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Armor

Armor Attributes
Like weapons, armor has several attributes that describe its performance within the rules. These are not the same kinds of attributes that characters have, but they serve a similar function.
The attributes that describe armor are Armor Value (AV), Locations covered (Loc), Strength minimum (abbreviated “STR Min”), Weight (abbreviated “Wt”), Cost, and Notes.

Armor Value (AV)
The Armor Value indicates the amount of points of protection that the armor affords. Each point of AV reduces damage inflicted upon the character by 1 point. For example, an AV of 10 would reduce a 16 point attack to a 6 point attack. The armor’s AV protects from all forms of damage unless otherwise noted in the description (e.g., chainmail is flexible and does not protect as well against Blunt and piercing attacks as it does cutting attacks).

Locations Covered (Loc)
The numeric body locations (from the Random Hit location Table, on page 94) that the armor protects. The AV of the armor is applied to any attacks that strike one of the protected areas.
If the GM is not using Hit Locations in your game, you can ignore these numbers.

STR Minimum (STR Min)
The minimum STR score required to move about and fight unencumbered by the armor. Armor that is rigid, heavy and/or restricts air flow will have a higher STR Min than armor that is less cumbersome, allows air to circulate around the wearer’s body (to “breathe” and release heat) and doesn’t restrict the wearer’s range of motion.
If a character has a STR score lower than the listed STR minimum for the armor he is wearing, the character will incur a penalty to his REF. For every point below the STR minimum, the character suffers a -1 to REF and MOV. This temporary reduction in REF also affects the character’s INI, and of course any REF-based skill rolls.
Bob has a STR 4 and REF 5. Bob puts on a suit of full samurai armor, which has a STR Min of 4. Because Bob’s STR is 1 less than the STR Min of the armor, Bob suffers a temporary –1 to his REF and MOV for as long as he wears the armor.
If a character has a STR score higher than the listed STR minimum there is no bonus.

Weight (Wt)
The weight of the armor, listed in kilograms.
If you are not keeping track of the weight of equipment or other items carried by the characters in your game, then you can ignore this number.

Cost
Normally the cost of the armor will be listed here, in the currency appropriate to the setting and era in which your game is set. We have not provided prices for the armor in this book because it would be impossible to list accurate prices for all settings.
GMs are encouraged to create prices for armor in their game if they so choose. Prices appropriate to a particular setting, and in the proper currency for that setting, will be published in other products.

Notes
Notes contain additional information about the armor, such as “1/2 AV vs. Blunt damage.”

Armor List
STR
ItemAVLocMinWt.CostNotes
Clothing, light1Varies01Typical spring/summer garb
Clothing, heavy2Varies14Typical fall/winter garb
Brigandine87-1544½ AV vs. Blunt damage
Chainmail123, 5-15510½ AV vs. Blunt damage
Football helmet103-422American football (e.g., NFL)
Football pads107-8, 10-11, 13-1548American football (e.g., NFL)
Helmet, kevlar143-421Military/police helmet
Leather67-1532½ AV vs. Blunt damage
Modern body armor“Bullet proof vest”
Level IIA107-1231½ AV vs. pointed weapons
Level II127-1231½ AV vs. pointed weapons
Level IIIA147-1231.5½ AV vs. pointed weapons
Level III167-1241.5½ AV vs. pointed weapons
Tactical186-1352½ AV vs. pointed weapons
Trauma plate20132.5
Plate armor, full163-18830½ AV vs. Blunt damage
Plate armor, partial
plate sections163-4,7-13620½ AV vs. Blunt damage
chain sections125-6,14-18––½ AV vs. Blunt damage
Samurai armor143-185½ AV vs. Blunt damage
Space suit, modern63-18512520th cen., includes 7 hrs life suppt
Space suit, future103-18325Sci-fi, includes 24 hrs life suppt
Trooper armor153-1836Sci-fi; ½ AV vs. Blunt damage