A bit of a gap was missing between the medieval and the modern armor tables I made so far
BABT + Edge Protection Early Modern Era Armor Table
For campaigns where guns are a thing but we're not in the modern era yet. A mix of medieval and early modern.
The armor on this table covers all body parts except Neck, Face and Eyes.
To help choosing armor, also provided is the cost and weight for a "Vest" which covers only the Torso.
|
Armor |
DR |
Weight |
Cost |
Layer |
Flexible? |
Vest Weight |
Vest Cost |
TL |
|
Thick Silk Clothing |
1/21 |
9.5 |
100 |
Inner |
Y |
3.1 |
30 |
5 |
|
Silk Armor |
4/81 |
38 |
400 |
Outer |
Y |
12.5 |
130 |
5 |
|
Leather Clothing |
2/22 |
21.6 |
150 |
Inner |
Y |
7.1 |
50 |
5 |
|
Heavy Leather |
3/62 |
32.4 |
225 |
Inner |
Y |
10.6 |
75 |
5 |
|
Layered Leather |
4/82 |
43.2 |
300 |
Outer |
N |
14.2 |
100 |
5 |
|
Light Steel Plate |
4/83 |
22.4 |
400 |
Outer |
N |
7.3 |
132 |
5 |
|
Steel Plate |
7/143 |
39.2 |
700 |
Outer |
N |
12.9 |
231 |
5 |
|
Heavy Steel Plate |
10/203 |
56 |
1000 |
Outer |
N |
18.4 |
330 |
5 |
|
"Bulletproof" Silk |
1/34 |
28.5 |
300 |
Inner |
Y |
9.4 |
100 |
6 |
|
Thin Hard Steel Inserts |
2/64 |
33.6 |
600 |
Insert |
N |
11 |
200 |
6 |
|
Hard Steel Inserts |
3/94 |
50.4 |
900 |
Insert |
N |
16.6 |
300 |
6 |
|
Thick Hard Steel Inserts |
4/124 |
67.2 |
1200 |
Insert |
N |
22.1 |
400 |
6 |
|
Hard Steel Plate |
5/154 |
84 |
1500 |
Outer |
N |
27.7 |
500 |
6 |
1 Fibrous Armor: Any Impaling damage below the second value is turned into Crushing.
2 Leather Armor: Any Cutting damage below the second value is turned into Crushing.
3Edge Protection: Any Cutting or Impaling damage below the second value is turned into Crushing.
4Behind Armor Blunt Trauma: Any piercing damage that is lower than 3 times the DR of the armor is halved and turned into crushing damage. This is indicated by having two values: the first value the actual DR; any damage below the second value is halved and turned to crushing damage.
Layers
Inner and Insert layers are Concealable under or as clothing.
Inner and Insert layers may be layered on top of each other without any penalties.
Outer layer maybe layered on top of the other two layers but this gives a -1 to DX.
Armor Pieces
The armor table shows full body armor, that protects all parts of the body, except the neck, face and eyes. To buy armor that protects only a small part, multiply the price and weight by the modifier in the table below:
|
Location |
Modifier |
|
Skull |
4% |
|
Face* |
3% |
|
Neck** |
2% |
|
Torso |
33% |
|
Arms |
27% |
|
Legs |
35% |
*Armor that protects the eyes have transparent visors. Transparent visors halve the DR of the eyes.
**Anyone who wears outer armor on their neck suffers a -1 penalty to DX as if he was layering an extra layer of armor.
BABT + Edge Protection Early Modern Era Weight and Cost per DR
Materials Cost and Weight per DR, in case you want to fully customize your armor.
The armor on this table covers all body parts except Neck, Face and Eyes.
|
Armor |
DR |
Weight |
Cost |
Max DR* |
Flexible? |
TL |
|
Silk |
1/21 |
9.52 |
100 |
4 |
Y |
5 |
|
Leather |
1/22 |
10.08 |
75 |
4 |
Y |
5 |
|
"Bulletproof" Silk |
1/34 |
28.5 |
100 |
4 |
Y |
6 |
|
Steel Plate |
1/23 |
5.6 |
100 |
16 |
N |
6 |
|
Hard Steel |
1/34 |
16.8 |
100 |
16 |
N |
6 |
1 Fibrous Armor: Any Impaling damage below the second value is turned into Crushing.
2 Leather Armor: Any Cutting damage below the second value is turned into Crushing.
3Edge Protection: Any Cutting or Impaling damage below the second value is turned into Crushing.
4Behind Armor Blunt Trauma: Any piercing damage that is lower than 3 times the DR of the armor is halved and turned into crushing damage. This is indicated by having two values: the first value the actual DR; any damage below the second value is halved and turned to crushing damage.
Max DR*: This is the max DR that can reasonably be carried by a human without becoming completely immobile from not being able to bend. Doesn't apply to vehicles, monsters, and things bigger than humans in general.
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