Crossroads SF

- Armour

Armour

Name Effect Req. [B] Notes
Light Physical Armour Reduce physical damage by D 0 -
Light Energy Armour Reduce energy damage by D - -
Name Effect Req. [B] Notes
Medium Physical Armour Ignore physical D damage 1 Reduce [M] and maximum [A] by 1
Medium Energy Armour Ignore energy D damage 0 Reduce [M] and maximum [A] by 1
Medium General Armour Reduce all damage by D 1 Reduce [M] and maximum [A] by 1
Name Effect Req. [B] Notes
Heavy Physical Armour Ignore physical D damage 2 Reduce [M] and maximum [A] by 2, Requires Power Source
Heavy Energy Armour Ignore energy D damage 1 Reduce [M] and maximum [A] by 2, Requires Power Source
Heavy General Armour Ignore all D damage 2 Reduce [M] and maximum [A] by 2, Requires Power Source
Name SV Req. [B] Notes
Light Shield 1 0 -
Medium Shield 2 1 Reduce [M] and maximum [A] by 1
Heavy Shield 3 2 Reduce [M] and maximum [A] by 2

How Armour Works

With , armour can absorb damage against the character. Different armours absorb different amounts and different damage types.

Certain other effects or modifiers, such as , may affect this value, increasing or decreasing it.

Examples:
A Character is wearing Light Energy Armour which reduces energy damage by D.
If the character is struck by an attack that deals D energy damage, this damage will be absorbed by the armour.
If the character is struck by an attack that deals DD energy damage, this damage will be reduced to D.
If the character is struck by an attack that deals D energy damage, or any attack that deals physical damage, this armour will not absorb it.

Certain creatures may have natural armour.

Damaged Equipment

Armour or Shields that are Damaged may cause Disadvantage on Rolls, and Equipment that is Broken might not be usable at all until it is repaired.

Most equipment can be repaired at a .

Piercing

Piercing attacks may ignore or reduce the target's armour or barrier.

This will be detailed on the weapon or ammunition.

Armour and Shield Penalties

Heavier armours and shields may reduce character mobility. This is represented through reduced [M] and reduced maximum [A].

A character with reduced Maximum [A] will reduce their [A] only if it exceeds the maximum value. This maximum value for [A] is 3 for most characters, and can be reduced to below 0. This reduced value for [A] is called their Effective [A].

Examples:
A character wearing Reinforced M. Armour (-1) will have a Maximum [A] of 2 (Default 3 – 1 ).
If the character has 1[A], they will still have 1[A]. If the character had 3[A], their Effective [A] will be 2[A].
Armour and Shield Effects are cumulative, so a character with Heavy Armour (-2) and a Medium Shield (-1) will have a Maximum [A] of 0.
A character's effective [A] will return to normal immediately after removing the shield and/or armour.

Certain effects might reduce this penalty, in which case both values will reduce this penalty number to a minimum of 0. This will specify Armour Penalties or Shield Penalties (or both).

Examples:
Dwarf characters reduce the armour penalty by 1.
A Dwarf wearing Heavy Armour would only reduce their [M] and Maximum [A] by 1.
A Dwarf wearing Medium Armour would reduce each by 0, effectively ignoring the penalties.

Maximum [A] may be reduced below 0, but reduced [M] stops at 0. This is calculated after any effects increasing [M]. If a character's [M] is reduced to 0, they are unable to move and count as being immobile for any effects. They may only move with the help of others.

Maximum [A] cannot reach below -3. If a character with Effective [A] has [A] reduced by other effects, this will only cause their Effective [A] to drop if their actual [A] is lower than Maximum [A].

Examples:
A character has 2[A] but a Maximum [A] of 1, making the character's Effective [A] equal to 1[A].
If an effect reduces [A] by 1 (2[A] -> 1[A]), they will not be affected, as their Effective [A] will still be 1.
If the character's [A] is reduced further, to 0[A] or lower, they will be affected.

Options
Back to Top