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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.