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Dredwulf60 Captain
Joined: 07 Jan 2016 Posts: 529

Posted: Sat Jun 09, 2018 12:11 am Post subject: Dredwulf60's armour system. 


As discussed elsewhere, this is the house rule I developed for an indepth use of armour, sufficient for use in a mandalorianbased 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 Dexbased 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 dexbased 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
Stygiantriprismatic 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 Captain
Joined: 07 Jan 2016 Posts: 529

Posted: Sat Jun 09, 2018 12:19 am Post subject: 


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 Captain
Joined: 16 Dec 2017 Posts: 535 Location: Norway

Posted: Sat Jun 09, 2018 12:27 am Post subject: 


Very nice work.
One question though, what is " Kit Load Stages " ? 

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Raven Redstar Commodore
Joined: 10 Mar 2009 Posts: 1890 Location: Pullman, WA

Posted: Sat Jun 09, 2018 12:29 am Post subject: 


How did you come to find your dexterity penalty? _________________ RR
________________________________________________________________ 

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Dredwulf60 Captain
Joined: 07 Jan 2016 Posts: 529

Posted: Sat Jun 09, 2018 12:32 am Post subject: 


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 Captain
Joined: 07 Jan 2016 Posts: 529

Posted: Sat Jun 09, 2018 12:38 am Post subject: 


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 Dexbased 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 dexbased skills.
Edited to add it above. 

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Mamatried Captain
Joined: 16 Dec 2017 Posts: 535 Location: Norway

Posted: Sat Jun 09, 2018 1:13 am Post subject: 


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 Captain
Joined: 07 Jan 2016 Posts: 529

Posted: Sat Jun 09, 2018 10:11 am Post subject: 


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, builtin 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 Captain
Joined: 16 Dec 2017 Posts: 535 Location: Norway

Posted: Sat Jun 09, 2018 4:28 pm Post subject: 


cool! 

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Dredwulf60 Captain
Joined: 07 Jan 2016 Posts: 529

Posted: Sun Jun 10, 2018 12:48 pm Post subject: 


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 humansized characters receive 2 base dice to soak blaster damage, regardless of strength.
So being armoredup 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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