Flamepunk: Armour

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Flamepunk:Main Page -> Flamepunk: Technology and Weaponry -> Flamepunk: Armour

Overview of Armour

Armour comes in different materials and types, for example: Stalkleather Armour and Steelplate Armour. The basic armour materials are described in the first section below, with costs and effects of the basic armour.

You can then add additional descriptors onto the armour, increasing its cost but adding various special effects. These are listed in the second section below.

The name of the final piece of armour is all the descriptors followed by the material, for example: Arcane-shielded Smoke-Weave Reinforced Ceramite Armour.

Armour Rating

After defence is applied, but before damage is calculated, apply Armour Rating.

Armour Rating is deducted from the magnitude of the attack. For example, if an attack has a Magnitude of 1, with +3 for the weapon, and you have Armour Rating 2, then the modified Magnitude would be 1+3-2 = 4.

If Magnitude is reduced to 0 or less by this calculation, then the attack does no damage, though it is still considered to have "hit".

Armour and "Upgrades"

All descriptors must be selected at the time that you first purchase the item. You can't normally add on descriptors later, as they represent integrated features rather than just tack-ons.

However, a few of the descriptors below specifically circumvent this rule. These are marked as "Upgrade-OK", and can be added onto an existing piece of armour at the cost listed.

Damaging and Repairing Armour

The Flamepunk game doesn't keep track of armour damage normally, on the rationale that any attack that is sufficient to ruin armour is also normally sufficient to ruin the person wearing it.

Optionally, the GM may want to introduce rules for armour repair, for example when picking up armour off an enemy that has been killed. In this circumstance it is suggested that GM's rule ad hoc wha percentage damage the armour has taken, and charge a repair cost equal to that percentage of the purchase price.

Fire and Armour

Armour, for the most part, is designed to work against physical attacks.

Armour Rating does not apply against attacks with the damage type: fire.

If a weapon is listed as dealing both types of damage (physical and fire) then halve the Armour Rating (rounding down) before applying it.

The exception to this is Fireproofed Armour (that is, armour with the descriptor "Fireproofed"). Fireproofed Armour applies its full Armour Rating against fire attacks, as well as against physical attacks, and also against dual damage-type attacks.


Basic Armours

Stalkleather Armour

  • Base Price: 50 Dragons
  • Armour Rating: 1
  • Encumbrance: 1
  • Mobility Penalty: 0

Stalkleather is a surprisingly tough mock-hide material made from woven fungus stalks, that has the texture (but not the priceor quality) of cow leather. It takes dyes especially well, and is easy to fashion. When layered, it makes durable and decent quality armour.

Steelplate Armour

  • Base Price: 200 Dragons
  • Armour Rating: 2
  • Encumbrance: 2
  • Mobility Penalty: 1

Steelplate is what it sounds like - plates of shaped and flame-forged steel, with weak gaps covered by scalemail or chainmail. It comes in many varieties, but style tends towards the ornate. While considerably tougher than cloth armours, steelplate is a little more limiting in mobility.

Stonecarve Armour

  • Base Price: 500 Dragons
  • Armour Rating: 3
  • Encumbrance: 3
  • Mobility Penalty: 2
  • Special: Receives Fireproofed descriptor for free,

Stonecarve is made of magically-reshaped rock, with a degree of flexibility afforded by molten facet joints. It is the armour of choice of heavy troopers, and renders the wearer relatively impervious to small arms fire. Because of the pyromancy requirements in its construction, stonecarve armour is prohibitively expensive, so is rarely seen in the field of battle.


Descriptors

Fractal Weave

  • Price Increase:

...

Effect:


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