ARMOUR CHART

The following armours are common in armed forces throughout the Imperium and beyond.

 

Name

Type

DR / DRT

Effective DR

NonProf

Armour Check

Max Dex

Spd

DC

Wt

1

2

3

4

Leather Jacket

Impromptu

1/+1

0

0

0

0

1/+1

-0

8

30

10

4

Leather Trenchcoat

Impromptu

2/+1

0

0

0

0

1/+1

-0

8

30

12

15

Bulletproof Vest

Light

3/+1

0

0

0

0

1/+1

-0

8

30

14

2

Bulletproof Trenchcoat

Light

4/+1

0

0

0

0

1/+1

-0

8

30

16

17

Studded Armour

Light

5/+1

0

0

0

0

1/+1

-0

8

30

16

20

Metal Armour

Medium

6/+1

0

0

0

0

2/+1

-2

6

25

12

40

Flak Shirt

Light

7/+1

0

0

0

0

1/+1

-0

8

30

17

10

Full Flak  Armour

Light

8/+2

4

0

0

0

2/+2

-0

8

30

18

20

Imperial Mesh

Light

9/+2

5

0

0

0

2/+2

-0

8

30

22

15

Eldar Mesh

Light

10/+2

5

0

0

0

2/+2

-0

8

30

26

10

Advanced Mesh

Light

12/+2

6

0

0

0

3/+2

-0

8

30

28

20

Light Carapace

Medium

10/+3

7

4

0

0

3/+3

-2

6

25

24

30

Heavy Carapace

Medium

12/+3

8

4

0

0

3/+3

-3

5

25

26

35

Advanced Carapace

Medium

14/+3

10

5

0

0

4/+3

-4

4

25

28

40

Scout Power Armour

Heavy

12/+4

9

6

3

0

-

-0

8

30

30

80

Sister Power Armour

Heavy

16/+4

12

8

4

0

6/+4

-0

6

25

40

100

Tactial Power Armour

Heavy

18/+4

14

9

5

0

-

-0

8

30

45

150

Combat Power Armour

Heavy

19/+4

15

10

5

0

-

-0

8

30

50

200

Adv. Power Armour

Heavy

20/+4

15

10

5

0

-

-0

8

30

55

240

Ablative Armour

Heavy

20/+4

15

10

5

0

-

-0

8

30

60

280

Artificier Armour

Heavy

25/+5

19

13

7

0

-

-0

8

30

70

300

Terminator Armour

Super Heavy

30/+5

24

18

12

6

-

-4

4

20

65

600

Tactical Dreadnought Armour

Super Heavy

35/+5

28

21

14

7

-

-6

2

20

65

800

 

 

SPECIAL RULES

 

Scout Power Armour

This armour counts as powered armour which means the weight of the armour does not count towards the maximum weight allotment allowed. The armour confers +2 Strength, +2 Dexterity. The armour comes with sound and vision amplifying goggles. This sensory array increase Listen and Spot checks by 2 each. Comes with gravitic dampeners to reduce the effect of sudden changes in g-force. All falls are treated as being 20 feet less than they actually are.

 

Sister Power Armour

Sized for humans rather than Space Marine, Sister Power Armour is also often called Civillian Power Armour when not worn by the Sisters of Battle. This armour counts as powered armour which means the weight of the armour does not count towards the maximum weight allotment allowed. The armour confers +2 Strength. The armour comes with sound and vision amplifiers. This sensory array increase Listen and Spot checks by 2 each.  Comes with a HUD (see Universal Armour Gadgets) and typically comes with an oxygen tank that allows 24 hours in deep space. The armour counts as environmentally sealed.

 

Tactial/Combat/Advanced Power Armour

This armour counts as powered armour which means the weight of the armour does not count towards the maximum weight allotment allowed. The armour confers +2 Strength, +2 Constitution. The armour comes with sound and vision amplifiers. This sensory array increase Listen and Spot checks by 2 each. Comes with gravitic dampeners to reduce the effect of sudden changes in g-force. All falls are treated as being 20 feet less than they actually are.  Comes with a HUD (see Universal Armour Gadgets) and typically comes with an oxygen tank that allows 72 hours in deep space. The armour counts as environmentally sealed.

 

Ablative Armour

This armour counts as powered armour which means the weight of the armour does not count towards the maximum weight allotment allowed. The armour confers +2 Strength, +2 Constitution. The armour comes with sound and vision amplifiers. This sensory array increase Listen and Spot checks by 2 each. Comes with gravitic dampeners to reduce the effect of sudden changes in g-force. All falls are treated as being 20 feet less than they actually are.  Comes with a HUD (see Universal Armour Gadgets) and typically comes with an oxygen tank that allows 72 hours in deep space. Ablative Armour confers a Fire Resistance of 10 and treats Atomic based weapons as having 2 less DRP than normal. The armour counts as environmentally sealed.

 

Artificier Armour

This armour counts as powered armour which means the weight of the armour does not count towards the maximum weight allotment allowed. The armour confers +4 Strength, +2 Constitution, +2 Dexterity. The armour comes with sound and vision amplifiers. This sensory array increase Listen and Spot checks by 2 each. Comes with gravitic dampeners to reduce the effect of sudden changes in g-force. All falls are treated as being 20 feet less than they actually are.  Comes with a HUD (see Universal Armour Gadgets) and typically comes with an oxygen tank that allows 4 days in deep space. The armour counts as environmentally sealed.

 

Terminator Armour

This armour counts as powered armour which means the weight of the armour does not count towards the maximum weight allotment allowed. The armour confers +6 Strength, +4 Constitution, –2 Dexterity. The armour comes with sound and vision amplifiers. This sensory array increase Listen and Spot checks by 2 each. Comes with gravity anchors and internal teleporters. All falls are treated as being 20 feet less than they actually are.  Comes with a HUD (see Universal Armour Gadgets) and typically comes with an oxygen tank that allows 4 days in deep space. This armour confers a Hardness of 5 on the wearer. The armour counts as environmentally sealed.

 

Tactical Dreadnought Armour

This armour counts as powered armour which means the weight of the armour does not count towards the maximum weight allotment allowed. The armour confers +6 Strength, +4 Constitution, –2 Dexterity. The armour comes with sound and vision amplifiers. This sensory array increase Listen and Spot checks by 2 each. Comes with gravity anchors and internal teleporters. All falls are treated as being 20 feet less than they actually are.  Comes with a HUD (see Universal Armour Gadgets) and typically comes with an oxygen tank that allows 4 days in deep space. This armour confers a Hardness of 10 on the wearer. The armour counts as environmentally sealed.

 

Terminator and Tactical Dreadnought Armour Teleportation and Hardness Rules:

Tactical Dreadnought armour and Terminator armour are both thick enough to provide significant protection against demons allowing them to be ‘relatively’ safe when making short warp jumps. All terminator armour comes with internal teleporters. Setting these to make safe jumps requires a Navigate check DC 5 per 1,000 feet teleported. Failure scatters the teleport by 1d100 x 10 feet from their desired position. A failure by 10 or more means that the character is lost in the warp. Setting up a teleporter requires 20 minutes of work. 5 or more ranks in Knowledge (warp) provides a synergy bonus on Navigate checks to make accurate short-range warp jumps. Both these armours have a hardness rating as well as a damage reduction. The hardness rating is never affected by the drp of a weapon in the same way as a vehicle. The Hardness is in addition to the weapon’s DR so Tactical Dreadnought Armour hit by a stubpistol reduces damage by 45!

 

 

 

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