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		<title>Combat Armor - Revision history</title>
		<link>http://starfrontiers.info/wiki/index.php?title=Combat_Armor&amp;action=history</link>
		<description>Revision history for this page on the wiki</description>
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			<title>Simplymenotu at 21:54, 21 September 2010</title>
			<link>http://starfrontiers.info/wiki/index.php?title=Combat_Armor&amp;diff=1180&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
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		&lt;col class='diff-content' /&gt;
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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 21:54, 21 September 2010&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 195:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 195:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Versus shock, stun, or tangler effects: No protection.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Versus shock, stun, or tangler effects: No protection.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
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			<pubDate>Tue, 21 Sep 2010 21:54:34 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Combat_Armor</comments>		</item>
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			<title>Terl obar:&amp;#32;Created page with '&lt;div style=&quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&quot;&gt; Top:Star Frontiersman main page  | Up: Star Frontiersman Issue 5 main index | Up: Equipment m…'</title>
			<link>http://starfrontiers.info/wiki/index.php?title=Combat_Armor&amp;diff=955&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt; Top:&lt;a href=&quot;/wiki/index.php/Star_Frontiersman&quot; title=&quot;Star Frontiersman&quot;&gt;Star Frontiersman&lt;/a&gt; main page  | Up: &lt;a href=&quot;/wiki/index.php/Star_Frontiersman_Issue_5&quot; title=&quot;Star Frontiersman Issue 5&quot;&gt;Star Frontiersman Issue 5&lt;/a&gt; main index | Up: &lt;a href=&quot;/wiki/index.php/Equipment&quot; title=&quot;Equipment&quot;&gt;Equipment&lt;/a&gt; m…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 5]] main index&lt;br /&gt;
| Up: [[Equipment]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:CombatArmor.png|right|300px]]&lt;br /&gt;
by [[Madin Jackson]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Editor’s Note:''' This armor is handled quite differently&lt;br /&gt;
than the Polyplate Armor found in the back of the&lt;br /&gt;
Alpha Dawn Digitally Remastered book, and generally&lt;br /&gt;
you should choose which of the two rules you’d like to&lt;br /&gt;
use in your game. On the other hand, since they are&lt;br /&gt;
quite different yet fairly equally balanced against one&lt;br /&gt;
another, it could simply be an additional technology&lt;br /&gt;
available to your characters in the Frontier. The&lt;br /&gt;
Polyplate armor is an extrapolation of skeinsuits and&lt;br /&gt;
albedo suits, while this armor is more an extrapolation&lt;br /&gt;
of Knight Hawks Space Suits. Both are equally suited&lt;br /&gt;
for Star Frontiers gaming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combat Armor was designed as additional protection for&lt;br /&gt;
soldiers in wartime. It has since been adopted by&lt;br /&gt;
mercenaries and corporate security for its decrease in&lt;br /&gt;
potential casualties. Most Frontier worlds require special&lt;br /&gt;
permits for Combat Armor, for private use.&lt;br /&gt;
&lt;br /&gt;
The armor is created by using several strands of plasteel&lt;br /&gt;
mynomers, woven together which are then electromagnetically&lt;br /&gt;
charged to thicken the mynomers and&lt;br /&gt;
tighten the woven material. The mesh is then coated with&lt;br /&gt;
a plastic polymer, giving it a hard, plastic shell. The&lt;br /&gt;
interior is lined with padded material, allowing the armor&lt;br /&gt;
to be worn for extended periods of time in the field, while&lt;br /&gt;
still making the wearer comfortable. Combat Armor comes&lt;br /&gt;
in three types: Light, Medium and Heavy.&lt;br /&gt;
* Light Combat Armor covers the shoulders, torso, abdomen and shins, providing maximum protection to vital areas. Light Combat Armor weighs 7kg and costs 650Cr.&lt;br /&gt;
* Medium Combat Armor covers the same areas as Light Combat Armor, but increases the density of the armor, to provide a greater defense. This means, however, that the armor is bulkier. Any character wearing Medium Combat Armor, must subtract 5 from his Dexterity and Reaction Speed tests. Medium Combat Armor weighs 15kg and costs 1,200Cr.&lt;br /&gt;
* Heavy Combat Armor covers the shoulders, forearms, torso, abdomen, shins and thighs, providing the greatest defense, short of only Powered Armor and Space Suit Armor. Reinforced Boots and Gauntlets cover the feet and hands. The armor is fairly bulky and any character wearing it must subtract 10 from his Dexterity and Reaction Speed tests. Heavy Combat Armor weighs 25kg and costs 2,000Cr.&lt;br /&gt;
&lt;br /&gt;
==Protection==&lt;br /&gt;
Combat Armor will protect a character to some degree&lt;br /&gt;
from most weapons. The Weapon vs. Armor charts display&lt;br /&gt;
the effect of armor on various weapons. While Combat&lt;br /&gt;
armor is effective, it is nowhere near that of space suit&lt;br /&gt;
armor and cannot be used in hazardous environments,&lt;br /&gt;
where harmful gasses are present.&lt;br /&gt;
&lt;br /&gt;
When Combat Armor has a percentage chance to protect&lt;br /&gt;
the wearer, the Character being hit must roll a d100. If&lt;br /&gt;
the number rolled is less than or equal to the suit’s&lt;br /&gt;
protection percentage, the weapon does not penetrate the&lt;br /&gt;
armor (nothing gets hurt, the wearer or the armor). If the&lt;br /&gt;
roll is unsuccessful, the weapon has punctured the armor,&lt;br /&gt;
