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5.3: Armor

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Modified on 2010/05/18 10:42 by capi3101 Categorized as Starflight RPG

Since combat is such an integral part of a role-playing game, it follows that death and injury are also a part of an RPG. In order to make sure that this occurs to the bad guys and not the character themselves, the character will need extra protection. They will need armor.

Most societies in the Starflight Universe generally don't allow the use of armor except in combat situations or as a part of police duties, and thus it is unusual to see anyone wearing armor in normal everyday life, unless that person either is expecting trouble or plans to cause trouble.

Specific armor types have their own statistics. The statistics included with each type of armor are as follows:
  • Name: What the type of armor is called.
  • Type: The general kind of armor being described, either armor or shield.
  • Availability: At what level of technological development the armor becomes available.
  • Deployment: This lists how long it takes to put on and remove the armor, assuming the character has no help from other characters (if they do have help, it takes half the amount of time listed, rounded down). For electronic forms of armor, this lists how long it takes to activate or deactivate the armor. A character can put on their armor hastily, which requires fewer rounds, but take a -1 HD, -1 Perception, and -1 Finesse penalty for each round skipped. These penalties apply whether or not the armored piece has penalties for its use.
  • Regeneration: This lists how fast the armor repairs itself, if it has that capability.
  • Damage Reduction (DR): This lists the amount of damage that is removed from a weapon's hit before the armor attempts to absorb the damage. It's entirely possible for a character to be hit by a weapon that does no damage, if its DR is high enough.
  • EC: This lists the encumbrance class of the armor (for details on encumbrance, see Chapter 5.4).
  • Penalties: This lists any penalties that are inflicted on the character for utilizing the armor. Typically these are penalties to HD, Finesse or Perception.
  • Effects: If the Armor has any special qualities, they are listed here. Armor that indicates it prevents damage from a weapon will take no damage whatsoever from that weapon. Armor that indicates it is ineffective against a weapon will allow all damage from that weapon through to the user, without taking damage in the process.
  • Cost: This is how much typical armor of the type and Class costs.
  • Hit Points: This lists the amount of hit points the armor imparts to the character. After the armor accumulates that much Lethal damage, it is worthless. Hit points also serves as a measure of how much Non-Lethal damage the armor absorbs before any such damage is imparted to its wearer.
  • Options: This is a list of features that may be added to armor, which change one or more basic characteristics of the armor. Armor may only have one of the options listed below the given type of armor, if any are selected at all.

Note that these statistics are for a typical medium-sized armor with default features. It is possible for suits of armor to be slightly modified or enhanced, or for them to come in different sizes (in order for them to be handled by different sized creatures more often). The same general list of modifiers that applied to weaponry (age, rarity, quality and size) can also be applied to various forms of armor.

The stats listed for armor in this chapter assume that the wearer is being subjected to weapons from the same technological era. If this is not the case, the effectiveness of the armor may be reduced or increased, depending upon whether the weapon or the armor is of the later technogical era. If the armor is one technological era ahead of the weapon, damage from the weapon is halved. If the armor is more than one technological era ahead of the weapon, the weapon does no damage. If the weapon is one technological era ahead of the armor, the armor's effectiveness is reduced by half. Finally, if the weapon is more than one technological era ahead of the armor, the armor is completely ineffective.

Finally, as with weapons, this is by no means a comprehensive or exhaustive list of available types of armor (simply put it'd be too time consuming to come up with one, considering you'd have to have various forms of armors for various technological ages and various species). GMs are welcome to create their own armor to add to a campaign, using the item creation rules in Chapter 10.2.4. Should a character want to use a a type of armor that is not listed here, it’ll be up to the GM whether or not to allow the weapon type in question. If it is allowed, one of the forms of armor may be modified into the new weapon, or the GM may just create the armor themselves. If adapting armor, the GM will need to adjust the stats as they deem necessary. The player in question may offer suggestions, but under no means should they be allowed to make the armor entirely by themselves.

