.

Ablative: Chemical based stiff foam which absorbs heat. It burns away as it takes heat damage. Has the consistency of soft wood and hence, not much good against physical attacks.

Alloyed: Hard-shell armor made of advanced metals.

Absorbant: Matrix of energy absorbing cells which absorbs beam and energy weapons (the energy of which it uses to supplement it's power supply). The cells are sewn onto something similar to leather armor for extra protection.

Absorbant Field: Like above but a field is generated from a central source. It creates egg-shaped field 6 ft. high and 3 ft at its widest point. May be combined with other armor.

Force field: Your basic sci-fi force field. Enough thought will present some interesting problems (Can someone touch himself while the force field is up...?). May be combined with other armor.  

Combat Armor: Super strong hard-shell armor. May contain communications equipment and/or also be a Vacuum Suit. Jet pack optional.

Powered(3): Armor so massive it requires its own power assist. The limbs can't move as fast as most people's limbs (hence the -6 on agility (minimum agility of 3)). The strength bonus/penalty won't affect agility here. It does however, provide the wearer with an effective strength of 60. A punch while wearing this armor will be slower than a normal punch so just use half the strength bonus for damage. May also contain weapons, communications gear, and/or jetpack.

Powered(4): An improvement on the above. The limbs are now powered by opposing force fields (or the imaginative power source of your choice) enabling the limbs to move as fast or faster than the limbs of the user. Technically, this armor has no agility minus but it is so hard to control that an inexperienced wearer has an agility minus of -8 (he has to be §real§ careful about how he moves). See powered armor skill. The strength of 60 is real. Use the full strength bonus for damage. Ability to run and jump doubles if you can make the skill roll. May also have the full complement of techno-stuff.Top

Shields:

Shield Type

Speed Class

Parry Bonus

Max Damage

Small Shield

IV

+25%

15

Medium Shield

V

+30%

20

Large Shield

VI

+35%

25

Tower Shield

VII

+40%

30

Max damage indicates the number of points that shield can take from a blow. Any amount in excess of this amount means the shield breaks and the character takes all left over damage.Top

Structural Armor & Strength:

For damage to structures we are more concerned with the damage to the armor or wall than we are in with what is wearing it. The values below represent the degree to which a barrier will prevent an amount of force from passing through to the other side. They also effect the amount of damage that a structure made of the particular material can absorb before collapsing.

Whenever damage is inflicted upon a structure subtract the number of points the structural armor will stop from the amount of damage dealt. Example: a bullet doing 27 points of damage a 4mm panel of Steel Plate. Steel Plate stops 3 pts./1mm against bullets, so (3x4mm)=12 points is subtracted from the bullet's damage. If the bullet strikes a target on the other side it will do (27-12)=15 points of damage to the target. The Armor is pierced where the bullet hits.

When a section of armor/structure takes more hit points than it can stop, the entire area hit by the weapon is pierced. Thus when dealing with explosive weapons the entire area within the kill zone would be destroyed. If the damage in the casualty zone is still greater than the structure can take then the all parts of the structure in the casualty zone are destroyed also. At this point the GM must make a decision about whether the structure may still stand without the blown up parts.

Armor piercing shells do normal explosive damage to whatever is on the other side of the barrier. Treat barrier as having HALF its actual thickness for purposes of stopping armor piercing shells.

Structural Armor & Strength

Armor Type

Pum-
mel

Edged

Pierce

Bullet

Beam

Expl.

Engy

Hits

Tech Lev

Earth/6"

4

4

8

10

6

4

10

100

0

Stone/3"

6

6

8

10

4

4

6

100

1

Wood/1"

4

6

4

6

3

3

3

50

0

Concrete/1"

4

4

5

8

4

6

4

75

6

Steel Plate/1mm

4

6

4

3

2

1

3

20

6

Titanium Plate/1mm

6

8

6

5

3

2

3

30

9

Alloyed Plate/1mm

7

9

8

7

4

3

3

35

10

Alloyed Plate/1mm

8

10

9

9

5

5

4

40

11

Alloyed Plate/1mm

10

10

10

10

6

7

4

50

13

Force Screen/Layer

5

5

5

5

5

5

5

--

12

Top
Previous: Weapons
*FINI*

All Content © 1986-2001 Tai-Gear Simulations

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