Talk:Aberrant 2.0 Equipment Errata

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Old 2.0 Armor Stats

Stored here for reference's sake.

Armor

Armor provides defense against most forms of attacks via two methods, increasing soak and granting additional health levels. Armor health levels represent armor's ability to absorb initial blows more capably than repeat hits, as the material degrades from repeated abuse, while armor soak represents its ability to absorb damage without degradation.

Armor Stats

  • Soak: Armor soak is added to the wearer's soak, giving them additional protection against bashing and lethal attacks. Armor does not grant aggravated soak in most cases. Soak does not generally degrade with multiple attacks.
  • Armor Health Levels: Armor has additional health levels which take damage before the wearer. These health levels only apply if the armor has not been bypassed-weapons that bypass armor or called shots which bypass armor provide no protection. Armor health levels are unaffected by stun damage, and absorb bashing damage as well. Armor health levels can be repaired outside of combat using an Intelligence + Engineering (Materials or similar engineering type) roll for more advanced armors. More primitive armors can use Intelligence + Art (Sewing) or Intelligence + Art (Blacksmithing) instead. Each roll takes 1 hour and repairs 1 health level per success.
  • Penalty: Armor penalty is the dice penalty armor gives. Armor Penalty applies to all Athletics and Stealth rolls, and also to any Endurance rolls to withstand harsh conditions.
  • Bypass: Armor can be bypassed by called shots. The Bypass rating is the additional difficulty needed to ignore the armor's soak, added to the base difficulty of the called shot itself. Bypassing armor bypasses both the health levels it provides and the bonus soak it grants.
  • Destruction: Armor is not indestructible. Any attack with base damage + damage adds exceeding an armor's Destruction rating destroys the armor although it still provides soak against that one attack.

Armor Types

  • Thick Clothing: Soak 1B/1L, 0 HLs, Penalty -0, Bypass +2 (upper and lower body), Destruction 10, half effectiveness against firearms (round down)
    • Although not capable of protecting against serious attacks of any sort, thick clothing can protect against a mugger's knife or a hard blow, or just the thorns and brambles of barbed wire or bush.
  • Reinforced Clothing: Soak 2B/3L, 2 HLs, Penalty -0, Bypass +1 (upper body), Destruction 15
    • Reinforced with shear-thickening fluid and kevlar, armored jackets can provide reasonable ballistic protection with only minor bulk and heat problems, and provide some protection against melee blows.
  • Sports Gear: Soak 5B/3L, 3 HLs, Penalty -0, Bypass +2 (torso, shoulders, upper legs), Destruction 15, half effectiveness against firearms (round down)
    • Used in various contact sports, sports gear is designed primarily to protect against blunt trauma, although the hard plastic and thick padding provide some measure of protection against blades and claws. Firearms, however, not only halve its soak, but deal double damage until the armor's health levels are depleted (so 1 level of damage from a firearm damage roll inflicts 2 levels of damage to the armor and user until the armor's HLs are depleted, after which firearms inflict only normal damage).
  • Light Armor Vest: Soak 3B/4L, 3 HLs, Penalty -1, Bypass +1 (torso), Destruction 18
    • High-strength fibers combined with dilatant fluids for impact resistance are used in current-generation body armor. This is a light vest, usable by police, covert agents, and bodyguards, as it can be concealed under heavy clothing.
  • Heavy Armor Vest: Soak 4B/5L, 4 HLs, Penalty -1, Bypass +1, Destruction 20
    • A heavier armor vest with trauma plates and thicker armor weave, this armor provides significantly improved protection for the torso. Heavy armor vests cannot be concealed, and must be worn over clothing.
  • Combat Armor: Soak 6B/6L, 5 HLs, Penalty -2, Bypass +3, Destruction 22
    • This is a heavy armor vest with enhanced trauma plates for greater protection and mass, paired with a combat helmet, forearm, shin, and thigh guards, knee and elbow pads, and an armored collar. The result is near full-body protection against pistols, shrapnel, and SMGs, and head/torso protection against rifles.
  • Riot Gear: Soak 8B/4L, 6 HLs, Penalty -2, Bypass +4, Destruction 25
    • Intended to protect against knives and blunt trauma, riot gear covers more of the body than combat armor but provides worse ballistic protection, as many of its elements are merely impact-resistant plastic.
  • Advanced Body Armor: Soak 7B/7L, 6 HLs, Penalty -3, Bypass +5, Destruction 30
    • Some concepts get revived centuries later, such as plate mail. Although it might be made of high-tech composites instead of steel, advanced body armor is recognizable as a successor to the full body hard armors that dominated the medieval battlefield.
  • Bomb Suit: Soak 11B/9L, 7 HLs, Penalty -5, Bypass +5, Destruction 35
    • Designed for specialists who need protection against close-proximity explosions, bomb suits are very difficult to move in but extremely protective.

Armor Accessories

  • Ablative Trauma Plate: +1 HL
    • Ablative Trauma Plates provide limited protection against heavier attack by shattering or ablating away to carry away force.
  • Auxiliary Protection Systems: +1B/1L soak, +1 bypass, -1 penalty
    • Most armor is modular, and can be quickly equipped with thicker overlapping armor elements which provide superior protection for most of the body. However, this protection is tiring and difficult to move in.
  • Exoskeleton: Strength + 1, reduces armor Penalty by 1 (min -0), 16 hours powered duration.
    • A powered exoskeleton increases the wearer's strength and agility by reducing the effective weight of his armor.
  • Combat Optics: Night Vision (no penalties for low light conditions) and Thermal Vision (+2d to detect objects significantly warmer or cooler than their surroundings, -2d to detect objects with similar temperatures to surroundings)
    • Combat optics in 2021 combine IR and nightvision capability to provide all-environment imaging.
  • Reinforced Strike Faces: +1B to unarmed damage
    • hard plates, reinforced gloves, and other methods of improving the power of a blow can greatly assist a soldier in a fight.
  • Personalized Fitting: reduces armor Penalty by 1 (min -0)
    • fitting an armor explicitly for a person and their quirks can reduce the difficulty of moving around and fighting in it, but is extremely expensive to do en masse.