Armor (Full Suit)

  • Type: Full-Plate Armor (Physical)
  • Availability: Metal Age
  • Deployment: 4 minutes
  • Regeneration: None
  • Beam DR: None
  • Projectile DR: None
  • EC: 3 per class
  • Penalties: -2 HD/THD/FHD per Class, -4 to all Finesse Rolls, -2 to all Perception checks per class
  • Effects: Transforms all Lethal Damage from melee weaponry (except Laser Sword) into Non-Lethal Damage. Prevents Spray acid damage, and does not catch fire from Flamethrower (unless hit by Napalm). Players may, if they so choose, buy "components" of armor instead of a whole suit at once. Each one protects a specific bodily area. These components may be mixed and matched with any other type of armor option. Each component contributes a specific penalty to the suit, if the type of armor being bought has penalties.

00
Full-Plate Armor
 Basic CostHit Points
Class One1.550
Class Two3.175
Class Three6.2100
Class Four12.5125
Class Five25150
Class Six50175
Class Seven100200
Class Eight200225
Class Nine400250
Class Ten8
275

*Options:
Pocketed Armor: Industrial Age, 1.05*cost, provides six pockets on exterior of armor.
Leather Armor: Stone Age, 0.15*cost, deployment 1 minute, EC1 per two classes, no penalties, AHP*0.25, transforms damage from a Bow and Arrow hit into Non-Lethal Damage, no Lethal Damage is transformed from any other weapon.
Mail: 0.5* cost, 1/2 deployment time, EC2 per class, -1 HD/THD/FHD per Class, -2 to all Finesse Rolls, -1 to all Perception checks per class, AHP*0.5, ineffective against slugthrowers and explosive ordinance.
CBRN: Industrial Age, 1.1* cost, EC5 per class, -3 HD/THD/FHD per Class, -5 to all Finesse Rolls, -3 to all Perception checks per class, prevents exposure to chemical, nuclear, biological or radiological hazards, 15% DR to all weapons hits.
Ballistic Mesh: Industrial Age, 1.25*cost, EC1 per class, half HD/THD/FHD penalty, no Finesse or Perception penalties, protects body area (vital/non-vital) only against damage from slugthrowers, transforms all Lethal Damage from slugthrowers into Non-Lethal Damage, 10% DR for all other weapons hits.
Ballistic Plating: Industrial Age, 1.5*cost, EC5 per class, -3 HD/THD/FHD per Class, -5 to all Finesse Rolls, -3 to all Perception checks per class, covers entire body, transforms Lethal Damage from all projectile weapons into Non-Lethal Damage, 25% DR for all Beam Weapon hits.
Regenerative: Starfaring Age, 2* cost, same penalties/benefits as Ballistic Plating, restores 10% of any AHP lost per round.
Reflective: Starfaring Age, 1.3* cost, same penalties/benefits as Ballistic Plating, if hit by a laser, returns half the laser's damage back to the source (Reflex Save to avoid damage).
Ablative: Starfaring Age, 1.2* cost, same penalties/benefits as Ballistic Plating, transfers all damage from Lasers and any Fire Damage into Non-Lethal Damage.

*Components:
Helm: 0.25*cost, contributes all Perception penalties, contributes EC1 per Class, deployment 1 round, protects cognitive, gustatory, olfactory, and auditory organs only.
Cuirass: 0.25*cost, contributes half of total HD/THD/FHD penalties (round up), contributes EC1 per class, protects body area (vital/non-vital) only.
Armored Sleeve: 0.25*cost, contributes all Finesse penalties and EC1 per Class (but additional sleeves do not add further penalty or EC), protects one motor or propulsive appendage only.
Fauld: 0.25*cost, contributes half of total HD/THD/FHD penalties (round down), protects reproductive organs only.




