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 HEAVY ARMOR

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Posts : 66
Experience Points : 192
Reputation : 0
Join date : 2018-12-04

Character sheet
Health Points:
HEAVY ARMOR Left_bar_bleue500/500HEAVY ARMOR Empty_bar_bleue  (500/500)
Shield Points:
HEAVY ARMOR Left_bar_bleue100/100HEAVY ARMOR Empty_bar_bleue  (100/100)
Armor Percentage:
HEAVY ARMOR Left_bar_bleue5/5HEAVY ARMOR Empty_bar_bleue  (5/5)

HEAVY ARMOR Empty
PostSubject: HEAVY ARMOR   HEAVY ARMOR EmptyThu Dec 13, 2018 5:52 am

HEAVY ARMOR


HEAVY ARMOR RuvpE5e


Armor is protective body covering intended to prevent injury in combat. There are three general armor categories, Light Armor, Medium Armor and Heavy Armor. These rate armor based on the protection it provides. Armor can be alternatively termed as combat hardsuit (or combat hard-suit). Aside from allowing its wearer to survive in environments like outer space, it is also reinforced with sheets of ceramic plating on non-flexible parts of the body. Each set of armor, regardless of its weight, has a kinetic barrier generator and an onboard computer that can give readouts on the environment, liaise with terminals to download data, and check local wildlife against the xenobiology database.

Shields surrounds the user with a field of energy, adding Shield Points (SP) pool that must be taken out first before the user can receive damage to Health Points. Shields are automatically always active. Shields automatically recharge to full at the end of the combat.

Armor grants Damage Protection (DP) or otherwise called Damage Reduction (DR). This is value that represents a percentage reduction of the damage that successfully affects a character's health. Usually shields/barriers must be depleted first. Any damage inflicted on the character is reduced by the listed percentage.

Heavy Armor Users have the best protections which results in slow shields and barrier loses, which makes them resistant to crowd control effects, status effects, and being exposed to combo detonations. Heavy Armor Users suffer smallest risks from going to front lines. They are slower than other armor type users, and all their tech and biotic (but not combat) talents gain additional +2 Rounds Cooldown.

Armor percentage is raw value added to the armor without any scaling, while shield percentage uses your item shield value and scales of it.

Maximum dexterity bonus is the maximum amount of additional bonuses that dexterity can grant you by wearing armor. If your dexterity modifier bonus is higher than max dexterity bonus, your modifier will scale down to the allowed bonus.

Rank1
Armor: 10%
Shield: 10%
Max Dexterity Bonus: 1
Cooldown Penalty: 2 Rounds to Tech and Biotic Talents

Rank2
Armor: 10%
Shield: 20%
Max Dexterity Bonus: 2
Cooldown Penalty: 2 Rounds to Tech and Biotic Talents

Rank3
Armor: 15%
Shield: 30%
Max Dexterity Bonus: 3
Cooldown Penalty: 2 Rounds to Tech and Biotic Talents

Rank4
Armor: 15%
Shield: 40%
Max Dexterity Bonus: 3
Cooldown Penalty: 2 Rounds to Tech and Biotic Talents
EvolutionA: +5% Armor
EvolutionB: Max Dexterity Bonus +1

Rank5
Armor: 15%
Shield: 50%
Max Dexterity Bonus: 3
Cooldown Penalty: 2 Rounds to Tech and Biotic Talents
EvolutionA: +25% Shields
EvolutionB: Max Dexterity Bonus +1
EvolutionC: Reduces Cooldown Penalty to Tech and Biotic Talents from 2 rounds to 1
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