Armor: Difference between revisions
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! Average Cost<Br/> Procure Diff | ! Average Cost<Br/> Procure Diff | ||
! Bonus Attributes | ! Bonus Attributes | ||
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! colspan="7" | Tech Level 1 | ! colspan="7" | Tech Level 1 | ||
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| [[Full Tactical Armor]] || +6/0/(+3) || 6 || -10ft || 40lbs || $9,000/1 || - | | [[Full Tactical Armor]] || +6/0/(+3) || 6 || -10ft || 40lbs || $9,000/1 || - | ||
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! style="text-algin:left;"| Armor | |||
! AC / DR /<br/>(Max Dex) | |||
! Proficiency<br />Level | |||
! Speed Diff | |||
! Average Weight<br/>(Tech 2) | |||
! Average Cost<Br/> Procure Diff | |||
! Bonus Attributes | |||
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! colspan="7" | Tech Level 2 | ! colspan="7" | Tech Level 2 | ||
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| [[Full Printed Steal]] || +5/2(Total)/(+2) || 7 || Halved || 40 lbs || $27,250/1 || - | | [[Full Printed Steal]] || +5/2(Total)/(+2) || 7 || Halved || 40 lbs || $27,250/1 || - | ||
|- | |||
! style="text-algin:left;"| Armor | |||
! AC / DR /<br/>(Max Dex) | |||
! Proficiency<br />Level | |||
! Speed Diff | |||
! Average Weight<br/>(Tech 2) | |||
! Average Cost<Br/> Procure Diff | |||
! Bonus Attributes | |||
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! colspan="7" | Tech Level 3 | ! colspan="7" | Tech Level 3 | ||
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| [[Full Nano-Mesh Shielded Suit]] || +8/1(Total)/(+1) || 8 || Halved ||40 lbs || $45,000/3 || - | | [[Full Nano-Mesh Shielded Suit]] || +8/1(Total)/(+1) || 8 || Halved ||40 lbs || $45,000/3 || - | ||
|- | |||
! style="text-algin:left;"| Armor | |||
! AC / DR /<br/>(Max Dex) | |||
! Proficiency<br />Level | |||
! Speed Diff | |||
! Average Weight<br/>(Tech 2) | |||
! Average Cost<Br/> Procure Diff | |||
! Bonus Attributes | |||
|- | |- | ||
! colspan="7" | Tech Level 4 | ! colspan="7" | Tech Level 4 |
Revision as of 00:39, 3 November 2017
Armor is used to help protect a Character. The primary attribute of Armor is its AC Bonus. AC stands for Armor Class and is the number an attacker has to beat in an accuracy check in order to roll for damage. However just like weapons Armor has multiple attributes and they can all be customized using Customization points.
Editing Character Sheet: The box to record AC is located on the first page below the Character Attributes section. It is a combination of 10 + Armor + Shield + Dexterity Mod + Size + Natural Armor +Misc Mod.
You can skip to the Armor Examples section if you want a quick list of armor to choose from. The first section is a focus on personal body armor and not Power Armor or full body mechanic suites. Power Armor is any Armor that provides an AC bonus of +10 or more and will be explained in detail in the Power Armor section at the bottom of this page.
Armor Tech Levels
Tech level also has an important roll to play in Armor. It decides how many Customization points can be spent and the maximum AC bonus Armor can provide among other things. The table to the left shows off what each Tech Level means for Armor.
Tech Levels | Level Limit Max AC Bonus |
Max # of Customization/ Bonus Customization Points |
Extra Finial Cost |
Extra Procure Diff |
---|---|---|---|---|
Level 0 | +5 | 1/0 | +$0 | +1 |
Level 1 | +6 | 2/0 | +$0 | +0 |
Level 2 | +7 | 3/1 | +$250 | +0 |
Level 3 | +8 | 4/2 | +$1000 | +1 |
Level 4 | +9 | 5/3 | +$3000 | +1 |
- Tech Levels
- This is the Tech Level. The higher the Tech Level the better the armor can be.
- Max AC Bonus
- This is the maximum amount of AC or DR that the Armor of that Tech Level can have.
- Max # Customization/Bonus Customization
- The first number is the number of positive customization the Armor can have. The second number is the amount of free customization points that the Armor has because of its tech level. IE: Tech level 2 can have a maximum of 3 positive customizations done too it (not including Mastworking) and gets one free customization point.
- Extra Base Cost
- This is the extra cost to the armor if you declare that it is that tech level. So if you declare the armor is Tech level 2 you add $250 too the total price once all customizations are also counted for.
- Extra Procure Diff
- This is the increase in how difficult it is to acquire the armor if it is of that tech level.
