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Armor...
Soak:
B is the number of dice you get to add to soak rolls for bashing
damage and thrown weapons. M soak is the number of dice that you
get to add to soak rolls for lethal, and aggravated, damage from
melee and brawl attacks, as well as low-velocity projectiles such
as arrows. G is the number of dice that adds to the wearers soak
against damage from all firearms. E lists what bonus the armour
gives to soak rolls against and explosives. F is the number of
dice you get to add to soak rolls for fire based attacks. This
soak bonus does not apply to called shots to the head, limbs,
or any other part of the body that the armour does not cover.
The bonus on helmets only applies to called shots to the head,
obviously.
Penalty: Most types
of armour restrict movement, and in the case of helmets, the wearers
ability to see and/or hear. This is represented by a penalty to
dexterity or perception. This penalty may not reduce the attribute
lower than one.
Conceal: This dictates
the amount of clothing under which the armour may be concealed.
W = windbreaker or loose shirt, J = jacket or suit, T = trench
coat, N = the armour is too bulky to wear concealed.
Resources: The minimum resources trait you must
have to purchase the type of armour.
|
Modern
Armour |
Soak
Bonus |
Penalties |
Conceal |
Resources |
Type |
B |
M |
G |
E |
F |
Dexterity |
Perception |
|
|
Reinforced
Clothing |
2 |
1 |
0 |
0 |
0 |
0 |
0 |
N/A *[3] |
1 |
Armour
T-Shirt |
2 |
0 |
1 |
0 |
0 |
0 |
0 |
W |
2 |
Light
Ballistic Vest |
2 |
1 |
2 |
0 |
0 |
1 |
0 |
W |
2 |
Medium
Ballistic Vest |
2 |
1 |
3 |
0 |
0 |
1 |
0 |
J |
3 |
Medium
Ballistic Vest
(with trauma plates) |
3 |
3 |
4 |
0 |
0 |
2 |
0 |
J |
3 |
Flak Jacket |
3 |
2 |
4 |
1 |
0 |
2 |
0 |
T |
3 |
SWAT Tactical
Jacket |
3 |
3 |
4 |
0 |
0 |
2 *[1] |
0 |
T |
5 |
Riot Gear |
4 |
4 |
5 |
1 |
0 |
3 |
0 |
N |
N/A *[5] |
Bomb Disposal
Suit |
4 |
4 |
2 |
6 |
0 |
3 *[2] |
0 |
N |
N/A *[5] |
Nomex
Suit |
0 |
0 |
0 |
0 |
3 |
0 |
0 |
W |
4 |
Tailored
Armour |
0 |
0 |
2 |
0 |
0 |
0 |
0 |
N/A *[4] |
4 |
Archaic
Armor |
Soak
Bonus |
Penalties |
Conceal |
Resources |
Type |
B |
M |
G |
E |
F |
Dexterity |
Perception |
|
|
Composite
Armor |
2 |
3 |
0 |
0 |
0 |
1 |
0 |
T *[7] |
4 |
Heavy
Armour |
4 |
4 |
0 |
0 |
0 |
1 |
0 |
N *[7] |
4 |
Full Knights
Armor |
5 |
6 |
1 *[6] |
0 |
0 |
2 |
0 |
N *[7] |
4 |
Helmets |
Soak
Bonus |
Penalties |
Conceal |
Resources |
Type |
B |
M |
G |
E |
F |
Dexterity |
Perception |
|
|
Military
Helmet |
1 |
1 |
1 |
0 |
0 |
0 |
0 |
N/A |
1 |
SWAT Helmet |
2 |
2 |
2 |
0 |
0 |
0 |
1 |
N/A |
4 |
SWAT Helmet
(with gas mask) |
2 |
2 |
2 |
0 |
0 |
0 |
2 |
N/A |
4 |
Light
Helm |
1 |
2 |
0 |
0 |
0 |
0 |
1 |
N/A |
3 |
Full Helm |
2 |
3 |
0 |
0 |
0 |
0 |
2 |
N/A |
3 |
Key
[1] The dexterity penalty of
a SWAT jacket is reduced to 1 for actions which rely primarily on the
hands and arms (such as shooting).
[2] The dexterity penalty of a bomb disposal suit does not apply to delicate
operations (such as difusing a booby trap).
[3] The conceal rating for reinforced clothing is N/A, as these are normal
clothes.
[4] Tailored armor is virtually unidentifiable as body armour - a Perception
+ Streetwise roll (difficulty 10, dropping to 8 if Style is rolled instead
of Streetwise) is necessary) is necessary to recognise it.
[5] Riot gear and bomb disposal suits are not legal to buy. Aquiring these
types of armour requires contacts, and a large wallet.
[6] Metal breaches inward - gunshot wounds to a person wearing this type
of armour are likely to be quite painful. Exact effects are left to the
STs imagination.
[7] Imagine the reaction of someone walking down your street in a suit
of chain mail. Consider that reaction when taking the concealability of
archaic armor into account.
DISCLAIMER:
This list includes all the types of armour for a sense of completion and
comparison. Just because a type of armour is listed here does NOT mean
that your character will be allowed to have it. All armour must be approved
by a ST.
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