(Armour Tables
This is the basic Savage Worlds armour listing, with my guesses at Energy protective values.
New armours that you want to add into the game should fit, to some degree, into the structure implied here. Of course whole new concepts in armour may throw in new aspects, but the basic premise for the game is that you dont get a free lunch, every bonus should come with some negative.
In a similar vein the defence value shouldnt exist unless their is an offence it is being made to counter, thus Reflect shouldnt exist until lasers exist (TL9), and ablatt shouldn't exist until Blasters exist (TL13). Armours created after the invention of new weapons should logically protect against that weapon, unless specifically designed for a single purpose... eg Armoured Duster is TL10 but doesnt stop lasers?
I have added a CHA column, an option to make the armour visible to opponents, and the negative effect heavy armour has on the mind set of an opponent.
(M) items are Military only and (P) are illegal on most planets
Spacesuits comprise of a helmet, full body suit,and removable gloves. When all the components are properly attached, the suit is airtight. Depending on the style of game, the helmet may allow full 360degree vision (a bubble helmet), or a more limited field of view.
The helmet comes with a basic two-way radio with a range of 5 miles and a flashlight mounted on the upper surface. Again depending on the setting, it may contain nothing else or allow data to be displayed on the faceplate in the form of a Head Up Display. Common information might include air remaining and outside atmospheric composition and pressure. In most settings, spacesuits provide between 8 and 24 hours of air. While using air tanks, the wearer is immune to airborne viruses and toxins.
Spacesuits are designed to protect against the rigors of space, which has minimal atmospheric pressure and extremes of temperature. For the latter, the suit’s temperature regulators provide +4 to Vigor rolls to resist the effects of heat and cold, while shielding grants the same bonus to resist radiation. When dealing with pressure drops, such as through a suit puncture, there are two possible options you can use. The first is to allow adhesive patches to be used to seal the suit. Patches are covered on page 9.
The second option is to have the suit isolate the breech in a more drastic way. When a small onboard computer senses a dangerous leak (defined as a puncture caused by damage inflicting a wound on the wearer), it activates an emergency sealing system. Crescent-shaped metal plates at the joints slice through flesh and bone to form an airtight seal, much like an iris-valve. The wearer loses a limb, but he doesn’t die.
Damage that results in a Shaken result causes only a slight puncture, which is repaired by the suit’s selfsealing coating. Only attacks which cause one or more wounds lead to depressurization. The only difference between a regular spacesuit and an armored one is the protection it offers. An armored spacesuit is reinforced with ceramic plates. Such suits are common in mining operations on planets with a hazardous atmosphere.
Extra to consider:
(Suggestions: link)
Force Shields (link)
SW Gear Portable Energy Shield
Portable energy shields are found usually only at high tech levels. The versions presented here are considered to be standard items—if you want them to be Weird Science, check out the chapter starting on page 58 instead.
There are several ways of handling energy shields in a setting can vary, so here’s a few examples. Fixed Protection: Shields provide a set amount of protection, typically +8, and require no recharging. In effect, they work as conventional armor. You could have variable levels of shield, covering a range of protection at differing costs.
Variable: The shield has a limited duration and provides a variable degree of protection. These work on the same basic principals as Weird Science, but are more powerful. A typical shield may have 50 Power Points. Every point used in a round provides +2 Armor, to a maximum of +20 (which drains 10 Power Points).
The wearer can alter the setting as a free action, but only on his action. The battery recharges one Power Point every 15 minutes.
Limits: These energy shields are designed to protect against fast moving objects, such as projectiles, or energy weapons, but have less effect against slower weapons (such as melee weapons). They typically provide +2 protection against melee attacks, and +8 (or higher if you want) against guns. Conversely, there are shields that provide the opposite protection.
Circumvented: These shields react to a set range of impact by focusing energy to absorb the impact. Low yield attacks can slip “under” the shield, which doesn’t register the hit, whereas high damage attacks simply override the system. Rather than provide a flat Armor bonus, the shield stop all damage in a fixed range. For instance, if the typical range is 6 to 16, damage of 5 or less or 17 or higher would inflict full damage, whereas everything in between is completely negated.
Power Armour, page 49 of the SW SF GEar book. Their best armour is 14, but can be upgraded.
Power Armor Chassis
Type Armor Weight Cost Mods Notes
Light +10 100 $300K 3 Covers entire body
Medium +12 150 $500K 5 Covers entire body
Heavy +14 220 $800K 8 Covers entire body
Power Armor Modifications
Type Cost Spaces Weight Notes
Arm Servos $250K 1 5 Increase Strength by one die type; See notes
Improved Arm Servos $500K 2 10 Increase Strength by two die types; See notes.
Armor Panels $25K 1 10 +1 Armor per panel (no limit to how many can be
added).
Autodoc $125K 1 4 d8 Healing roll every time the wearer is wounded;
+2 to recover from being Shaken; See notes.
Chameleon Circuitry $200K 1 1 +4 to Stealth rolls vs people, but not against
sensors.
Enhanced Comm-unit $50K 1 3 Increase comm range to 500-miles.
Enhanced Sensors $50K 1 1 +2 to Notice rolls.
Enhanced Power Unit $150K 1 5 Increase battery life to one week; See notes.
Flechette Pack $5K 1 5 See notes
Jump Rockets $100K 1 5 Allows the wearer to jump 2d6” horizontally or
1d6” vertically.
Leg Servos $200K 1 5 Increase Pace by +2 and running die by one step.
Magnetic Grapples $10K 1 2 See notes.
Mule Pack $20K 1 10 Increase carrying capacity to 8x Strength; See
notes.
Propulsion Jets $80K 1 8 See notes
Self Sealing $30K 1 5 See notes.
Stealth Circuits $300K 1 2 +4 to Stealth against sensors, but not vs people.
Targeting Computer $200K 1 2 +1 to Shooting rolls; See notes.
Imp. Targeting Comp $350K 2 4 +2 to Shooting rolls; See notes.
Ultrasonics $75K 1 2 Ignore all penalties for poor lighting.
Weapon Mount $10K 2 1 Maximum of 2.
Power Armor Weapons
Type Range Damage ROF Weight Cost Shots Notes
Flamethrower Cone 2d10 1 10 $25K 10 Ignores all non-sealed
armor.
Flechette MG 40/80/160 2d8+1 4 6 $64K 300 AP 4
Foam Gun 15/30/60 — 1 8 $35K 10 See notes
Grenade Launcher 30/60/120 4d6 1 12 $30K 10 AP 2; Medium Bur s t
Template
Laser Cannon 50/100/200 3d8 1 14 $150K 30 AP 6
Minigun 30/60/120 2d8 6 15 $50K 200 AP 2
LR Rocket Pack 100/200/400 3d6 1-4 12 $30K 4 AP 2; Medium Bur s t
Template
SR Rocket Pack 50/100/200 3d6 1-6 9 $30K 6 AP 2; Medium Bur s t
Template