Armor and Attributes
Armor AC Bonus/Level |
Maximum Dex Bonus |
Speed Diff | Average Weight (Tech 2) |
Average Cost Procure Diff |
---|---|---|---|---|
+ 0 | +9 | Normal | 0.25 lbs | $10/+0 |
+ 1 | +8 | Normal | 10 lbs | $150/+0 |
+ 2 | +7 | Normal | 15 lbs | $350/+0 |
+ 3 | +6 | Normal | 20 lbs | $1,000/+0 |
+ 4 | +5 | - 10ft | 25 lbs | $2,200/+0 |
+ 5 | +4 | - 10ft | 30 lbs | $4,500/+0 |
+ 6 | +3 | - 10ft | 35 lbs | $9,000/+1 |
+ 7 | +2 | Halved | 40 lbs | $18,000/+1 |
+ 8 | +1 | Halved | 45 lbs | $30,000/+2 |
+ 9 | +0 | Halved | 50 lbs | $55,000/+2 |
- Armor AC Bonus (Armor Level)
- The Armor AC Bonus is is the bonus this armor gives too the wearer. This Bonus can also be traded for Damage Reduction (DR).
- Trading DR: If the AC bonus is +2 the Armor could either have +2 AC, +1 Total DR or +1 AC and +2 (Damage Type)DR. Every 2 AC is equal too 1 Total DR or every 1 AC equal too 2 DR for a specific Damage Type. IE: DR(Electronic). The exception however is for the Kinetic damage type. Every odd AC bonus provides +1 (Kinetic)DR while every other AC bonus sacrificed provides +2 DR(Kinetic). This is because Kinetic is the most common damage type and also the most difficult to protect against. Learn more in the Description of Customization Attributes section under 'DR Bonus'.
- Armor AC Bonus also directly relates to the Level of the Armor and thus the required Armor Proficiency Level the Character must have to use it. This stays true regardless if AC is traded out for DR or other things.
- Maximum Dex Bonus
- As the Armor gets stronger at protecting the wearer the person looses the ability to apply some of their Dexterity Mod to their AC. If they have +6 Armor and their Dexterity modifier is +4 then they cannot add all 4 points of Dexterity Mod too their AC. They can only add +3.
- Speed Diff
- The bigger the Armor the harder it is to move around in it. This reduces the characters movement. This includes when attempting to sprint/swim/climb.
- Average Weight
- This average weight is the average weight of the Armor if it was built by technology from a Tech 2 civilization. The lower the tech level the heaver the armor and the higher the tech level the lighter the armor. +0 Armor is unaffected by this. Tech Level 1 Armor add an additional 5 lbs on each weight. Tech Level 3 take away 5 lbs and Tech Level 4 take away another 5 lbs. This makes +1 armor weight 0.25 lbs instead of zero. The lowest weight is 0.25. Anything 40 lbs or heaver is considered 'Heavy'.
- Average Cost/Procure Diff
- This is the average cost of the armor before you add in the price for the tech level and the procure difficulty.
Armor Examples
Armor | AC / DR / (Max Dex) |
Proficiency Level |
Speed Diff | Average Weight (Tech 2) |
Average Cost Procure Diff |
Bonus Attributes |
---|---|---|---|---|---|---|
Tech Level 0 | ||||||
Padded Armor | +1/0/(+8) | 2 | Normal | 20 lbs | $150/1 | - |
Leather Armor | +2/0/(+7) | 3 | Normal | 25 lbs | $350/1 | - |
Wooden | +3/0/(+6) | 3 | -10ft | 30 lbs | $1,500/1 | Protection Against Grapple +4 |
Studded Leather | +3/1(K)/(+5) | 4 | -10ft | 35 lbs | $3,300/1 | - |
Chain Armor | +4/0/(+5) | 5 | -10ft | 35 lbs | $4,500/1 | - |
Full Plate | +5/2(K)/(+4) | 6 | Halved | 40 lbs | $9,000/1 | Clumsy |
Armor | AC / DR / (Max Dex) |
Proficiency Level |
Speed Diff | Average Weight (Tech 2) |
Average Cost Procure Diff |
Bonus Attributes |
Tech Level 1 | ||||||
Gilly Suit | +0/0/(+8) | 1 | Normal | 0.25 lbs | $160/0 | Stealth Assist +1 |
Basic Light Armor | +1/0/(+8) | 1 | Normal | 15 lbs | $150/0 | - |
Ballistic Vest | +0/1(Total)/(+7) | 2 | Normal | 20 lbs | $350/0 | - |
Hazard Suit | +0/4(C)/(+7) | 2 | Normal | 20 lbs | $350/0 | - |
