The Ascension Project
Armor Check Penalty: Any armor heavier than a leather jacket, as well as any held shield, hurts a character’s ability to use Dex– and Str-based skills. An armor check penalty applies to all Dex– and Strength-based skill checks. A character’s encumbrance may also incur an armor check penalty.
Max Dex Bonus: Depending on the weight of the armor worn, it can limit how quickly a character can evade attacks. An armors max dex bonus shows how much a characters dexterity can improve their Defense.
Held Shields: If a character is wearing armor and using a shield, both armor check penalties apply.
Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls as well as on all Dex– and Str-based ability and skill checks. The penalty for non-proficiency with armor stacks with the penalty for shields.
Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He takes a –2 penalty on Str and Dex and can’t charge or run. Sleeping in light armor does not cause fatigue.
|Armor||Type||Equipment Bonus||Nonprof. Bonus||Max Dex Bonus||Armor Penalty||Speed (30 ft.)||Purchase DC||Restriction|
|Fire Resistant Suit||Enviromental||–||–||+5||–4||30||13||—|
|Light Undercover Armor||Concealable||+1||+1||+7||–0||30||13||-|
|Light Ballistic Armor||Tactical||+3||+1||+5||–2||30||15||-|
|Medium Ballistic Armor||Tactical||+6||+2||+2||–5||25||17||Lic (+1)|
|Metal Alloy Armor||Tactical||+7||+3||+1||–6||20||18||Mil (+3)|
|Heavy Ballistic Armor||Tactical||+9||+3||+0||–8||20||21||Mil (+3)|
|Shield, Riot||Shield||+3||-||—||–1||—||10||Res (+2)|
|Shield, Breacher||Shield||+4||-||—||–2||—||12||Res (+2)|
|Shield, Hardlight||Shield||+3||-||—||-0||—||15||Mil (+3)|
For the character who doesn’t want to be bogged down by more cumbersome armor types, a leather garment or some sort of concealable armor is just the ticket.
Fire Resistant Suit
This silver-coated suit provides fire resistance 10, but does not protect against any other type of damage. It is used primarily in emergency situations.
Light Undercover Armor
Designed for deep undercover work in which it’s critical that the wearer not appear to be armed or armored, this garment consists of a “T-shirt” of light protective material sewn into the torso.
Normally worn by pilots in combat situations this suit offers minimal protection but allows for a wide range of motion and its compact size makes it a perfect fit in the cockpit of cramped drop ships. This suit of light armor is vacuum-rated to allow the user to go EVA for up to 10 minutes. It does protect the wearer from nuclear (radiation), biological, and chemical hazards. When worn and completely sealed, it grants a +10 equipment bonus on Fortitude saves against radiation, disease, chemicals, or poisons (airborne or contact only). An EVA suit comes with an internal air supply that lasts for one hour. If an EVA suit takes 4 points of damage from ballistic, slashing, or piercing weapons, the benefits it provides are negated. If the suit has been exposed to some hazard, it must be cleaned and neutralized, taking 1 hour and requiring special chemicals (purchase DC 15) and high-pressure sterilization.
Light Ballistic Armor
This full body suit, complete with helmet, consists of light ballistic material and can be sealed against a vacuum. The exterior is outfitted with pouches for ammunition, various gear kits, and armor modifications.
Most medium armor is not terribly heavy, but nonetheless provides a significant amount of protection—at the expense of some speed.
Standard issue in many police and security forces operating within a stable atmosphere, this vest provides maximum torso protection in a garment that can be worn all day long over regular clothing. It includes ballistic plating and helmet that are very difficult to conceal. The exterior of the vest can be outfitted with pouches for ammunition and various gear kits.
Medium Ballistic Armor
This armor, is an upgrade from its lighter counterpart. In conjunction with the EVA compatible ballistic suit, a framework of ceramic plates and alloy armor line the exterior, as well as hardpoints for armor modifications. Modular pouches for ammunition and various gear kits comes standard.
For the best protection money can buy, go with heavy armor, but watch out for the armor penalty.
Dubbed the “Tin Man”, this comprehensive armor system encases the wearer, head to toe, in a relatively light weight metallic alloy mesh suit and interlocking metal plates. While it offers substantial ballistic protection, it has no EVA capabilities.
Heavy Ballistic Armor
The most powerful protection available is built into this suit. While not true powered armor, it integrates limited mechanical assistance to counter the bulk of its metallic frame and plating. The wearers arms, legs, and torso are housed in an exoskeleton of segmented alloy plates. In addition the exterior protection of vital areas is ablative. The chest, back, neck, legs, and groin are lined with ceramic plates, designed to shatter and be replaced, dispersing kinetic energy. Heavy and cumbersome, this armor is generally only donned by forces heading into a dangerous assault and requires a strength score of at least 16 to operate. Gives the user +20 Plating.
Impromptu: This includes “picked up” shields like garbage can lids or stop signs. They are bulky, unwieldy, and tend to fall apart after a few hits (hardness 5, 3 hp). (Offers no protection from firearms)
Riot: A riot shield is a large shield made of tough, transparent plastic, providing cover without hindering sight. (Offers no protection from firearms)
Breacher: A heavy metallic shield used by police and military. At eye level, a small ballistic resistant glass window allows the user to view the battlefield from protection.
Hardlight: Generated from the HID, this barrier is readily activated, on command, by the user and is able to deflect ballistic, energy, and physical threats.