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Dredwulf60's armour system.
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Dredwulf60
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PostPosted: Sat Jun 09, 2018 12:11 am    Post subject: Dredwulf60's armour system. Reply with quote

As discussed elsewhere, this is the house rule I developed for an in-depth use of armour, sufficient for use in a mandalorian-based game.

---------
Armour is made up of components. To put together a suit of armor,find all the relevant pieces.
Each has a

Protection rating: Add up all the protection points. Then multiply by the physical factor listed with the material and refer to the table for the bonus dice the armor gives the character when soaking damage from physical attacks.
Do the same for energy factor.

Coverage: Add up all the protection points. Multiply by x2. The result is the difficulty for an enemy to try to bypass the armor protection.
If a shooter takes a called shot and rolls higher than this number on the attack roll, then the target does not get the benefit of the armor to soak damage.
If the shooter takes a called shot and does not roll higher than this number, the shot is a miss.

Dexterity Penalty: The number of pips of reduction to the wearer’s DEX. This will affect Dex-based skills.
Add up all the points from the base protection.
Multiply by the material’s weight factor.
Convert the resulting points to a die value using the chart. This is the reduction to the character’s DEX attribute, and thus the attribute bonus to dex-based skills.

Base credit cost: Add up all the credit values. Then multiply by the materials cost factor.


Armor Component pieces

Helmet:
Protection: 2
Base cost: 1000cr

Battle Helmet
Protection: 3
Base cost: 1500cr

Neck Armor
Protection: 0.5
Base cost: 100cr

Crusader configuration
Protection: 3
Base cost: 1000cr

Shoulders
Protection: 1
Base cost: (pair) 200cr

Heavy Shoulders
Protection: 2
Base cost: (pair) 400cr

Torso
Protection: 3
Base cost: 500cr

Heavy Torso
Protection: 4
Base cost: 500cr

Abdomen
Protection: 1
Base cost: 200cr

Abdominal banding
Protection: 2
Base cost: 500cr

Upper Arms
Protection: 1
Base cost: (pair) 200cr


Forearms/ Gauntlets
Protection: 2
Special: Upgrades and accessories
Base cost: (pair) 400cr


Armor Gloves
Protection: 0.5
Base cost: (pair) 100cr


Pelvis/Hip/Cod
Protection: 1
Base cost: 200cr

Groin Plate
Protection: 2
Base cost: 400cr


Thighs
Protection: 1
Base cost: (pair) 200cr

Leg Casements
Protection: 2
Base cost: (pair) 400cr

Knees
Protection: 1
Base cost: (pair) 100cr

Shin/Boots
Protection: 1
Base cost: (pair) 200cr

Feet
Protection: 0.5
Base cost: (pair) 100cr







************************
MATERIALS



Heavy Hide (Bantha leather etc)
Protection Modifier:
Physical x0.25
Energy x0.0
Weight Factor: x 0.20
Cost: x 0.10

Quality Forged Steel Plates
Protection Modifier:
Physical x0.5
Energy x0.10
Weight Factor: x 2.0
Cost: x 0.25

Quality Forged Steel Mail
Protection Modifier:
Physical x0.2
Energy x0.10
Weight Factor: x 1.0
Cost: x 0.25



Armorweave
Protection Modifier:
Physical x0.0
Energy x0.10
Weight Factor: x 0.2
Cost: x 0.5


Plastoid
Protection Modifier:
Physical x0.35
Energy x0.20
Weight Factor: x0.20
Cost: x 0.40


Duraplast
Protection Modifier:
Physical x 0.5
Energy x0.25
Weight Factor: x0.20
Cost: x 0.50

Alum
Protection Modifier:
Physical x0.75
Energy x0.5
Weight Factor: x0.45
Cost: x 0.75


Durasteel

Protection Modifier:
Physical x1.0
Energy x0.75
Weight Factor: x0.75
Cost: x 1.0


Stygian-triprismatic polymer
Protection Modifier:
Physical x0.75
Energy x1.0
Weight Factor: x0.40
Cost: x 1.25


Phrik
Protection Modifier:
Physical x1.0
Energy x1.5
Weight Factor: x0.75
Cost: x 6.0


Cortosis Alloy
Protection Modifier:
Physical x0.75
Energy x1.75
Weight Factor: x0.75
Cost: x 10


