Armor

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Armor can be obtained through your ship's Weapons Locker component or via Contacts. When armor is provided by the weapon locker, all crew have access to those types of armor in the locker. Armor purchased from Contacts is stored in your ship's inventory and each suit of armor purchased can only be equipped by a single crew member.

If you do not have an armor locker on your ship, and do not have your combat crew fully equipped with contact weapons and armor, your crew will use extremely rudimentary equipment (worse than Level 1!)

Armor's Stealth Dodge grants dice equal to listed value or combatant's Stealth Skill, whichever is lower.

Damage Soaking Mechanics[edit | edit source]

Whenever a character takes damage in a Crew Combat, their Armor may soak some of that damage based on a variety of things.

Deflection[edit | edit source]

All Weapons have a Piercing score which represents their ability to punch through heavier armor while all Armors have a Deflection score which represents their ability to deflect or absorb damage.

When a character is hit, the attacker's Piercing and target's Deflection are directly compared to see if the attack is Piercing. If the target's Deflection and the attacker's Piercing are equal, there is a 50% chance that the attack will be Piercing. For each point that Deflection is higher than Piercing, that is a 1% reduction in the chance of Piercing, and visa versa for Piercing score.

A piercing hit reduces an armor's soak value by at least 50%.

Soaking Values[edit | edit source]

All attacks are either Ballistic or Impact. Ballistic attacks are made by any ranged weapon in the form of screaming bullets, sniper rounds, burning plasma. Impact attacks are made by any melee weapon in the form of slicing blades, stabbing steel or swinging blunt stunners. Every type of armor has a separate soak value for Ballistic and Impact Damage. All characters also rely heavily on their Fortitude to soak damage during combat.

Fortitude Soak Deflected Attack Piercing Attack
WeightedDie(50% Fortitude) WeightedDie(Armor Rating) BigDie(50% Armor Rating)

Armor Reference[edit | edit source]

Weapons Locker A1[edit | edit source]

Armor Type Ballistic Soak Impact Soak Deflection Dodge Stealth Dodge Initiative Penalty
Matchweave Crewsuit 26 26 40% 4 - -

Weapons Locker A2[edit | edit source]

Armor Type Ballistic Soak Impact Soak Deflection Dodge Stealth Dodge Initiative Penalty
Reinforced Meshweave 32 30 42% 4 - -
Operative Mesh 30 30 32% - 5 -

Weapons Locker A3[edit | edit source]

Armor Type Ballistic Soak Impact Soak Deflection Dodge Stealth Dodge Initiative Penalty
Light Body Armor 36 34 42% 5 - -
Heavy Body Armor 60 52 66% 0 - -2
Spec Ops Mesh 34 38 36% - 7 -

Weapons Locker A4[edit | edit source]

Armor Type Ballistic Soak Impact Soak Deflection Dodge Stealth Dodge Initiative Penalty
Meshed Body Armor 40 38 42% 6 - -
Plated Combat Armor 62 58 70% 2 - -4
Gray Ops Mesh 36 42 40% - 9 -

Weapons Locker A5[edit | edit source]

Armor Type Ballistic Soak Impact Soak Deflection Dodge Stealth Dodge Initiative Penalty
Interweave Armor 40 42 44% 7 - -
Interlock Armor 62 60 80% 2 - -6
Gray Ops Sly 36 46 42% - 11 -

Armor from Contacts[edit | edit source]

Armor Type Cost Level Ballistic Soak Impact Soak Deflection Dodge Stealth Dodge Initiative Penalty
Plasplate Weave $7,800 4 32 46 44% 5 - -
Orgich Plating $10.6k 4 64 52 90% 2 - -4
Grayscale Mesh $8,400 4 38 32 32% - 12 -
Meshplate Weave $12.6k 5 32 52 44% 6 - -
Ranger Plate $15.6k 5 72 42 88% 2 - -5
Graydusk Suit $15.2k 5 34 34 56% - 12 -
Dusk Striker $14.6k 5 30 30 28% - 8 -
Meshplate Weave $18.2k 6 30 62 44% 7 - -
Ranger Plate $21.2k 6 70 40 92% 4 - -4
Graydusk Suit $20.0k 6 32 32 70% - 14 -
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