Flamepunk: Armour

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

Overview of Armour[edit]

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: Ceramite-enamelled Smoke-Weave Reinforced Steelplate Armour.

Note that Armour does not stack - you gain no benefit from wearing more than one suit of armour.

Armour Rating[edit]

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"[edit]

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[edit]

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[edit]

Armour, for the most part, is designed to work against physical attacks, and does not usually help against fire attacks.

  • Against attacks that are purely physical, apply Armour Rating in full.
  • Against attacks that are purely fire, Armour Rating is not applied.
  • Against attacks that are both fire and physical, halve the Armour Rating (rounding down) before applying it.

The exception to this is Fire-Resistant Armour. Fire-Resistant Armour applies its full Armour Rating against all three types of damage.


Basic Armours[edit]

Stalkleather Armour[edit]

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

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. With multiple layers (usually arranged in lamellar fashion), it makes durable and decent quality armour, though is not without weight.

Steelplate Armour[edit]

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

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[edit]

  • Base Price: 500 Dragons
  • Armour Rating: 3
  • Encumbrance: 3
  • Mobility Penalty: 3
  • Special: Stonecarve armour is Fire-resistant. As described in the rules above, Fire Resistant armour applies its full Armour Rating to fire damage.

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[edit]

Arsenal-Inbuilt[edit]

  • Applies to: Steelplate or Stonecarve Armour
  • Price Increase: 50 Dragons per weapon (plus weapon cost)
  • Additional Encumbrance: (from weapon)
  • Additional Mobility Penalty: (from weapon)
  • Effect: This armour has one or more weapons built into its arms, which can be brought into the hands at a moment's notice. The inbuilt weapon must be bought and paid for separately, and cannot be removed without destroying the weapon. An inbuilt weapon can be brought into an empty hand (or pair of hands) as a 0-dice automatic action, and can be returned to its sheath as a 0-dice automatic action. Note that two-handed inbuilt weapons are attached to a single arm, but can still only be used with two hands. As a special exception to the usual rules, this Descriptor can be bought multiple times on one suit of armour, to represent different inbuilt weapons.

Artisan[edit]

  • Applies to: Any Armour
  • Price Increase: 250 Dragons
  • Additional Encumbrance: 0
  • Additional Mobility Penalty: See below
  • Effect: Artisan armour has 1 less Mobility Penalty than normal armour of its type.

Ceramite-enamelled[edit]

  • Applies to: Steelplate Armour
  • Price Increase: 150 Dragons
  • Additional Encumbrance: 0
  • Additional Mobility Penalty: 0
  • Effect: The Steelplate Armour counts as being Fireproof.
  • Special: Upgrade OK.

Enclosed[edit]

  • Applies to: Any Armour
  • Price Increase: 150 Dragons
  • Additional Encumbrance: 0
  • Additional Mobility Penalty: 0
  • Effect: Enclosed armour covers every part of a character's body, with breathing only via crystal filters. Characters in enclosed armour are immune to inhaled toxins, and can breath in any gas environment that has at least a little oxygen in it. Thick smoke can be breathed, but not water.

Lightweight[edit]

  • Applies to: Any Armour
  • Price Increase: 250 Dragons
  • Additional Encumbrance: See below
  • Additional Mobility Penalty: 0
  • Effect: Lightweight armour has 1 less Encumbrance than normal armour of its type.

Razored[edit]

  • Applies to: Any Armour
  • Price Increase: 150 Dragons
  • Additional Encumbrance: 0
  • Additional Mobility Penalty: 0
  • Effect: Characters add +1 to the Magnitude of any successful unarmed attacks they make while wearing this armour. Also, anyone making an unarmed attack on a character wearing razored armour automatically deals damage to themselves equal to half the total damage dealt (rounded down) before Armour Rating is applied.

Reinforced[edit]

  • Applies to: Any Armour
  • Price Increase: 250 Dragons
  • Additional Encumbrance: 1
  • Additional Mobility Penalty: 1
  • Effect: Reinforced armour has +1 Armour Rating above normal armour of its type. As a special exception to the usual rules, this Descriptor can be bought multiple times on one suit of armour, to represent thicker reinforcement.
  • Special: Upgrade OK.

Reissued[edit]

  • Applies to: Any Armour
  • Price Decrease: Decrease total cost by 50%
  • Additional Encumbrance: 1
  • Additional Mobility Penalty: 0
  • Effect: Reissued armour is that which has seen battle and never been properly repaired or maintained. Half the Armour Rating of the armour (rounding down). The armour is so badly damaged that restoring it to full effectiveness has a cost equal to the total price of the Reissued Armour. Finally, Reissued armour tends to be defective with regards to any special functions - any descriptor that has a cost (before halving) of 1000 Dragons or more does not function and provides no benefit till the arour is repaired.

Smoke-weave[edit]

  • Applies to: Any Armour
  • Price Increase: 1000 Dragons
  • Additional Encumbrance: 0
  • Additional Mobility Penalty: 0
  • Effect: Bound smoke elementals within the armour make its outlines hazy, and shape indistinct, making it difficult to focus on. Characters in Smoke-Weave armour gain +3 free dice to all actions to hide or move stealthily.

Soul-shielded[edit]

  • Applies to: Any Armour
  • Price Increase: 1000 Dragons
  • Additional Encumbrance: 0
  • Additional Mobility Penalty: 0
  • Effect: Soul-shielded armour integrates numerous thin wires that must be pushed under the skin of the wearer. A character in Soul-shielded armour can spend X Pyros as a reflexive 0-dice automatic action to add X to his Armour Rating for the rest of the round.

Treated[edit]

  • Applies to: Stalkleather Armour
  • Price Increase: 50 Dragons
  • Additional Encumbrance: 0
  • Additional Mobility Penalty: 0
  • Effect: The Stalkleather Armour counts as being Fireproof.
  • Special: Upgrade OK.

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