Personal Armor

Personal Armor

Archaic Armor

TypeNameEnergy ProtectionHigh Impact ProtectionLow Impact ProtectionArmor Structural Pts.Base Mass (kg)Base Cost (Cr.)
BLeather47121504.5150
BHeavy Leather610151806.5170
CCuirboilli712172009.5185
CRing Mail8152024011.0200
CChain Mail10182326014.0220
DScale Mail11202528019.0230
DPlate Mail15222729028.0245

Modern Armor

TypeNameEnergy ProtectionHigh Impact ProtectionLow Impact ProtectionArmor Structural PointsBase Mass (kg)Base Cost (cr.)
AReflek 150007001.01850
AMesh1220262801000
BReflek 23010135501.01925
BThorane2012164002.01250
BKorane825332402.01350
BShieldex258124502.01400
BSkorane2020262503.01425
BTalthane2828374503.01475
BKelvax1250655503.01525
BSorex5012187004.01550
CFlax3232427004.52500
CKorex4028377505.52500
CTorex2840527004.52500
CProtex484862100011.02600
DLaminor606078120014.02700
DStryker8080941400192800

Table Explanations

Types:

A: Tight cloth leotard that does not count as a layer.

B: Light plastic or cloth-woven armor easily made into clothing, or specially treated cloth.

C: Heavy plastic & metallic armor not easily made into clothing. Citizens not employed by a militia or security organization must have the armor registered with the Planetary Armor & Weapons Regulatory Committee (PAWRC), at a cost of 500 cr.

D: Plate armor. Only available to military or security personel. Military or Security ID required upon purchase.

Note: Archaic Armor is unregulated. It can be purchased by anyone.

Energy Protection: The Energy Protection is the maximum amount of protection from a single attack by an energy type weapons (Lasers, EP, etc) the armorprovides before the armor is penetrated.

High Impact Protection: The Impact Protection is the maximum amount of protection the armor provides from a single attack by an PGS, before the armor is penetrated.

Low Impact Protection: The Impact Protection is the maximum amount of protection the armor provides from a single attack by an regular impact melee-type weapons (non-modern) and modern impact melee-type weapons (vibroweapons or monofilament edged), before the armor is penetrated.

Armor Structural Points: Total amount of damage the armor can take before it is useless against attacks.

Mass & Cost: The listed amounts are for base suit, humanoid standard size (arm (2), legs (2), head, chest, and abdomen).

Armor Suits

Mass & Pricing for Various Races

The lists above are the base costs for a full suit of the given armor types. The hit location they cover are the arm (2), legs (2), head, chest, and abdomen or equivalent (Standard humanoid configuration) For specially shaped races or under/over-human size races, their all multipliers to the cost and mass of the armor. The protection does not increase or decrease with size because that is primarily based on density. If the character requires additional armor for other limbs, like a tail or more than 2 legs, then the Armor Structural Points would increase by a percentage. (More hit locations mean the more chance to hit the armor. It’s a balancing factor.)

The protection is given in either Energy or Impact. The points given is the amount of damage that is absorbed by the armor before it penetrates, for it’s given damage type. The amount of damaged absorbed is then subtracted from the Armor Structural Points to show Armor Fatigue.

Racial Multipliers for Armor
Race TypeMass ModifierCost ModifierArmor Struct. Pts. Increase
(1) Humanx 1.0x 1.0
(2) Urtoranx 1.4x 1.3
(3)Bengradi, Halogai’, S’saran, Saurianx 1.0x 1.0
* Additional Armor: Tail Armor+ 10%+10%+ 10%
(4) Torani, Tor’Dranix 0.9x 0.9
* Additional Armor: Tail Armor+ 10%+10%+ 5%
(5)Yazirianx 0.70x 0.70
* Additional Armor: Wing Armor **+ 10+ 10+ 5%
(6) Skansii,  K’Dasi, Wen’Trix 0.7x 0.7
* Additional Armor: Tail Armor+ 10%+10%+ 5%
(7)Candrosian
(Forequarter equivalent to Abdomen)
x 1.3x 1.3+ 5%
* Additional Armor: Hind Quarter Armor+ 10%+10%+ 5%
(8)Hummax 1.1x 1.0
* Additional Armor: Tail Armor **+ 10%+10%+ 10%
(9)Ifshnitx 0.5x 0.5
(10)Osakarx 1.2x 1.2
* Additional Armor: Additional Leg Armor (each)+ 10%+10%+ 10%
(10)Vrusks
(Thorax equivalent to Abdomen)
x1.0x1.0
* Additional Armor: Additional Leg Armor (each)+ 10%+5%+ 5%
* Additional Armor: ForeQuarter Armor+ 10%+5%+ 10%
* Additional Armor: Hindquarter Armor (each)+ 10%+5%+ 10%
Racial Multipliers for Armor
  1. Since the human is the base, no extra cost and no extra limbs.
  2. The Urtoran are considerably larger than humans, but otherwise the same shape.
  3. Human-sized tailed races. They can buy extra armor for their tail if they like, but if they don’t, it need to be noted on the character sheet.
  4. These are the smaller-than-human-sized tailed races. They can buy extra armor for their tail if they like, but if they don’t, it need to be noted on the character sheet.
  5. Yazirians can choose to have armor on there wings, but it hinders their ability to glide.
  6. Another smaller-than-human race, they are considerably smaller than the Torani as well. Like the others, they can choose to have tail armor.
  7. Larger centauroid race, the Candrosian have a Forequarter and a Hindquarter hit location, which corresponds to their back half. The Forequarter, for pricing and mass purposes, is equivalent to the abdomen, so it is covered in the base armor suit.
  8. Slightly larger than humans, the Humma also require difficult-to-design armor. Like the others, they can choose to have tail armor, but it will hinder their tail ability. Armor also hinders their jump ability
    For Humma, Leg Guards reduce leaping range half. To get extra flexibility and eliminate this modifier, it costs an extra 10% original cost.
    For Humma, Tail Guard reduces maneuverability and manipulation of the tail. How much is up to the referee.
  9. Like human but smaller
  10. Very difficult race to design armor for, the basic suit includes only two legs. The other two must be bought at the above cost in order to cover them. The price and mass increase is given per leg.
  11. Another difficult race, because they have so many hit location. The Thorax is equivalent to the human abdomen, so it is covered in the basic suit. The extra locations are list with their costs. In order to have a complete suit, the fore & hindquarter, and all six legs (extra 4 legs) must be covered. It’s expansive to be a bug.

Optional: These modifiers can be applied to the existing suit prices and masses, if the GM so wishes. It is recommended for the larger races to pay more, considering their size. It is left to the referee’s judgment how to handle Alpha Dawn & Zebulon suits.

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