Shield (Physical)

  • Type: Shield (Physical)
  • Availability: Metal Age
  • Deployment: 2 rounds
  • Regeneration: None
  • Beam DR: None
  • Projectile DR: None
  • EC: 2 per Class
  • Penalties: -2 HD/THD/FHD per Class.
  • Effects: Class One through Class Five requires at one motor appendage to employ. Class Six-Ten requires two motor appendages to employ. Requires a successful DC 100 Dexterous Maneuvers check to protect one body area, can be rolled at the time of opponent's attack. Cannot be pocketed; can be directly sheathed on the back (covers Non-Vital Body area while sheathed).

00
Shield (Physical)
 Basic CostHit Points
Class One0.7525
Class Two1.550
Class Three3.175
Class Four6.25100
Class Five12.5125
Class Six25150
Class Seven50175
Class Eight100200
Class Nine200225
Class Ten4
250

*Options:
Wooden Shield: Stone Age, 0.1* cost, 0.1*AHP, requires DC 25 Dexterous Maneuvers to deploy. EC1 per two Classes. Sundered on any attack that causes more than 50 points of Lethal Damage.
Scutum: Metal Age, 1.2* cost, -3 HD/THD/FHD per Class, covers all body parts except propulsive appendages when deployed.
Buckler: Metal Age, 0.5* cost, 0.5*AHP, requires DC 25 Dexterous Maneuvers to deploy, can be used as an improvised melee weapon causing 1/2 total AHP Non-Lethal Damage.
Spiked Buckler: Metal Age, 0.6* cost, 0.5*AHP, requires DC 25 Dexterous Maneuvers to deploy, can be used as an improvised melee weapon causing 1/2 total AHP Basic Damage.
Ballistic Shield: Industrial Age, 1.5* cost, converts all Lethal Damage from Projectile weapons into Stun Damage.



Energy Shield

  • Type: Shield (Energy)
  • Availability: Starfaring Age
  • Deployment: 1 round
  • Regeneration: Requires Medium Battery. Uses one charge per shield class per hour while active; requires one charge to activate. SHP loss recharges at a rate of 10% of the maximum SHP every two minutes. User may use one charge per HP to rapidly regenerate up to 50 SHP (requires manual operation) per round.
  • Beam DR: None.
  • Projectile DR: None.
  • EC: 1 (All Classes).
  • Penalties: None.
  • Effects: Ineffective against melee weapons. Shield generator requires a belt or holster to deploy; can be pocketed (requires two slots, all Classes).

,000
Energy Shield
 Basic CostShield Hit Points
(Design Minimum)
Class Zero
(Design Only)
.51
Class One450
Class Two12100
Class Three32150
Class Four70200
Class Five125250
Class Six250300
Class Seven500350
Class Eight1,000400
Class Nine2,000450
Class Ten4
500

*Options:
Personal Cloak: 40* cost, only available at Metropolis or Megalopolis-sized communities, *0.5 SHP, +25 HD/FHD while active, wearer becomes effectively invisible (+50 to any Hiding and Seeking Check made for hiding).
Total Shield: 1.5* cost, effective against melee weapons.
Offensive Shield: 3* cost, character can use a battery charge (per shield class) to inflict an attack (Basic Damage) at Melee Range Zero equal to the current SHP.
Half-Shield: 0.5* cost, requires Small Battery, 1/2 SHP, does not cover motor or propulsive appendages.
Area Shield: 0.25* cost, requires Small Battery, covers one bodily area.
Bio-Hazard Shield: 1.5* cost, requires Large Battery, protects from chemical, nuclear, biological and radiological hazards.
Laser Resistant Shield: 1.1+x* cost (x=level of class reduction), treat damage from laser hits as if it were done by a x number of Classes below the weapon’s actual level before any damage adjustments are made for range, if the reduction would indicate a "Class Zero" laser or lower then the weapon causes no damage.
Rapid Recharge Shield: x* cost, shield recharges x * 50 SHP when recharged.


NEXT: 5.4 General Equipment
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