The Armour Chart

Fortunately, players hardly ever have to calculate Damage Reduction. The armour description specifies its effective damage reduction against all 6 increments (0 through 5) of DRP. The d20-40k character sheet also provides space for this in the armour section for easy reference.

 

Name: This is the name of the armour in question. If an armour has special features they are listed alphabetically at the end of the list by name.

 

Type: The type of armour determines the proficiencies required. There are four types of armour. Light, Medium, Heavy and Super Heavy.

 

DR / DRT: The armour’s overall damage reduction and damage reduction threshold. This and DRP is all that’s required to calculate effective DR but effective DR is provided anyway for ease of playing.

 

Effective DR: The armour’s effective damage reduction against the listed DRPs. Only DRPs 1 through 4 are given. DRP 0 always allows maximum Damage Reduction whereas DRP 5 always reduces Damage Reduction to 0.

 

Non Prof.: The DR/DRT for characters no proficient with the armour.

 

Armor Penalty: Any armour that’s not ‘impromptu’ hurts a character’s ability to use some skills. An armour check penalty number is the penalty that applies to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks by a character wearing a certain kind of armour. Double the normal armour check penalty is applied to Swim checks. A character’s encumbrance (the amount of gear carried, including armour) may also apply an armour check penalty. If a character is wearing armour and using a shield, both armour check penalties apply. A character who wears armour and/or uses a shield with which he or she is not proficient takes the armour’s (and/or shield’s) armour check penalty on attack rolls and on all Strength-based and Dexterity-based ability and skill checks. The penalty for nonproficiency with armour stacks with the penalty for nonproficiency with shields.

 

Spd: Stands for speed. This column lists the maximum speed a character that moves at 30ft can take in the listed armour. If a character his increased speed his speed in armour is also increased by the identical amount. If a character has his speed reduced, likewise it is reduced in armour. Characters reduced to speed 0 are considered over encumbered and are considered pinned until they drop some equipment.

 

Max Dex Bonus: This number is the maximum Dexterity bonus to Defense that this type of armor allows. Heavier armors limit mobility, reducing the wearer’s ability to dodge blows. This restriction doesn’t affect any other Dexterity-related abilities. Some armour’s are quite heavy (like Power Armour) but don’t necessarily limit mobility because they are powered to incorporate and aid human movement.

Even if a character’s Dexterity bonus to Defense drops to 0 because of armor, this situation does not count as losing a Dexterity bonus to Defense.

Your character’s encumbrance (the amount of gear he or she carries) may also restrict the maximum Dexterity bonus that can be applied to his or her Defense.

 

DC: This is the purchase DC of the armour in question.

 

Wt: The weight of the armour, in pounds. Armour weight is added to the weight the character is carrying unless the armour is marked as powered in which case its weight total is not added to the character’s encumbrance. Weights are always listed in pounds.

 

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