Armour in Rogue Planet
Armour in Rogue Planet has one primary purpose - to reduce the damage done to the wearer when they are hit by weapons.
All types of wearable armour have Weak Spot chance, Ballistic damage reduction, Energy damage reduction and Close Combat damage reduction.
Weak Spot Chance is the likelihood that an attack will avoid the strong point of the armour and hit an unprotected part of the wearer. This is generally determined using a d20 for each hit, with low rolls more likely to hit a weak spot. Armour that only covers part of the wearer (such as a helmet and armoured waistcoat that leaves the arms and legs exposed) will have a higher weak spot chance than armour that tries to encase as much of the wearer as possible. When an enemy hits the wearer, roll for each hit to see if it hits a weak spot. If it does hit a weak spot, then the armour does not reduce any damage received.
Light Body Armour
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Art by John Blanche |
- Weak Spot Chance: 1-8 on d20
- Ballistic Reduction: 2 per hit
- Energy Reduction: 2 per hit
- Close Combat Reduction: 2 per hit
- Weight: 10kg
- Cost: 50 creds
Carapace Armour
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- Weak Spot Chance: 1-5 on d20
- Ballistic Reduction: 3 per hit
- Energy Reduction: 3 per hit
- Close Combat Reduction: 2 per hit
- Weight: 20kg
- Cost: 100 creds
This armour is heavier and more expensive than Security Guard armour and is typically made of numerous plates of hardened plasteel sewn onto a kevlar overall, with a matching helmet. Sometimes known as heavy body armour, it is often issued to front line troops and those who are expecting serious trouble.
Full Battle Armour
- Weak Spot Chance: 1-2 on d20
- Ballistic Reduction: 4 per hit
- Energy Reduction: 4 per hit
- Close Combat Reduction: 4 per hit
- Weight: 40kg
- Cost: 250 creds
Exo-Suit
- Weak Spot Chance: 1-2 on d20
- Ballistic Reduction: 3 per hit
- Energy Reduction: 5 per hit
- Close Combat Reduction: 3 per hit
- Weight: 90kg
- Cost: 650 creds
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