Armor Grade
Armor Grade determines how much damage your armor can absorb per dice used in an attack; the grade determines a threshold that the damage dice in an attack must exceed. Lighter armor will allow you to evade more attacks but you will be less protected if you get hit. Heavier armor will provide more protection against attacks if you are hit. Armor will protect against physical damage, i.e. bludgeoning, piercing, and slashing. It does not protect against elemental damage unless it is modified to resist that element.
For each damage dice that is equal to or lower than the specified armor grade in a successful attack, remove those damage dice. Armor Piercing weapons and ammunition reduce the armor grade when rolling damage by a specified number, such as AP II negating Light Armor (Grade 2) completely and ensuring all damage dice in an attack deal damage.
Another example without Armor Piercing would be if a player fires a shotgun that deals 4d4 damage, versus an opponent wearing Grade 3 armor, only the D4's that landed on 4 would deal damage. Let's say that 2 of the 4 D4's landed on 4, the total damage dealt to the opponent wearing medium armor would be 8.
Any additional damage resistances are factored in after Armor Grade mitigations, not before.
Unlike D&D 5e, magic weapon damage is not distinguished from regular weapon damage.
Adds to evasion rating by 6
No armor mods since unarmored
Light Armor Grade
Grade 2
Adds to evasion rating by 4
Can have two elemental resistance mod and two utility mods
Physical attacks' damage dice must individually roll higher than 2 to deal damage
Medium Armor Grade
Grade 3
Adds to evasion by 2
Can have three elemental resistance mods and four utility mods
Physical attacks' damage dice must individually roll higher than 3 to deal damage
Heavy Armor Grade
Grade 4
Adds to Evasion by 1
Can have four additional elemental resistance mods and three utility mods
Can be modified to become powered armor
Physical attacks' damage dice must individually roll higher than 4 to deal damage
Superheavy Armor Grade
Grade 5
Can have five elemental resistance mods and three utility mods
Negatively affects movement speed by 5 feet
Can be modified to become powered armor to negate the movement speed penalty
Disadvantage on stealth rolls
Negative Evasion modifier of 2 if not proficient
Physical attacks' damage dice must individually roll higher than 5 to deal damage
Can be modified to become powered armor (Without an Engineer)
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