Body Armor:
Armor Type |
Pum-
mel |
Edged |
Pierce |
Bullet |
Beam |
Expl. |
Engy |
Agility Minus |
Tech Level |
Thick furs |
1D4 |
2D4 |
1D4 |
-- |
-- |
1D4 |
1D8 |
3 |
0 |
Leather |
1D4 |
2D6 |
1D6 |
-- |
-- |
1D4 |
1D6 |
1 |
1 |
Studded Leather |
1D6 |
2D6 |
1D6 |
-- |
-- |
1D4 |
1D6 |
1 |
2 |
Chain Mail |
2D4 |
2D8 |
2D6 |
1D4 |
-- |
1D6 |
1D6 |
2 |
2 |
Plate Mail |
2D8 |
2D10 |
2D8 |
1D4 |
1D4 |
1D8 |
1D8 |
4 |
2 |
Full Plate |
2D10 |
3D8 |
2D10 |
1D4 |
1D4 |
1D10 |
1D10 |
6 |
2 |
Flak Vest |
2D4 |
2D6 |
2D6 |
2D8 |
1D6 |
1D10 |
1D4 |
4 |
8 |
Kevlar Suit |
1D8 |
2D8 |
2D10 |
2D10 |
1D6 |
1D8 |
1D4 |
3 |
9 |
Plastex |
2D8 |
2D8 |
2D10 |
2D10 |
1D10 |
2D6 |
2D8 |
3 |
10 |
Ablative |
1D6 |
1D6 |
1D6 |
1D4 |
2D8 |
1D6 |
2D10 |
2 |
10 |
Alloyed |
2D10 |
2D10 |
2D10 |
2D10 |
2D10 |
2D10 |
1D10 |
4 |
11 |
Absorbent |
1D6 |
1D6 |
1D6 |
1D6 |
3D8 |
1D6 |
3D8 |
2 |
12 |
Absorbent Field |
-- |
-- |
-- |
-- |
3D10 |
-- |
3D10 |
0 |
12 |
Force Field |
1D10 |
1D10 |
1D10 |
1D10 |
1D10 |
1D10 |
1D10 |
0 |
13 |
Combat |
4D10 |
4D10 |
4D10 |
4D10 |
4D10 |
4D10 |
3D10 |
6 |
12 |
Powered |
6D10 |
6D10 |
6D10 |
5D10 |
5D10 |
6D10 |
4D10 |
6 |
12 |
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Plate Mail: Refers to partial plate
(breast plate and greaves)
Full Plate: Full body plate mail.
Flak Vest: Old fashioned bullet proof vest, i.e. a
vest lined with lead shot.
Kevlar Suit: Modern suit of woven Kevlar (a super
strong plastic) fibers.
Plastex: Futuristic plastic based (hard shell) body
armor.
Ablative: Chemical based stiff foam which absorbs
heat. It burns away as it takes heat damage. Has the consistency of soft wood and hence,
not much good against physical attacks.
Alloyed: Hard-shell armor made of advanced metals.
Absorbant: Matrix of energy absorbing cells which
absorbs beam and energy weapons (the energy of which it uses to supplement it's power
supply). The cells are sewn onto something similar to leather armor for extra protection.
Absorbant Field: Like above but a field is generated
from a central source. It creates egg-shaped field 6 ft. high and 3 ft at its widest
point. May be combined with other armor.
Force field: Your basic sci-fi force field. Enough
thought will present some interesting problems (Can someone touch himself while the force
field is up...?). May be combined with other armor.
Combat Armor: Super strong hard-shell armor. May
contain communications equipment and/or also be a Vacuum Suit. Jet pack optional.
Powered(3): Armor so massive it requires its own power
assist. The limbs can't move as fast as most people's limbs (hence the -6 on agility
(minimum agility of 3)). The strength bonus/penalty won't affect agility here. It does
however, provide the wearer with an effective strength of 60. A punch while wearing this
armor will be slower than a normal punch so just use half the strength bonus for damage.
May also contain weapons, communications gear, and/or jetpack.
Powered(4): An improvement on the above. The limbs are
now powered by opposing force fields (or the imaginative power source of your choice)
enabling the limbs to move as fast or faster than the limbs of the user. Technically, this
armor has no agility minus but it is so hard to control that an inexperienced wearer has
an agility minus of -8 (he has to be §real§ careful about how he moves). See powered
armor skill. The strength of 60 is real. Use the full strength bonus for damage. Ability
to run and jump doubles if you can make the skill roll. May also have the full complement
of techno-stuff.
Shields:
Shield
Type |
Speed Class |
Parry Bonus |
Max Damage |
Small Shield |
IV |
+25% |
15 |
Medium Shield |
V |
+30% |
20 |
Large Shield |
VI |
+35% |
25 |
Tower Shield |
VII |
+40% |
30 |
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Max damage indicates the number of points that shield
can take from a blow. Any amount in excess of this amount means the shield breaks and the
character takes all left over damage.
Structural Armor & Strength:
For damage to structures we are more concerned with the damage to
the armor or wall than we are in with what is wearing it. The values below represent the
degree to which a barrier will prevent an amount of force from passing through to the
other side. They also effect the amount of damage that a structure made of the particular
material can absorb before collapsing.
Whenever damage is inflicted upon a structure subtract the number of
points the structural armor will stop from the amount of damage dealt. Example: a bullet
doing 27 points of damage a 4mm panel of Steel Plate. Steel Plate stops 3 pts./1mm against
bullets, so (3x4mm)=12 points is subtracted from the bullet's damage. If the bullet
strikes a target on the other side it will do (27-12)=15 points of damage to the target.
The Armor is pierced where the bullet hits.
When a section of armor/structure takes more hit points than it can
stop, the entire area hit by the weapon is pierced. Thus when dealing with explosive
weapons the entire area within the kill zone would be destroyed. If the damage in the
casualty zone is still greater than the structure can take then the all parts of the
structure in the casualty zone are destroyed also. At this point the GM must make a
decision about whether the structure may still stand without the blown up parts.
Armor piercing shells do normal explosive damage to whatever is on
the other side of the barrier. Treat barrier as having HALF its actual thickness for
purposes of stopping armor piercing shells.
Structural Armor & Strength
Armor Type |
Pum-
mel |
Edged |
Pierce |
Bullet |
Beam |
Expl. |
Engy |
Hits |
Tech Lev |
Earth/6" |
4 |
4 |
8 |
10 |
6 |
4 |
10 |
100 |
0 |
Stone/3" |
6 |
6 |
8 |
10 |
4 |
4 |
6 |
100 |
1 |
Wood/1" |
4 |
6 |
4 |
6 |
3 |
3 |
3 |
50 |
0 |
Concrete/1" |
4 |
4 |
5 |
8 |
4 |
6 |
4 |
75 |
6 |
Steel Plate/1mm |
4 |
6 |
4 |
3 |
2 |
1 |
3 |
20 |
6 |
Titanium
Plate/1mm |
6 |
8 |
6 |
5 |
3 |
2 |
3 |
30 |
9 |
Alloyed Plate/1mm |
7 |
9 |
8 |
7 |
4 |
3 |
3 |
35 |
10 |
Alloyed Plate/1mm |
8 |
10 |
9 |
9 |
5 |
5 |
4 |
40 |
11 |
Alloyed Plate/1mm |
10 |
10 |
10 |
10 |
6 |
7 |
4 |
50 |
13 |
Force
Screen/Layer |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
-- |
12 |
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Previous: Weapons
*FINI*
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