Thyfur wrote:Here are some rules I've had for a while. -- Enjoy
Everyone wants the cool-looking armor worn by the bandits in Road Warrior. Here are the rules for doing it. Piece Meal Armor is made up of plastics, metal fragments, wood, hides and fibers. Various skills are useful but not always necessary to make your own armor: Blacksmith, Carpentry, General Repair & Maintenance, Sewing, and Skin & Prepare Animal Hides. Of course the Armorer Apprenticeship would be the most skilled at this.
what about actual body-armor materials like kevlar and ceramic plates? or do you have other rules for proper body armor?
The Armorer to-be needs to find the materials for his Road Warrior deluxe suit of awe-inspired fear. The materials can come from any source, bought from a local merchant, scrounged off the dead, found in the dusty ruins of Boston, taken from highway signs. Materials are classified into a strength groups. These are just guidelines, a weaken alloy might be a better fit for Strong Material instead of Hard. Other materials may be possible for manufacturing, but that should be discussed over with the GM.
Weak: Materials include cloth, soft leather and even wood. Base S.D.C. 10.
Fair: Materials include leather, bone, and plastics. Base S.D.C. 20.
Medium: Materials include thin metal, rubber, and treated wood. Base S.D.C. 30.
Strong: Materials include strong bone, metal, and hard plastic. Base S.D.C. 40.
Hard: Materials include alloys, and thick metal. Base S.D.C. 50.
i'd suggest that the base SDC be a [size class x X] amount. so for example, weak material is [sizeclass x1], fair material is [sizeclass x 2] and so on. thus small characters using less material get less base protection, making it scalable.
The second step is determining how much of the body the materials will cover. This should be decided between both player and GM. Coverage acts as both a base for A.R. and for a modifier to S.D.C. It also affects prowl, climbing and swimming skills.
Minimal Coverage: Slight coverage of the body, maybe nothing more than a half-breast plate or a shield. Base A.R. 6, and S.D.C. modifier +0.
Quarter Coverage: Approximately cover of 25% might be nothing more than a breastplate, or greaves. Base A.R. 8, S.D.C. modifier +5, and -5% Prowl, Climbing and Swimming skills.
Moderate Coverage: The armor consists of a long jacket or full leggings covering about 50% of the body. Base A.R. 10, S.D.C. modifier +10, -10% Prowl, Climbing and Swimming skills.
Three-Quarter Coverage: Provides approximately 75% cover over the body; often all but the head, lower legs, and hands. Base A.R. 12, S.D.C. modifier +15, -15% Prowl skill, -20% Climbing and Swimming skills.
Full Coverage: Provides approximately 90-99% cover over the body, leaving possibly the hands and face bare. Base A.R. 14, S.D.C. modifier +20, -40% Prowl skill, -25% Climbing and Swimming skills.
you might want ot consider adding a special rule that these armors are about 2 AR points lower against bullets, fire, and energy weapons. this kind of armor would do ok against melee weapons or arrows, but against really high powered projectiles and energy blasts it wouldn't be much protection, due to the fact it's made of weaker materials. and against fire your going ot be in trouble when the armor itself runs the risk of catching flame.