but only causes half of its normal damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
==Maintenance==&lt;br /&gt;
Combat Armor must be continually repaired, or it will lose&lt;br /&gt;
its protection, due to combat wear and tear. After any&lt;br /&gt;
combat where the armor was worn, all effective protection&lt;br /&gt;
values derived from the tables below will be reduced 5%&lt;br /&gt;
unless a Technician character successfully makes a Repair&lt;br /&gt;
Machinery roll (only one attempt is possible).&lt;br /&gt;
&lt;br /&gt;
At the end of a mission/adventure, if situations allow, a&lt;br /&gt;
weapon shop can repair all damage remaining on the suit&lt;br /&gt;
at a cost of 25Cr and one hour per damage percent. Thus&lt;br /&gt;
if your suit is damaged to -20%, it will cost (25Cr x 20 =)&lt;br /&gt;
500Cr and take 20 hours. Obviously, there is a point at&lt;br /&gt;
which you should consider scrapping the armor and&lt;br /&gt;
purchasing a new set.&lt;br /&gt;
&lt;br /&gt;
''For example: a character has had five combats during his adventure. He successfully rolled his Repair Machinery skill directly after three of those combats, so he has -10% worth of damage. If he were to get into another combat, his armor would have all of its protection percentages reduced by 10. At the end of the mission, his -10% can be repaired for (25CRx10=) 250Cr, and it will be in their hands for 10 hours.''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px;&amp;quot;&lt;br /&gt;
|+ '''WEAPONS VS. LIGHT ARMOR'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Weapon Type ||Effect of Armor&lt;br /&gt;
|-&lt;br /&gt;
|Blunt Weapons|| 30% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Piercing Weapons|| 30% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Needlers|| 60% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Sonic Weapons|| 10% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Bullets|| 30% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Beam Weapons|| 25% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenades|| 20% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Gyrojet Rockets|| 20% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Electric Sword|| 15% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Vibroknife|| 10% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Electrostunner|| Full Penetration&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Shock Gloves|| Full Penetration&lt;br /&gt;
|-&lt;br /&gt;
|Stunstick|| Full Penetration&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Tangler Grenades|| Full Penetration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px;&amp;quot;&lt;br /&gt;
|+ '''WEAPONS VS. MEDIUM ARMOR'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Weapon Type ||Effect of Armor&lt;br /&gt;
|-&lt;br /&gt;
|Blunt Weapons|| 50% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Piercing Weapons|| 50% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Needlers|| No Penetration&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Sonic Weapons|| 20% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Bullets|| 40% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Beam Weapons|| 30% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenades|| 25% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Gyrojet Rockets|| 25% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Electric Sword|| 20% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Vibroknife|| 20% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Electrostunner|| Full Penetration&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Shock Gloves|| Full Penetration&lt;br /&gt;
|-&lt;br /&gt;
|Stunstick|| Full Penetration&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Tangler Grenades|| Full Penetration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px;&amp;quot;&lt;br /&gt;
|+ '''WEAPONS VS. HEAVY ARMOR'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Weapon Type ||Effect of Armor&lt;br /&gt;
|-&lt;br /&gt;
|Blunt Weapons|| 60% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Piercing Weapons|| 60% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Needlers|| No Penetration&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Sonic Weapons|| 40% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Bullets|| 60% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Beam Weapons|| 40% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenades|| 30% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Gyrojet Rockets|| 35% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Electric Sword|| 25% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Vibroknife|| 20% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Electrostunner|| Full Penetration&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Shock Gloves|| Full Penetration&lt;br /&gt;
|-&lt;br /&gt;
|Stunstick|| Full Penetration&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Tangler Grenades|| Full Penetration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Editor’s note:''' If the above tables seem cumbersome&lt;br /&gt;
in actual play, you can use the following rules instead:&lt;br /&gt;
&lt;br /&gt;
Light Armor: 20% Protection.&amp;lt;br&amp;gt;&lt;br /&gt;
Medium Combat Armor: 40% Protection.&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Combat Armor: 60% Protection.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Versus Needlers: x2 Protection rating.&amp;lt;br&amp;gt;&lt;br /&gt;
Versus Sonic/Beam: x1/2 Protection rating.&amp;lt;br&amp;gt;&lt;br /&gt;
Versus shock, stun, or tangler effects: No protection.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</description>
			<pubDate>Wed, 28 Jul 2010 04:12:36 GMT</pubDate>			<dc:creator>Terl obar</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Combat_Armor</comments>		</item>
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