Hybrid Vest | +1/1/(+6) | 3 | Normal | 25 lbs | $1,000/0 | - |
Kevlar Vest | +2/1(K)/(+6) | 3 | Normal | 25 lbs | $1,500/0 | - |
Tactical Body Armor | +4/0/(+5) | 4 | -10 ft | 30 lbs | $2,200/0 | - |
Full Riot Gear | +5/0/(+4) | 5 | -10ft | 35 lbs | $4,500/0 | - |
Full Tactical Armor | +6/0/(+3) | 6 | -10ft | 40lbs | $9,000/1 | - |
Armor | AC / DR / (Max Dex) |
Proficiency Level |
Speed Diff | Average Weight (Tech 2) |
Average Cost Procure Diff |
Bonus Attributes |
Tech Level 2 | ||||||
Improved Light Armor | +2/0/(+7) | 2 | Normal | 15 lbs | $600/0 | - |
Improved Hazard Suit | +0/6(C)/(+7) | 2 | Normal | 20 lbs | $775/0 | - |
Improved Ballistic Vest | 0/2(Total)/(+6) | 3 | Normal | 20 lbs | $1,750/0 | - |
Stealth Suit | +1/2(T)/(+6) | 3 | Normal | 20 lbs | $1,750/0 | Stealth Assist +2 |
Basic Regeneration Suit | +3/0/(+5) | 4 | -10ft | 30 lbs | $4,650/1 | Regeneration +2 |
Mounted Medium Armor | +4/0/(+5) | 4 | -10ft | 25 lbs | $3,550/0 | Weapon Mount |
Improved Medium Armor | +4/0/(+4) | 5 | -10ft | 25 lbs | $2,950/0 | - |
Improved Hybrid Vest | +2/2/(+4) | 5 | -10ft | 25 lbs | $4,75/00 | - |
Grounded Armor | +3/6(E)/(+4) | 5 | -10ft | 25 lbs | $6,950/0 | - |
Thermal Plated Armor | +4/6(T)/(+3) | 6 | -10ft | 35 lbs | $14,750/1 | - |
Hybrid Tactical Armor | +3/2(Total)/(+3) | 6 | -10ft | 35 lbs | $14,750/1 | Protection Against Overrun +4 |
Enhanced Steal Plating | +6/1(K)/(+3) | 6 | -10ft | 35 lbs | $14,750/1 | - |
Improved Heavy Armor | +7/0/(+2) | 7 | Halved | 40 lbs | $18,250/1 | - |
Full Printed Steal | +5/2(Total)/(+2) | 7 | Halved | 40 lbs | $27,250/1 | - |
Armor | AC / DR / (Max Dex) |
Proficiency Level |
Speed Diff | Average Weight (Tech 2) |
Average Cost Procure Diff |
Bonus Attributes |
Tech Level 3 | ||||||
Advanced Light Armor | +2/0/(+7) | 2 | Normal | 10 lbs | $1,350/1 | - |
Nano Mesh Shirt | +0/1(Total)/(+7) | 2 | Normal | 10 lbs | $1,525/1 | Shirt |
Nano Mesh Stealth Shirt | +1/0/(+7) | 2 | Normal | 10 lbs | $1,525/1 | Shirt, Stealth Assist +3 |
Advanced Hazard Suit | +1/6(C)/(+6) | 3 | Normal | 15 lbs | $2,000/0 | - |
Nano Mesh Regen Shirt | +1/0/(+7) | 3 | Normal | 0.25 lbs | $2,050/2 | Exotic, Shirt, Regeneration +3 |
Responsive Armor | +3/0/(+6) | 3 | Normal | 15 lbs | $3,000/1 | Protection Against Trip +6 |
Advanced Ballistic Vest | 0/3(Total)/(+5) | 4 | Normal | 20 lbs | $5,400/0 | - |
Advanced Mounted Armor | +5/0/(+4) | 5 | Normal | 20 lbs | $10,000/1 | Weapon Mount |
Advanced Medium Armor | +5/0/(+4) | 5 | -10ft | 25 lbs | $5,500/1 | - |
Regeneration Suit | +4/0/(+4) | 6 | -10ft | 20 lbs | $19,000/2 | Exotic, Regeneration +3 |
Shielded Suit | +0/5(Total)/(+3) | 6 | Halved | 30 lbs | $14,500/1 | - |
Advanced Hybrid Vest | +3/3/(+2) | 7 | -10ft | 35 lbs | $19,000/1 | - |
Advanced Heavy Armor | +7/0/(+2) | 7 | -10ft | 35 lbs | $21,600/2 | - |
Shielded Hybrid Plating | +4/3(Total)/(+1) | 8 | Halved | 40 lbs | $18,000/2 | - |
Full Nano-Mesh Shielded Suit | +8/1(Total)/(+1) | 8 | Halved | 40 lbs | $45,000/3 | - |
Armor | AC / DR / (Max Dex) |
Proficiency Level |
Speed Diff | Average Weight (Tech 2) |
Average Cost Procure Diff |
Bonus Attributes |
Tech Level 4 | ||||||
Cloak Suit | +0/0/(+8) | 1 | Normal | 5 lbs | $3,450/1 | Stealth Assist +4 |
Superior Hazard Suit | +2/8(C)/(+6) | 3 | Normal | 10 lbs | $4,000/0 | - |
Hyper Reactive Regen Shirt | +1/0/(+6) | 4 | Normal | 5 Lbs | $9,000/2 | Shirt, Exotic, Regeneration +5 |
Superior Ballistic Vest | 0/4(Total)/(+4) | 5 | Normal | 20 lbs | $12,000/1 | - |
Superior Mounted Armor | +6/0/(+4) | 6 | -10ft | 25 lbs | $22,000/2 | Weapon Mount |
Superior Hybrid Vest | +4/4/(+0) | 9 | Halved | 40 lbs | $58,000/2 | - |
Enhanced Shielded Hybrid Plating | +7/2(Total)/(+0) | 9 | -10ft | 40 lbs | $63,000/3 | - |
