Armor Reference¶
All armor types and shields from the Basic Roleplaying SRD.
How Armor Works¶
Armor provides Armor Points (AP) that are subtracted from incoming damage before it is applied to Hit Points. If damage is reduced to zero or less, the attack has no effect on the character (though the armor may still take wear).
Armor Table¶
| Armor | AP | Skill Penalty | Description |
|---|---|---|---|
| Heavy Clothing | 1 | None | Thick layered garments offering minimal protection |
| Soft Leather | 1 | None | Flexible tanned hide offering basic protection |
| Hard Leather / Cuir Bouilli | 2 | -5% physical | Boiled and hardened leather shaped into rigid plates |
| Ring Mail | 3 | -10% physical | Metal rings sewn onto a leather backing |
| Chain Mail | 5 | -15% physical | Interlocking metal rings forming a flexible mesh |
| Scale Mail | 4 | -10% physical | Overlapping metal scales attached to a leather base |
| Brigandine | 5 | -15% physical | Metal plates riveted between layers of cloth or leather |
| Half Plate | 6 | -20% physical | Plate armor covering torso, shoulders, and thighs |
| Full Plate | 8 | -30% physical | Complete suit of articulated metal plates |
| Kevlar Vest | 4 | -5% physical | Modern ballistic-resistant vest for firearm protection |
| Flak Jacket | 5 | -10% physical | Military fragmentation-resistant torso armor |
| Military Body Armor | 8 | -20% physical | Advanced composite armor with ceramic or metal inserts |
| Riot Gear | 6 | -15% physical | Law enforcement protective suit with helmet and padding |
| Powered Armor | 12+ | Special | Mechanized exoskeleton providing maximum protection |
Shields¶
| Shield | AP | Base Skill | Parry Bonus | Description |
|---|---|---|---|---|
| Buckler | 8 | 15% | +10% | Small fist-held shield for deflecting blows |
| Small Shield / Target | 12 | 15% | +15% | Round shield strapped to the forearm |
| Medium Shield / Kite | 16 | 15% | +15% | Standard combat shield covering from shoulder to thigh |
| Large Shield / Full | 22 | 15% | +20% | Tall shield covering nearly the entire body |
| Riot Shield | 20 | 15% | +20% | Modern transparent polycarbonate shield |
| Energy Shield | varies | 00% | +20% | Projected energy barrier (setting dependent) |
Helmet¶
| Helmet | AP | Penalty | Description |
|---|---|---|---|
| Soft Cap | 1 | None | Padded cloth or leather headgear |
| Leather Helm | 2 | -5% Perception | Hardened leather covering head and cheeks |
| Open-Face Metal Helm | 4 | -5% Perception | Iron or steel helm leaving the face exposed |
| Full Helm | 6 | -10% Perception, -5% Listen | Enclosed metal helmet with face guard or visor |
| Modern Helmet | 5 | -5% Perception | Ballistic-grade military or police helmet |
Armor Notes¶
Skill Penalties¶
Armor reduces the effectiveness of certain physical skills (Climb, Dodge, Hide, Jump, Stealth, Swim). The penalty applies to the skill's current value before rolling.
Stacking¶
Armor does not typically stack. If wearing a helmet and body armor, each protects only its own hit location (if using the hit location system). Without hit locations, use only the highest AP value.
Hit Location Armor (Optional Rule)¶
When using hit locations, armor protects only the body parts it covers. An attack to an unarmored location receives no AP reduction.
Shields as Armor¶
Shields are used actively via the Shield skill or a Parry roll. A successful parry absorbs damage up to the shield's AP value. Damage exceeding the shield's AP passes through to the defender.
Weapon vs. Armor¶
If a Critical Hit is achieved, the attack bypasses all armor. A Special Success may bypass some armor at the GM's discretion depending on the weapon type.
Repairing Armor¶
Damaged armor can be repaired using the Craft or Repair skill. Armor reduced to 0 AP is destroyed beyond repair.