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 100% 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.

(Chance to Deflect = Armor Deflect - Weapon Pierce)

A piercing hit reduces the average amount of damage soaked by armor by 2/3.

(A deflected hit will give an average of 3 times as much armor soak as a piercing hit)

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)

Summary[edit | edit source]

Therefore, the total damage reduction when getting hit can be summarized as follows:

Soak Summary Deflected Attack Piercing Attack
Chance (D-P)% (100+P-D)%
Amt Soaked A+F+(1 to A)+(1 to F) F+(1 to A)+(1 to F)
  • D = Armor Deflection
  • P = Weapon Piercing
  • A = 1/2 Armor Soak (Ballistic or Impact, as appropriate)
  • F = 1/4 Fortitude

So, A heavy armor combat captain with 32 fortitude (which soaks 9 to 16 damage from every attack) and wearing the A5 Interlock Heavy Armor (with 72 ballistic/60 Impact soak and 146% deflection) would have the following damage profiles against the A5 weapons (without accounting for traits, talents, gear, buffs, crits, etc.):

Weapon Deflected Attack Piercing Attack
A5 Blade Gliave-Sabre 100% for (41 to 70) - (40 to 76) 0% for (41 to 70) - (10 to 46)
A5 Off-Hand Blade Eagle Kukri 100% for (33 to 62) - (40 to 76) 0% for (33 to 62) - (10 to 46)
A5 Pistol Surefire x4 100% for (41 to 66) - (46 to 88) 0% for (41 to 66) - (10 to 52)
A5 LMG Razor x80 LMG 100% for (51 to 90) - (46 to 88) 0% for (51 to 90) - (10 to 52)
A5 HMG GNP Heavy 70% for (57 to 98) - (46 to 88) 30% for (57 to 98) - (10 to 52)
A5 Shotgun Goliath Snubber 83% for (45 to 90) - (46 to 88) 17% for (45 to 90) - (10 to 52)
A5 S.Rifle Mensin Sniper 50% for (69 to 110) - (46 to 88) 50% for (69 to 110) - (10 to 52)

Energy Damage[edit | edit source]

Any Radiation or Plasma Damage is classified as Energy Damage. While Energy Damage can never be Piercing, it goes around standard Armor and can cause lethal damage, especially when paired with -Energy Res debuffs.

Energy Damage is rolled as a WeightedDie(Energy Damage) and then reduced by WeightedDie(Energy Res) + BigDie(50% Resilience Attribute). If Energy Res is negative, 50% of the negative value is added as Energy Damage.

Armor Reference[edit | edit source]

Weapons Locker A0[edit | edit source]

Armor Type Ballistic Soak Impact Soak Deflection Dodge Stealth Dodge Initiative Penalty
Reinforced Clothing 26 24 100% 3 - -

Weapons Locker A1[edit | edit source]

Armor Type Ballistic Soak Impact Soak Deflection Dodge Stealth Dodge Initiative Penalty
Matchweave Crewsuit 28 26 102% 4 - -

Weapons Locker A2[edit | edit source]

Armor Type Ballistic Soak Impact Soak Deflection Dodge Stealth Dodge Initiative Penalty
Reinforced Meshweave 34 30 108% 4 - -
Operative Mesh 32 30 96% - 5 -

Weapons Locker A3[edit | edit source]

Armor Type Ballistic Soak Impact Soak Deflection Dodge Stealth Dodge Initiative Penalty
Light Body Armor 38 34 110% 5 - -
Heavy Body Armor 64 52 132% 0 - -2
Spec Ops Mesh 36 38 100% - 7 -

Weapons Locker A4[edit | edit source]

Armor Type Ballistic Soak Impact Soak Deflection Dodge Stealth Dodge Initiative Penalty
Meshed Body Armor 44 38 110% 6 - -
Plated Combat Armor 68 58 136% 2 - -3
Gray Ops Mesh 40 42 104% - 9 -

Weapons Locker A5[edit | edit source]

Armor Type Ballistic Soak Impact Soak Deflection Dodge Stealth Dodge Initiative Penalty
Interweave Armor 44 42 112% 7 - -
Interlock Armor 72 60 146% 2 - -4
Gray Ops Sly 40 46 106% - 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 34 46 110% 5 - -
Orgich Plating $10.6k 4 68 52 156% 2 - -4
Grayscale Mesh $8,400 4 40 32 98% - 12 -
Plaslink Weave $12.6k 5 34 54 112% 6 - -
Ranger Plate $15.6k 5 76 42 158% 2 - -5
Graydusk Suit $15.2k 5 36 36 120% - 12 -
Dusk Striker $14.6k 5 32 32 90% - 8 -
Meshplate Weave $18.2k 6 34 62 112% 7 - -
Keepers Plate $21.2k 6 72 42 160% 4 - -4
Nightfall Mesh $20.0k 6 36 32 130% - 14 -