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Basic Roleplaying · SRD 1.0 · Glossary

Armor Reference

All armor types and shields from the Basic Roleplaying SRD.

How Armor Works

Armor provides Armor Points (AP) that are subtracted from incoming damage before it is applied to Hit Points. If damage is reduced to zero or less, the attack has no effect on the character (though the armor may still take wear).

Armor Table

ArmorAPSkill PenaltyDescription
Heavy Clothing1NoneThick layered garments offering minimal protection
Soft Leather1NoneFlexible tanned hide offering basic protection
Hard Leather / Cuir Bouilli2-5% physicalBoiled and hardened leather shaped into rigid plates
Ring Mail3-10% physicalMetal rings sewn onto a leather backing
Chain Mail5-15% physicalInterlocking metal rings forming a flexible mesh
Scale Mail4-10% physicalOverlapping metal scales attached to a leather base
Brigandine5-15% physicalMetal plates riveted between layers of cloth or leather
Half Plate6-20% physicalPlate armor covering torso, shoulders, and thighs
Full Plate8-30% physicalComplete suit of articulated metal plates
Kevlar Vest4-5% physicalModern ballistic-resistant vest for firearm protection
Flak Jacket5-10% physicalMilitary fragmentation-resistant torso armor
Military Body Armor8-20% physicalAdvanced composite armor with ceramic or metal inserts
Riot Gear6-15% physicalLaw enforcement protective suit with helmet and padding
Powered Armor12+SpecialMechanized exoskeleton providing maximum protection

Shields

ShieldAPBase SkillParry BonusDescription
Buckler815%+10%Small fist-held shield for deflecting blows
Small Shield / Target1215%+15%Round shield strapped to the forearm
Medium Shield / Kite1615%+15%Standard combat shield covering from shoulder to thigh
Large Shield / Full2215%+20%Tall shield covering nearly the entire body
Riot Shield2015%+20%Modern transparent polycarbonate shield
Energy Shieldvaries00%+20%Projected energy barrier (setting dependent)

Helmet

HelmetAPPenaltyDescription
Soft Cap1NonePadded cloth or leather headgear
Leather Helm2-5% PerceptionHardened leather covering head and cheeks
Open-Face Metal Helm4-5% PerceptionIron or steel helm leaving the face exposed
Full Helm6-10% Perception, -5% ListenEnclosed metal helmet with face guard or visor
Modern Helmet5-5% PerceptionBallistic-grade military or police helmet

Armor Notes

Skill Penalties

Armor reduces the effectiveness of certain physical skills (Climb, Dodge, Hide, Jump, Stealth, Swim). The penalty applies to the skill’s current value before rolling.

Stacking

Armor does not typically stack. If wearing a helmet and body armor, each protects only its own hit location (if using the hit location system). Without hit locations, use only the highest AP value.

Hit Location Armor (Optional Rule)

When using hit locations, armor protects only the body parts it covers. An attack to an unarmored location receives no AP reduction.

Shields as Armor

Shields are used actively via the Shield skill or a Parry roll. A successful parry absorbs damage up to the shield’s AP value. Damage exceeding the shield’s AP passes through to the defender.

Weapon vs. Armor

If a Critical Hit is achieved, the attack bypasses all armor. A Special Success may bypass some armor at the GM’s discretion depending on the weapon type.

Repairing Armor

Damaged armor can be repaired using the Craft or Repair skill. Armor reduced to 0 AP is destroyed beyond repair.

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