Common Armor
The basic means of personal protection in the Post-DammerungAge.
Armor has two important characteristics:
- Protection - this value is how much damage is negated by the armor per Attack.
- Weight Penalty - This value is how many action points your total is reduced by when wearing this armor. It is also the dice penalty you receive when casting spells, sneaking, or otherwise impeded in this armor.
Leather Jack - Light Armor
A thick leather long coat with reinforced sections over the vitals. Splits in the tails allow you to move freely while protecting the legs. Amongst thugs and anyone looking for casual protection, this armor is by far the most common. It has long segments that can easily hide long arms in broad daylight.
- Protection: 1
- Weight Penalty: -1
- Concealer - You can hide a single weapon or item on your person without the Concealable Trait.
- Will not work for items with the Heavy Trait.
- Markets: N/A
- Price: 4 Pence
Pilot's Windbreak - Light Armor
A common vestment of pilot's and navigators to help combat the chilling wind of high altitude along with the occasional boarding action. The sleeves have blank space to show your rank and ship.
- Protection: 1
- Weight Penalty: -1
- Traveler’s Coat: Gain a die to all rolls to protect from inclement weather and cold damage.
- Markets: N/A
- Price: 4 Sterling
Conscript's Coat - Light Armor
Thick leather body armor, sparsely reinforced with steel plates and oainted with red stripes. Worn by conscripted infantry in the Nafgalla Dragoons. It tends to see high circulation in “second-hand markets” and is common to find retrofitted by peddlers and scavengers.
- Protection: 1
- Weight Penalty: -1
- Ammo Reserves - You can carry up to 4 cylinders without it counting towards your 10 item limit.
- Markets: Military, Law, Commoners
- Price: 4 Pence
Militia Jack - Medium Armor
Militias and other local enforcement try to modify leather jacks with heavy chain lining and the occasional metal plate. Space on the sleeves is usually spared to show rank and some insignia.
- Protection: 2
- Weight Penalty: -2
- Lock Grips - You cannot be disarmed when wielding a weapon and any attempt to do so fails.
- Markets: N/A
- Price: 6 Pence
Brigandine Sack Coat - Medium Armor
A not so inconspicuous sack coat with metal plates crudely sewn into the lining to cover the torso. It is common, home-made protection for frontier workers and people at risk of stray caster fire.
- Protection: 2
- Weight Penalty: -2
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- Markets: Commoner
- Price: 6 Pence
Drop Infantry Armor - Heavy Armor
Dumahim Heavy Drop Squads were well known for infiltrating a capitol ship from high altitude and taking the bridge by force, and it has been adopted as a standard tactic when outgunned in an airship sortie. Drop armor has a built in shock system to assist with landing in these kinds of missions.
- Protection: 3
- Weight Penalty: -3
- Knee Shocks - Gain two dice when rolling to defend against fall damage.
- Markets: Military
- Price: 8 Sterling
Scrap Rüstung - Heavy Armor
A largely volunteer army, the Hekadian Merchant Militia have learned to outfit themselves with essential equipment on the not so generous defense stipend they receive for enlisting their ship and crew. Scrapped from retired ship hulls, the armor is common equipment in the service of the Hekadian Parliament of Coins. A variety of hoist rings are bolted on to assist in climbing and ropework, in the event of exterior hull repairs and boarding actions.
- Protection: 3
- Weight Penalty: -3
- Ropework Hoists: Gain a die to situations involving climbing, and spelunking.
- Markets: Military, Commoner, Merchants
- Price: 8 Pence