WW1-Armor

Armor

Armor both reduces the chance of an attack to hit you, as well as reducing the damage taken from the attack. When an attack beats your Defense score reduce the damage taken by the value provided in the armor’s entry.

Defense: Each suit of armor increases a character’s Defense score by this amount. Note that this bonus does not apply against firearm attacks made within the first 5 range increments of the firearm.

DR: This is how much an armor reduces physical damage if an attack hits the wearer. This numer is also gained as a resistance bonus to reflex saves.

DEX: This number is the maximum Dexterity bonus to Defense that this type of armor allows. Dexterity bonuses in excess of this number are reduced to this number for the purposes of determining the wearer’s Defense.

ACP: A character wearing this armor takes a penalty to acrobatics, climb, ride, and swim checks equal to this number. This penalty stacks with that from shields and encumbrance. Movement speed penalties for all armor are eliminated if the armor check penalty is reduced to -0. You cannot run in heavy armor unless the check penalty is -0.

Light Armor Value Defense DR DEX ACP Speed Weight
Body shield 120 +1 1 +10 -1 30 ft. 8 lbs.
Light body armor 200 +1 2 +6 -1 30 ft. 3 lbs.
Medium Armor Value Defense DR DEX ACP Speed Weight
Trench armor 275 +2 2 +4 -2 25 ft. 6 lbs.
Tank crew armor 350 +2 3 +4 -2 25 ft. 10 lbs.
Chainmail 500 +3 3 +2 -2 25 ft. 20 lbs.
Breastplate 650 +3 3 +3 -2 25 ft. 6 lbs.
Heavy Armor Value Defense DR DEX ACP Speed Weight
Sentinel armor 1,200 +4 3 +2 -3 20 ft. 12 lbs.
Power Armor Value Defense DR DEX ACP Speed Weight
Power Armor 33,300 +10 5 +1 -9 20 ft. 60 lbs.
Other Armor Value Defense DR DEX ACP Speed Weight
Light helmet 30 +1 1 1 lb.
Heavy helmet 60 +1 2 3 lbs.
Arm defenses 30 +1 0 +6 -1 30 ft. 5 lbs.
Leg defenses 30 +1 0 +6 -1 30 ft. 5 lbs.
Face defense 30 +1 0 2 lbs.

Light Armor

Body Shield: Heavy cotton khaki canvas sections, with steel protective plates held within, complete with shoulder protection plates. British design. Example image.

Light body armor: A simple metal breastplate that covers the upper torso. Example image.

Medium Armor

Trench armor: Overlapping steel plates that allow for articulate movement. German design. Example image.

Tank crew armor: Tegulated plates similar to brigandine or plate & chain armors of old. German design. Example image.

Chainmail: While never really used in europe, some theaters of the great war saw the use of mail armor. Example image.

Breastplate: Armor not too dissimilar from renaissance breastplates, though entirely undecorated and plain looking. Example image.

Heavy Armor

Sentinel armor: Experimental american breastplate with faulds and tassets. Example image.

Other Armor

Helmets: Wearing a helmet with any normal armor adds stacks bonuses with that armor’s. Example image.

Arm defenses: Experimental american arm plates identical to a set of renaissance vambraces, rerebraces, and couter, though entirely undecorated and plain looking. Wearing arm defenses with any other armor stacks its bonuses and armor check penalty with that armor’s. You apply the lowest maximum dexterity bonus when wearing arm defenses with other armors. Example image.

Leg defenses: Experimental american leg plates identical to a set of renaissance greaves, cuisses, and poleyns, though entirely undecorated and plain looking. Wearing leg defenses with any other armor stacks its bonuses and armor check penalty with that armor’s. You apply the lowest maximum dexterity bonus when wearing leg defenses with other armors. Example image.

Face defenses: Experimental american neck armour not too dissimilar from a renaissance gorget, though entirely undecorated and plain looking. Wearing face defenses with any other armor stacks its bonuses with that armor’s. Example image.

Power Armor

Power Armor: Diesel powered motorized armor designed by the russians, germans, and americans concurrently. You cannot wear power armor with any pieces of other armor. Wearing power armor gives the wearer an effective BASE Strength score of 22 no matter what their actual strength score is. A character cannot use disable device, sleight of hand, or perform other tasks that require delicate manipulation while wearing power armor. All power armor come with an inbuilt air recycling system that functions like a gas mask and rebreather. Example image.

Shields

As for weapons, shields provide differing benefits depending upon your level of proficiency with them (Simple, Martial, or Exotic, as with weapons). Characters who are not proficient with shields gain a flat +1 shield bonus to Defense (regardless of the type of shield), suffer a penalty to all attack rolls equal to the shield’s armor check penalty, and apply the shield’s armor check penalty to all Strength- and Dexterity-based skill checks. Shield bonuses do not apply against firearms or energy weapons.

Targe 5 caps, +1 Defense, 3 lbs., -1 ACP.
The targe is a very small shield that can be strapped to one arm and easily maneuvered.

  • Simple: You can use a buckler without suffering the non-proficiency penalties noted above. You gain the shield bonus to Defense, but cannot use one hand as long as the buckler is carried. A character with only Simple proficiency gains no particular benefit from vambraces.
  • Martial: You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler’s Defense bonus until your next turn.
  • Exotic: You can freely use both hands and still gain the shield bonus to Defense.

Shield, Heavy 7 caps, +2 Defense, 10 lbs., -2 ACP.
A heavy shield is typically made of wood and is large enough to provide substantial protection. A heavy shield is so heavy that you can’t use your shield hand for anything else.

  • Simple: You can use a heavy shield without suffering the normal non-proficiency penalty.
  • Martial: In addition to the uses listed above, you receive an additional +2 Defense bonus against missiles (total +4). You can bash with a shield as a one-handed weapon instead of using it for defense; it deals 1d4 bludgeoning damage (20/x2). A spiked heavy shield deals 1d6/19-20 piercing damage instead.
  • Exotic: As martial proficiency, plus feat (Improved Shield Bash).

Shield, Light 3 caps, +1 Defense, 5 lbs., -1 ACP.
A light shield provides less area of coverage but is more quickly and easily brought to bear than a heavy shield.

  • Simple: You can use a light shield without suffering the normal non-proficiency penalty.
  • Martial: You carry other items in your shield hand, although you cannot use weapons with it. You can bash an opponent with a light shield, using it as an off-hand weapon. If you use your shield as a weapon, you lose its Defense bonus until your next turn. It deals 1d3 bludgeoning damage (20/x2), or 1d4/19-20 with a central spike.
  • Exotic: As martial proficiency, plus feat (Improved Shield Bash).

WW1-Armor

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