Armor

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Armor is used to help protect a player or ship. Here we will discuss Armor for characters too use to protect themselves. 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.

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.

Table: Armor Tech Levels
Tech Levels Level Limit
Max AC Bonus
Number of
Customization points
Extra
Cost
Extra
Procure Diff
Level 0 +5 2 +$0 +1
Level 1 +6 3 +$0 +0
Level 2 +7 4 +$100 +0
Level 3 +8 5 +$500 +1
Level 4 +9 6 +$1500 +2

Armor and Attributes

Table: Armor and its Default Attributes By AC Bonus
Armor
AC Bonus
Maximum Dex
Bonus
Speed Diff Average Weight
(Tech 2)
Average Cost
Procure Diff
Feat Requirement
+ 0 +9 Normal 0.25 lbs $10/+0 No Feat Requirement
+ 1 +8 Normal 10 lbs $100/+0 No Feat Requirement
+ 2 +7 Normal 15 lbs $250/+0 Light Armor Proficiency
+ 3 +6 Normal 20 lbs $500/+0 Light Armor Proficiency
+ 4 +5 - 10ft 25 lbs $1000/+0 Medium Armor Proficiency
+ 5 +4 - 10ft 30 lbs $3000/+1 Medium Armor Proficiency
+ 6 +3 - 10ft 35 lbs $6000/+1 Medium Armor Proficiency
+ 7 +2 Halved 40 lbs $12000/+1 Heavy Armor Proficiency
+ 8 +1 Halved 45 lbs $24000/+2 Heavy Armor Proficiency
+ 9 +0 Halved 50 lbs $50000/+3 Heavy Armor Proficiency

To the left is a table of Armor sorted by AC. In Future Path the player can create there own customized armor just like in weapons. Also just like in the weapons section a list of default Armor to choose from is provide if you do not want to customize.

The table to the left is a list of the Armor by AC bonus with all the default values associated with the AC bonus. Then the following section below is a description of each attribute as well as a few non-default attributes.

This Armor 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 another section below.

  1. Too customize body armor the Player must first pick a Character class. Some classes have restrictions on what armor the character can wear. Also the Player should consider the Feat requirements for what Armor to pick.
  2. Secondly the Player should consider what Tech level the Armor can be. The Tech level can increase the price and the procure difficulty. If the Player chooses armor with a higher Tech level then their Character has then the Player Character cannot modify/repair the Armor.
  3. Thirdly 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 $500. So for each customization it increases the total cost of the armor by an additional $250. The only exception to the rule is AC 0 Armor. For every customization point its an additional x3 the base price.

Description of Customizable 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:

  • AC Bonus:
Player can adjust the AC Bonus of the Armor.
  • Maximum Dex:
Player can adjust the maximum Dex bonus the Character gets while using the Armor.
  • Speed Diff:
Player can adjust the speed penalty for wearing armor.
  • Weight:
The Weight and thus clumsiness of the armor.
  • DR Bonus:
This provides Damage reduction to Armor for different types of attacks.
  • Special Attributes:
A list of special attributes that can be applied to armor.

OLD RULES BELOW!

Modern Armor is made to be used against modern firearms. The GM can decide how to use the armor's defense value as an Armor Class bonus or as a Damage Reduction/Slashing.

If the Defense value is used for an Armor Class bonus, then this bonus applies to the character's touch AC against firearm attacks.

Regardless of how the value is used, the armor still retains the fortification bonus.

Armor Table

Armor is described by a number of statistics, as shown on Table: Armor.

Defense: The GM decides to use the value for an Armor Class or Damage Reduction/Slashing

Fortification Bonus: Modern armor also includes the special quality of Fortification.

When a critical hit is scored on the wearer, there is a percent chance that the critical hit is negated and damage is rolled normally.

Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows.

Skill Penalty: This penalty applies to checks involving any Dexterity based skill.

Speed: Medium and heavy armor slows a character down.

Weight: This column gives the armor's weight.

Cost: This is the purchase cost to acquire the armor.

Armor Defense Fortification Bonus Maximum Dex Bonus Skill Penalty Speed Weight Cost
Leather Jacket 1 - - 0 30 4 lb. $
Sport Padding 2 - +6 0 30 15lbs $
light Undercover Shirt 2 +10% +7 0 30 2 lb. $
Pull-up Pouch Vest 2 +10% +6 -1 30 2 lb. $
Undercover Vest 3 +10% +5 -2 30 3 lb. $
Concealable Vest 4 +15% +4 -3 20 4 lb. $
light-Duty Vest 5 +15% +3 -4 20 8 lb. $
Tactical Vest 6 +20% +2 -5 20 10 lb. $
Special Response Vest 7 +25% +1 -6 20 15 lb. $1,000

Armor Types

No Proficiency Required

The following do not require a weapon proficiency to use.

Leather Jacket
This armor is represented by heavy leather jacket.

Light Armor

Sport Padding Armor
A number of other impromptu armors, such as football pads and a baseball catcher's pads, offer similar protection and game statistics.
Light Undercover Shirt
Designed for deep undercover work in which it's critical that the wearer not appear to be armed or armored, this garment consists of a T-shirt with a band of light protective material sewn in around the lower torso.
Pull-Up Pouch Vest
This garment, consisting of a torso apron of light protective material held up by a loop around the neck, can be stored in an innocuous fanny pack. Deploying the apron is a move action.
Undercover Vest
Covering a larger area of the torso, this vest provides better protection than the light undercover shirt—but it's also more easily noticed. It's best used when the armor should remain unseen but the wearer doesn't expect to face much scrutiny, granting a +2 bonus on Perception checks to notice the armor.

Medium Armor

Concealable Vest
Standard issue in many police forces, this vest provides maximum protection in a garment that can be worn all day long under regular clothing. While it may go unnoticed by a quick glance, it grants a +4 bonus on Perception checks to notice the armor.
Light-Duty Vest
A lightweight tactical vest designed for extended use by riot police and forces on alert for potential attack, this armor sacrifices a degree of protection for a modicum of comfort—at least compared to other tactical body armors.
Tactical Vest
The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available.

Heavy Armor

Forced Entry Unit
The most powerful protection available is built into this suit, which consists of a heavy torso jacket with ceramic plates over the chest and back, neck and groin guards, arm protection and a helmet. Heavy and cumbersome, this armor is generally only donned by tactical officers heading into a dangerous assault.
Special Response Vest
Built like the tactical vest, but incorporating groin and neck protection as well as a ceramic plate over the chest, this armor provides additional protection in battles against heavily armed opponents.