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.