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!