In order to avoid getting bogged down in complexity, armor will be broken down into three components: helmet, upper body, lower body.
Here's how the weight and Damage Resistance of the pieces breaks down:
Component | Weight | Damage Resistance | Mod Slots |
Light Helmet | 0.5 | 1 | 0 |
Medium Helmet | 1 | 2 | 1 |
Heavy Helmet | 2 | 3 | 1 |
Light Upper | 1 | 2 | 1 |
Medium Upper | 4 | 4 | 2 |
Heavy Upper | 7 | 5 | 3 |
Light Lower | 1 | 2 | 1 |
Medium Lower | 4 | 3 | 2 |
Heavy Lower | 7 | 4 | 3 |
- If the combined total weight of all armor components is less than 9, the character is considered lightly armored.
- If the combined total weight of all armor components is at least 9 but less than 14, the character has medium armor.
- If the combined total weight of all armor components is 14 or greater, the character has heavy armor.
- A lightly armored character gets a -5 penalty to their Stealth skill.
- A character with medium armor gets a -10 penalty to their Stealth skill. Force power use for powers with a casting cost greater than 2, is made with a disadvantage penalty die.
- A character with heavy armor gets a -20 penalty to their Stealth skill. All Force power use is made with a disadvantage penalty die.
Personal shields are activated with an Electronic Tech Use/Repair Skill Check.
Personal shields provide 4 DR when activated by a regular success, 5 DR on a Hard Success, 6 DR on an Extreme Success and 8 DR on a Critical Success. This stacks atop any other DR sources.
If a shield is hit with an amount of damage in excess of twice its DR, it is in danger of overload. Another Skill Check is required and a Hard Success or better is needed to prevent shutdown.
A shield shut down in this manner may be repaired with a Regular Success of an Electronic Tech Use/Repair Skill Check, but the process will take several minutes and cannot be done in battle.