Beskar aka Mandalorian Iron
Protection Modifier:
Physical x1.5
Energy x1.5
Weight Factor: x 1.0
Cost: x 15


Carbon cage Beskar aka Masterforged Beskar
Protection Modifier:
Physical x1.5
Energy x1.5
Weight Factor: x 0.75
Cost: x 20


*************************************

THE CHART



[/u]


Last edited by Dredwulf60 on Sat Jun 09, 2018 12:44 am; edited 1 time in total
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Dredwulf60
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PostPosted: Sat Jun 09, 2018 12:19 am    Post subject: Reply with quote

Example armors:

Imperial Storm Trooper Armor

Battle Helmet
Heavy Shoulders
Heavy Torso
Abdominal banding
Upper Arms
Forearms/ Gauntlets
Pelvis/Hip/Cod
Leg Casements
Knees
Shin/Boots
Feet

Base Protection: 19.5
Base cost: 4,500
Material: Plastoid
Armor Coverage: 39

Plastoid: Physical:(x0.25)=4.8=1D+1 ,
Energy:(x0.20)=3.9= 1D
Dex penalty: (x0.2)=3.9= 1D,
Cost: 1800cr


*************************

Boarding Suit

Helmet:
Torso
Abdomen
Upper Arms
Armor Gloves
Thighs
Lower Legs
Feet


Base Protection: 10
Base cost: 3,500
Armor coverage: 20

Armorweave
Protection Modifier:
Physical x0.10= 1 = 0D+1
Energy x0.10= 1= 0D+1
Dex penalty: x 0.2- 2= 0D+2
Hardseal:

Cost: x 0.35= 1,225cr


***************************

Heavy Leather Longcoat

Shoulders
Torso
Abdomen
Upper Arms
Forearms
Thighs


Base Protection: 9
Base cost: 1,700
Material: Heavy leather
Armor Coverage: 18

Heavy Leather: Physical:(x0.25)=2.2= 0D+2 ,
Energy:(x0.0)=0.9= 0D
Dex penalty: (x0.2)=1.8= 0D+1,
Cost: 180cr



**********************************

Law Enforcement Patrol Armor

Helmet:
Neck Armor
Heavy Shoulders
Heavy Torso
Abdominal banding
Upper Arms
Forearms/ Gauntlets
Armor Gloves
Pelvis/Hip/Cod
Leg Casements
Knees
Shin/Boots
Feet

Base Protection: 19.5
Base cost: 4,200
Material: Armor Weave
Armor Coverage: 39

Physical:(x0.1)=2= 0D+2 ,
Energy:(x0.1)=2= 0D+2
Dex penalty: (x0.2)=3.8= 1D,
Cost: 1470cr


*********************************

Armorweave jerkin

Shoulders 2
Torso 3
Abdomen 3
Upper arms 2
Forearms/ Gauntlets 1
Pelvis/Hip/Cod 2

Base Protection: 13
Base cost: 1,900
Material: Armor Weave
Armor Coverage: 26

Physical:(x0.1)=1.3= 0D+1 ,
Energy:(x0.1)=1.3 = 0D+1
Dex penalty: (x0.2)=2.6= -0D+2,
Cost: 665cr


*****************************



MANDALORIAN ARMOUR CONFIGURATIONS

Ultra Light Mando Armor
Helmet:
Torso
Forearms/ Gauntlets
Knees
Shin/Boots
Protection total: 9
Base cost: 2200
Armor coverage: 18

Duraplast: Physical:(x0.5)=4.5= 1D+1 ,
Energy:(x0.25)=2.25= 0D+2,
Dex penalty: (x0.2)=1.8= 0D+1,
Cost: 1100cr, K: 1

Alum: Physical: (x0.75)=6.7=2D ,
Energy(x0.5)=4.5=1D+1,
Dex penalty: (x0.45)=4.0=1D+1,
Cost: 1,650cr , K: 1

Durasteel: Physical: (x1.0)=9= 2D+2 ,
Energy:(x0.75)=6.7= 2D ,
Dex penalty:(x0.75) =6.7=2D,
Cost: 2,200cr, K: 3

Beskar: Physical: (x1.5)=13.5= 3D
Energy: (x1.5)=13.5= 3D,
Dex penalty: (x1.0)=9= 2D+2,
Cost: 33,000cr , K: 4






