(Offensive Weapons done. Now for Defensive and Survival lists.) Armor and Armor Qualities: Aahh...... Armor. One of the only ways that keep a Wastelander from becoming goop faster. These things keep you alive longer! But..... Weaker armor is sometimes better. -Fire Resistant (Armor): The armor is treated and sealed against flames, so when attacked with fire the indicated armor rating. Additionally, the armor will never ignite and start burning. -Terrifying (Difficulty): This armor, ranging from the blood to the skulls impaled on the shoulder spikes or whatever symbols are painted on, is terrifying to look at. If the enemy fails a 1d20+Faith/Willpower roll against the listed difficulty, their next attack is done at a -9 penalty. They must roll every turn until they flee, die, or conquer their fear and become immune from that point on. -Camo (Difficulty): This armor makes the wearer very difficult to spot. The opponent must roll an 1d20 INS+Perception against the wearers natural and Armor boosted Stealth score to spot the wearer. -Unstable: This stuff is held together with wire and prayers. When the Blunt Crit Quality reaches or surpasses the Armors l, the armor permanently loses 1 Armor Point. The lost armor can be repaired with Scrap scrounged in the field. But if the Armor Rating falls to 0..... The Armor is unsalvageable. -Insulated: This armor protects against electrical discharges, rendering them ineffective. -Bulletproof (Armor Rating): This armor can turn a knife away, but it's real strength is in stopping bullets and other projectiles. The listed armor rating is doubled against any projectile attacks that use bullets. Armor Piercing ignores this entirely. -Massive (Armor Rating): This armor is made from heavy plates or is cast in one piece per section, granting it incredible strength against a great majority of attacks, meaning you use the listed armor rating for any attacks that don't have the Blunt or Armor-Piercing Crit Quality. If the Blunt or Armor-Piercing Crit Quality is attached to the weapon, if the crit damage that weapon does exceeds the base armor rating, the wearer suffers wounds as normal, but the wearer suffers 1 Flesh Wound per hour as the armour is warped and bent to the point where it physically harms the wearer unless repaired. Protects the upper arms. Conductive: BZZT!! This armor takes double damage when up against Electricity or something along that line. So Metal isn't always the way to go! -Brittle (Critical Damage Rating): This armor is tougher, but if too much damage is taken without it being repaired, the plates are ruined and lose 1 Armor permanently until repaired. But just like unstable, if the Armor Rating drops to 0, the Armors Unsalvageable. -Sealed (Bonus Successes): This armor grants bonus successes when facing off against disease, environmental hazards, Spore infestation, Radiation Clouds, and contact with Psychovores. [hr][/hr] Armor: NOTE: Most Physical Armor Cannot Be Stacked! Some Perks boost Armor Rating! NOTE 2: Your characters are always assumed to be wearing some form of clothing unless specified. -Salted Clothing: It's hide and leather clothing that has been cured with salt, making it marginally more durable. But too much abuse will cause this stuff to fall apart. [spoiler=Stats] Armor Rating: 1 Qualities: -Unstable Encumbrance: 1 Tech Level: I Value: 20[/spoiler] -Capes and Cloaks: Good for keeping the weather off, but not much else. [spoiler=Stats] Armor Rating: 1 Encumbrance: 1 Quality: Unstable Tech Level: I Value: 40[/spoiler] -Mammoth Hide Wrap: The thick hair and leather of a Mammoth is better than nothing. Difficult to make clothes with however. [spoiler=Stats] Armor Rating: 2 Encumbrance: 2 Tech Level: I Value: 100[/spoiler] -Leather Coat: A long coat made from treated leather. Tough, but mostly just used to keep the dust off your clothing. [spoiler=Stats] Armor Rating: 2 Encumbrance: 2 Tech Level: I Quality: Insulated Value: 120 [/spoiler] -Leather Armor: Thick sections of leather secured with bands of metal and some chain. It might save your life. Might. [spoiler=Stats] Armor Rating: 3 Encumbrance: 2 Tech Level: II Quality: -Insulated Value: 320[/spoiler] -Rubber Harness: Thick rubber sheets fashioned into a full-body coverall, mostly used when working around live power lines. [spoiler=Stats] Armor Rating: 4 Qualities: -Insulated Encumbrance: 3 Tech Level: II Mod Slots: 2 Mods: Rubber for Bulletproof Quality. Value: 650[/spoiler] -Scrap Armor: Held together with wire, glue and dreams, this armor is often the first thing a Scrapper might make, or an enterprising Clanner. Its main strength is that it is very easy to customize and improve. [spoiler=Stats] Armor Rating: 4 Qualities: -Unstable -Conductive Encumbrance: 3 Tech Level: II Mod Slots: 6 Mods: The Wasteland is filled with crazy ideas for this Scrap Metal! Value: 700 [/spoiler] -Chain Mail: A suit made of small steel links riveted together that provides decent protection, but is very uncomfortable to wear for long periods. [spoiler=Stats] Armor Rating: 4 Qualities: -Conductive Encumbrance: 3 Tech Level: II Value: 400 [/spoiler] -Reinforced Suit Of Plate Metal: Forged or scavenged metal is hammered into a reinforced frame work and then strapped to the body. Bulky and tough, the only danger comes from foes armed with hammers whose strikes will bend and warp the armor until it does the job of breaking the wearer for them. [spoiler=Stats] Armor Rating: 5 Qualities: -Massive -Conductive Encumbrance: 4 Tech Level: II Mod Slots: 2 Mods: Just like Scrap, Wastelanders can be more creative with Metal! Value: 750[/spoiler] -Kevlar Jacket: Military-issue bulletproof armor used by UEO soldiers. [spoiler=Stats] Armor Rating: 4 Qualities: -Bulletproof Encumbrance: 2 Tech Level: III Mod Slots: 1 Mods: To be found. Value: 1400[/spoiler] -AMSUMO Casing: The hollowed-out armor of an AMSUMO combat robot. It won't fool an actual AMSUMO, but it's very good armor until you find something even better, and who knows what that could be. [spoiler=Stats] Armor Rating: 8 Qualities: -Massive -Conductive Encumbrance: 3 Tech Level: V Mod Slots: 1 Value: 9000[/spoiler] [hr][/hr] Shields: Raise your Shields! Sometimes Armor isn't enough in the world. So, these metal weights on your arm can be your best friend! Sheet Metal Shield: It's a sheet of metal fitted with straps. Stats can also be used to represent wooden or hand-made steel shields. [spoiler=Stats] Armor Rating Boost: +1 to non-Metal armor, +2 to Metal Armor. Attack Penalty: -1 to Melee attacks, -2 to Ranged. Encumbrance: 1 Tech Level: II Value: 40[/spoiler] Plastic Shield: Made of moulded ballistic plastic, this shield is shaped similar to Bygone-era riot shields. [spoiler=Stats] Defense (Active/Passive): +2 to Metal Armor, +3 to Kevlar. Attack Penalty: -2 to Melee attacks, -4 to Ranged. Encumbrance: 1 Tech Level: III Value: 900 [/spoiler] [hr][/hr] Now, there are more Weapon Crit Qualities and Armor Qualities out there, so I recommend that you go looking for fights!