Armor and Damage Reduction



Armor not already listed as ablative or semi-ablative gains the quasi-ablative quality. When quasi-ablative armor absorbs a cumulative total of 20 points of damage, it is lowered by 1 point until healed (in the case of living armor) or repaired (for non-living armors).

Ablative DR is reduced by 1 per point of damage taken
Semi-Ablative DR is reduced by 1 per 10 points of damage taken
Quasi-Ablative DR is reduced by 1 per 20 points of damage taken

Example: Nova takes 30 damage, but is wearing a chest plate with 15 DR. Her armor absorbs 15 damage before 15 more penetrate and hit her directly, as the armor absorbed 15 points of damage, it loses 1 DR, bringing its total down to 14. When a bullet grazes her on the next turn, dealing 5 points of damage, her armor is reduced by another 1 DR, down to 13 because the cumulative damage absorbed is 20.



Armoury Tools
+3: Robotic workshop; $30,000; 400lb; 20C/100Hr.; May act automatically at Skill 12, requires Item Schematics
+2: Portable workshop (Unpacked); $15,000; 200lb.; 10C/100Hr.; 1-Hour Setup
+1: Portable workshop (Packed); $15,000; 200lb.; 10C/100Hr.
+0: Portable toolkit; $600; 10lb.; 10B/10Hr.
-2: Mini Tool-Kit; $200; 4lb.; 5B/10Hr.
-5: Improvised tools such as duct-tape, knives, and string.
-10: No tools of any kind

Special Tools
Repair +2: Item Schematics; Cost = 1/2 Item Cost; 0lb.; See Item Crafting for more information.
Patching +5: Gecko Adhesive; $350; 0.5lb.; Can be used to patch 60 DR before running out
Salvaging +3: Power Tools; $1,000’ 10lb.; 3C/3Hr.; Includes Laser Torch: 2d6(2) Burn


The Armoury skill may be used to meticulously rerpair damaged armor. This may also be used to repair HP damage to non-living objects and items.
Roll: Armoury (Body Armor, Vehicle Armor, Battlesuits)
Time: 1 Hour
Cost: (Item Cost / Total DR) per DR Repaired
Success: A successful roll heals 1d6 points of Lost DR, successive rolls after the first on the same item only heal 1 point of lost DR.
Exceptional: On an Exceptional, the Armorer repairs an additional 1d6 DR at no cost.

In a pinch surplus or scrap armor may be salvaged for resources.
Roll: Armoury (Body Armor, Vehicle Armor, Battlesuits)
Time: 5 Minutes per DR Salvaged
Cost: See below
Salvaging requires an existing piece of armor which is destroyed regardless of success or failure.
Success: The Armorer manages to salvage DR equal to their Margin of Success in materials for use on future Armoury rolls. Salvaged materials are not as effective as brand new material however, and all armor crafted or repaired with Salvaged materials suffers from the semi-ablative armor modifier, losing 1 DR per 10 points of damage taken. If the armor was already semi-ablative, it instead becomes fully ablative, losing 1 DR per point of damage taken.
Exceptional: As normal Success, but the salvaged materials are treated as brand new, and do not ablate more easily than new armor.
NOTE: Salvaged materials cannot not be applied to radically different armor types. DR from flexible armor cannot repair rigid armor (or the reverse), and likewise salvage cannot repair armor of a different TL from itself. Some GM’s may waive this restriction to save on bookkeeping.

Repair Patches
Materials can be used to craft quick and dirty patches instead of long-term repair.
Roll: Armoury (Body Armor, Vehicle Armor, Battlesuits) +5, or Soldiery +0
Time: 1 turn per DR repaired
Cost: As Repair above, or 5 DR in salvage per DR patched
Success: On a successful roll, the Armorer patches DR equal to margin of success. This DR is exceptionally ablative, being lowered by 2 for every point of damage taken. If the armor has not been fully ablated within one week, it falls apart naturally due to wear-and-tear. Successive Patching rolls refresh this natural degradation, requiring only one success to do so.
Exceptional: The patch does not degrade over time, and the materials can be fully salvaged without a roll unless destroyed for use on other armors.

Armor and Damage Reduction

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