Light Mando Armor

Helmet:
Torso
Forearms/ Gauntlets
Pelvis/Hip/Cod
Thighs
Knees
Shin/Boots

Protection total: 11
Armor coverage: 22
Base cost: 2600
Armor coverage: 44


Duraplast: Physical:(x0.5)=5.5= 1D+2 ,
Energy:(x0.25)=2.75= 0D+2,
Dex penalty: (x0.2)=2.2= 0D+2,
Cost: 1300cr, K: 1

Alum: Physical: (x0.75)=8.25=2D+1 ,
Energy(x0.5)=5.5=1D+2,
Dex penalty: (x0.45)=4.9=1D+1,
Cost: 1,950cr , K: 2

Durasteel: Physical: (x1.0)=11= 3D ,
Energy:(x0.75)=8.25= 2D+1 ,
Dex penalty:(x0.75) =8.25=2D+1,
Cost: 2,600cr, K: 3

Beskar: Physical: (x1.5)=16.2= 3D+1
Energy: (x1.5)=16.2= 3D+1
Dex penalty: (x1.0)=11= 3D
Cost: 39,000cr , K: 3





Medium Mando Armor

Helmet:
Neck
Shoulders
Torso
Abdomen
Upper arms
Forearms/ Gauntlets
Pelvis/Hip/Cod
Thighs
Knees
Shin/Boots
Feet:

Protection total: 15
Base cost: 3400
Armor coverage: 30



Duraplast: Physical:(x0.5)=7.5=2D+1 ,
Energy:(x0.25)=3.75= 1D
Dex penalty: (x0.2)=3.0= 1D,
Cost: 1700cr, K: 2

Alum: Physical: (x0.75)=11.25=3D ,
Energy(x0.5)=7.5=2D+1,
Dex penalty: (x0.45)=6.75=2D,
Cost: 2,550cr , K: 3

Durasteel: Physical: (x1.0)=15= 3D+1 ,
Energy:(x0.75)=11.25= 3D ,
Dex penalty:( x0.75)=11.25= 3D ,
Cost: 3,400cr, K: 3

Beskar: Physical: (x1.5)=22.5= 4D
Energy: (x1.5)=22.5= 4D
Dex penalty: (x1.0)=15= 3D
Cost: 37,500cr , K: 5






Full Mando Armor

Helmet:
Neck Armor
Shoulders
Torso
Abdominal banding
Upper Arms
Forearms/ Gauntlets
Armor Gloves
Pelvis/Hip/Cod
Leg Casements
Knees
Shin/Boots
Feet

Protection: 16.5
Base cost: 3,800
Armor coverage: 33


Duraplast: Physical:(x0.5)=8.25=2D+1 ,
Energy:(x0.25)=3.75= 1D+1
Dex penalty: (x0.2)=3.0= 1D,
Cost: 1900cr, K: 2

Alum: Physical: (x0.75)=12.3=3D ,
Energy(x0.5)=8.25=2D+1,
Dex penalty: (x0.45)=7.4=2D+1,
Cost: 2,850cr , K: 3

Durasteel: Physical: (x1.0)=16.5= 3D+1 ,
Energy:(x0.75)=12.3= 3D ,
Dex penalty:( x0.75)=12.3= 3D ,
Cost: 3,400cr, K: 3

Beskar: Physical: (x1.5)=24.7= 4D+1
Energy: (x1.5)=24.7= 4D+1
Dex penalty: (x1.0)=16.5= 3D+1
Cost: 57,000cr , K: 5





Heavy Mando Battle Armor

Battle Helmet
Neck Armor
Heavy Shoulders
Heavy Torso
Abdominal banding
Upper Arms
Forearms/ Gauntlets
Armor Gloves
Groin Plate
Leg Casements
Knees
Shin/Boots
Feet

Base Protection: 21.5
Base cost: 4,900
Armor coverage: 43


Duraplast: Physical:(x0.5)=10.75=2D+2 ,
Energy:(x0.25)=5.3= 1D+2
Dex penalty: (x0.2)=4.3= 1D+1,
Cost: 2,450cr, K: 2

Alum: Physical: (x0.75)=16=3D+1 ,
Energy(x0.5)=10.75=2D+2,
Dex penalty: (x0.45)=9.6=2D+2,
Cost: 3,620cr , K: 3

Durasteel: Physical: (x1.0)=21.5= 4D ,
Energy:(x0.75)=16.1= 3D+1 ,
Dex penalty:(x0.75)=16.1= 3D+1
Cost: 4,900cr, K: 4

Beskar: Physical: (x1.5)=32.2= 5D
Energy: (x1.5)=32.2= 5D
Dex penalty: (x1.0)=21.5= 4D
Cost: 57,000cr , K: 6


Last edited by Dredwulf60 on Sun Jun 10, 2018 12:54 pm; edited 3 times in total
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Mamatried
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PostPosted: Sat Jun 09, 2018 12:27 am    Post subject: Reply with quote

Very nice work.