Full Infinity Armor | +9/1(Total)/(+1) | 10 | Halved | 50 lbs | $113,000/3 | Clumsy |
Customization Armor
In Future Path the player can create there own customized armor just like in Weapons. Follow the recommendations bellow to help build custom Armor.
- When choosing Armor a Player must consider if there Character class has any Armor restrictions and what there Armor Proficiency Level is.
- The Player should consider what Tech level the Armor can be. The Tech level can increase the price and the procure difficulty. A Character cannot craft or modify Armor that has a higher tech level.
- The Player should consider the cost. The more customization points spent on the default Armor the higher the cost. For every customization on the armor that's an additional 1/2 starting price to the total. For example: +3 AC armor has a starting price of $1,000. So for each customization it increases the total cost of the armor by an additional $500. The only exception to the rule is for AC 0 Armor. For every customization point its an additional $75.
- The Player should also consider if they can craft the Armor as Masterworked which both increases the price but also can provide bonus customization points. For every +1 in masterwork the Armor can gain either +1 customization point or +1 to Max number of allowed positive customizations.
To customize the Armor the player can first spend base points provided by the Tech level if any. Starting at Tech 2 Armor gets 1 free customization point. Then they can add additional customizations by taking negatives in attributes to earn negative points. Two negative points can make 1 customization point. Some negative changes yield different things and some things cost more. For a full list of rules you can review the attributes below.
To customize the Armor the Player should following these steps.
- Pick the Tech Level for your Armor.
- Pick the Armor AC Bonus/Level. And record the default values.
- Note out how many free Customization points and allowed Customizations the Armor gets according too the Tech Level. This can be found in the 3 column of the 'Armor Tech Levels' table at the top of this page.
- Determine if the Armor will be Masterworked and at what level.
- Now trade out any AC Bonus for DR that you may want. You can follow the rules noted in the Armor AC Bonus (Armor Level) part of Armor and Attributes.
- Now spend your free Customization points provided by the Tech Level if any.
- Now spend any Masterwork Customization points if any.
- Now if the Armor has not spent all its allotted number of positive Customizations then if you desire you can take negatives to attributes to yield Negative points. For every 2 Negative points you gain 1 Customization point that you can spend to further customize the armor.
- NOTE: The last 3 sections are actually not necessary. You can craft Armor and then in the future Modify it using a Crafting skill or rollplaying going to a shop to have an NPC do the work. However once an Armor has been crafted it can not be 'recrafted' to a higher Tech level or Masterworked level.
- Now you need to calculate the price. Take the Average Cost from the Armor and its Default Attributes By AC Bonus table. That is now your Base Cost. Take that 50% of that Base cost and now that is your Customization Cost. Now for every positive Customization done to the Armor add 1 Customization Cost to the Base Cost. There are some Customizations that cost different. Once you have your total add any additional costs for the Tech level.
Please review the Customization Attributes for a full description of what they do and how much Customization/Negative points they cost and/or yield.
