Ody Admin
Posts : 66 Experience Points : 192 Reputation : 0 Join date : 2018-12-04
Character sheet Health Points: (500/500) Shield Points: (100/100) Armor Percentage: (5/5)
| Subject: MEDIUM ARMOR Thu Dec 13, 2018 5:56 am | |
| MEDIUM ARMOR 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. Damage Protection (DP or Damage Reduction DR) is value that represents a percentage reduction of the damage that successfully affects a character's health. Usually shields must be depleted first. Any damage inflicted on the character is reduced by the listed percentage.
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.
Medium Armor Users combine properties of Light and Heavy but cannot perfect them. Medium Armor users are slower than Light Armor Users, but faster than Heavy Armor Users, and thus they are still able to receive some damage protection. Medium Armor Users have all their tech and biotic talents (but not combat) gain additional +1 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: 5% Shield: 10% Max Dexterity Bonus: 3 Cooldown Penalty: 1 Round to Tech and Biotic Talents
Rank2 Armor: 5% Shield: 20% Max Dexterity Bonus: 4 Cooldown Penalty: 1 Round to Tech and Biotic Talents
Rank3 Armor: 10% Shield: 30% Max Dexterity Bonus: 5 Cooldown Penalty: 1 Round to Tech and Biotic Talents
Rank4 Armor: 10% Shield: 40% Max Dexterity Bonus: 5 Cooldown Penalty: 1 Round to Tech and Biotic Talents EvolutionA: +5% Armor EvolutionB: Max Dexterity Bonus +1
Rank5 Armor: 10% Shield: 40% Max Dexterity Bonus: 5 Cooldown Penalty: 1 Round to Tech and Biotic Talents EvolutionA: +25% Shields EvolutionB: Max Dexterity Bonus +1 EvolutionC: Removes Medium Armor's Cooldown Penalty to Tech and Biotic Talents | |
|