One question though, what is " Kit Load Stages " ?
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Raven Redstar
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PostPosted: Sat Jun 09, 2018 12:29 am    Post subject: Reply with quote

How did you come to find your dexterity penalty?
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Dredwulf60
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PostPosted: Sat Jun 09, 2018 12:32 am    Post subject: Reply with quote

Mamatried wrote:
Very nice work.

One question though, what is " Kit Load Stages " ?


Thanks.

Kit load stages; can be ignored. That works with another house rule system I have.
Without getting into the specific game mechanics....it basically means that the bulkier / heavier the armor is, the less kit or gear the character can carry.
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Dredwulf60
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PostPosted: Sat Jun 09, 2018 12:38 am    Post subject: Reply with quote

Raven Redstar wrote:
How did you come to find your dexterity penalty?


Sorry.

Missed that on the cut and paste job.

Dexterity Penalty: The number of pips of reduction to the wearer’s DEX. This will affect Dex-based skills.
Add up all the points from the base protection.
Multiply by the material’s weight factor.
Convert the resulting points to a die value using the chart. This is the reduction to the character’s DEX attribute, and thus the attribute bonus to dex-based skills.

Edited to add it above.
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Mamatried
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PostPosted: Sat Jun 09, 2018 1:13 am    Post subject: Reply with quote

Now it doens't ususlly have an armor value, though it can offer limited environmental protectoion.

Stormtrooper armor is a black bodyglove with the plastoid platings on on it.

If I wanted a bodyglove following your writeup, how whaould this look in an example.

something like armorweave with cortosis, or phirk fiber reinfocements

How would combining material work, like Phrik reinforced Plastoid, or Armorweave armor.
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Dredwulf60
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PostPosted: Sat Jun 09, 2018 10:11 am    Post subject: Reply with quote

Mamatried wrote:
Now it doens't ususlly have an armor value, though it can offer limited environmental protectoion.

Stormtrooper armor is a black bodyglove with the plastoid platings on on it.

If I wanted a bodyglove following your writeup, how whaould this look in an example.

something like armorweave with cortosis, or phirk fiber reinfocements

How would combining material work, like Phrik reinforced Plastoid, or Armorweave armor.


This system is primarily concerned with protection.
When the players build their mandalorian armor suit and gear, I had a list of options and upgrades that can be incorporated. Things like environmental seals, motion trackers, built-in weapons etc.
None of it affects the protection from energy and physical damage, but many have environmental protection, as you suggest from things like heat, cold, vacuum etc.

As far as combining different materials; I toyed around with it, but found it was more work and granularity than even I wanted (and that's saying something!)

So my rule of thumb is to just go with the material that covers the most body surface.

If you want the detail:
Add up the protection points of all the parts of 'Material A'
Then multiply by the Energy and Physical factors...and record those numbers.

Then add up the protection points of all the parts of 'Material B'
Then multiply by the Energy and Physical factors.

Now add the two Energy results together and apply to the table.

Then add the two Physical results together and apply to the table.

--The same process for the Weight/ Dex and cost.
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Mamatried
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PostPosted: Sat Jun 09, 2018 4:28 pm    Post subject: Reply with quote

cool!
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Dredwulf60
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PostPosted: Sun Jun 10, 2018 12:48 pm    Post subject: Reply with quote

I should also point out that none of what I write exists by itself. It all works with other house rules I have. So user beware of balance issues if using with RAW.

For instance, in my game, soak rolls against blaster injuries are based on size not strength.
So all human-sized characters receive 2 base dice to soak blaster damage, regardless of strength.
So being armored-up with a full suit of armor that gives a +5D bonus to soak damage isn't as extreme as it might first seem.

(But still extremely good protection. Which is why someone might want to take the called shot to find a small weak spot to ignore that 5D of protection.)
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