Description of Customization Attributes
Besides the default values from the table above a Player can customize other attributes of the Armor. Below is a list of all attributes that can be customized:
- NOTE
- 1 Customization point is worth 2 Negative points and vice-a-versa. Normally an improvement costs 1 Customization point and a diminishment yields 1 Negative point. Most things will say they cost X number of Customization points. However somethings say they cost Negative Points. Customization and Negative points are freely interchangeable.
- AC Bonus:
ExpandPlayer can adjust the AC Bonus of the Armor. |
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- DR Bonus:
ExpandThis provides Damage reduction to Armor for different types of attacks. |
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- Maximum Dex:
ExpandPlayer can adjust the maximum Dex bonus the Character gets while using the Armor. |
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- Speed Diff:
ExpandPlayer can adjust the speed penalty for wearing armor. |
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- Weight:
ExpandThe Weight and thus clumsiness of the armor. |
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- Special Attributes:
ExpandA list of special attributes that can be applied to armor. |
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Crafting and Masterworked Armor
Crafting requires a Character have the Craft Structure Skill. The normal crafting rules for how long it takes and how expensive the materials are all the same. So is the rules for Masterwork crafting.
To summarize Masterwork crafting you have to have at least a skill rank of 3 and must also have Advanced build materials for that item. The maximum level of Masterworked Armor is +5 and each level provides either +1 to the Maximum Number of Customizations or +1 extra free Customization point. Remember that a Skill Craft Rank of 3 can only craft Masterworked +1 items. Skill Rank 4 can do +2 all the way to Skill Rank 7 which can do +5.
One exception to crafting structure rules is that you cannot collaborate and divided up the work on crafting armor.
Power Armor
Power Armor is advanced full body suits that provided powered assistance to the wearer. They can be completed and even dangerous too wield and thus require special training. In order for a Character to wear one they have to have at least 1 rank in the Power Armor Branch of the Proficiency Tree. In order to unlock the Power Armor Branch to put points in it the Character has to have the Power Armor Expert Feat.
Power Armor comes in 5 different Classes. Class E through A. E being the most low tech simple manufacturing and Class A being the most advanced technological build possible. The higher the Classification of the build the more advanced the Civilization has to be. So Tech 2 Civilizations can build Class E and D. While Tech 3 can build C and B and Tech 4 can build A.
All Power Armor by default provides a +4 Strength Mod bonus and an AC bonus of +5 and negates all possible Dexterity or Wisdom bonuses toward the wearers AC. However the Armor does come with 5 additional customization or Mods slots that can be filled. These mods can provide everything from massive AC boosts, DR, extra weapon mounts, too special abilities and so on.
Power Armor Types
There are different Power Armor Types which explain what they do and what there default attributes are. Each type also provides a special ability for the wearer.
Masterworked Suits provide an additional Mod slot however they cost double and gain an additional Procure Diff.
Expand- Multipurpose Space Suit |
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Expand- Tactical Force Suit |
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Expand- Combat Suit |
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Expand- Recon Suit |
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Expand- Support Suit |
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Expand- Combat Harden Medical Suit |
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Power Armor Mods
Power Armor Modifications or Mods are based on the Classification or Class of the Armor. Which is indicated by a Grade. Class E is the lowest tier Armor while Class A is the highest tier. When buying Power Armor the Suit itself has a Class which can determine how well or how many of certain types of Mods work.
The higher the Class the higher the cost. All prices are based on Class E. Each Class is %50 more on top of the Base Class E price. So a $100,000 E Mod will cost $350,000 as an A Mod.
Below is a list of all the available Mods and there rules as well as what it means to have a Masterworked Mod.
Expand- Reflective Armor |
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Expand- Ablative Armor |
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Expand- Absorptive Armor |
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Expand- Regenerative Shielding |
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Expand- Shield Manipulator |
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Expand- Weapon Mount |
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Expand- Skill Assist Mods |
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Expand- Targeting Assist |
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Expand- Regenerative Healing |
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Expand- Rocket Pack |
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Expand- Flex Mod |
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Expand- Neural Interface Mod |
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Expand- Clocking |
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Expand- Storage Pack |
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Expand- Strength Boost |
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Expand- Protection against Combat Techniques |
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Crafting Power Armor
Crafting Power Armor requires Craft +2 in Structure and +1 in both Mechanical and Electrical. The Bill of Materials (IE: Cost) of crafting is calculated the same as for Armor or any other Structure.
To do Masterwork it requires Craft +5 in Structure and +3 in Mechanical and Electrical. There are no Masterwork levels for Power Armor or Power Armor Mods. Buying a Masterworked Suit costs double the base price. Buying Masterworked Power Armor Mods costs triple the base price per Mod. The Procure difficulty is increased by 1.
Unlike crafting Armor this can divided up between qualified players like any other Structure.