====== SALVAGE SPACE: ARMOR ====== Most Adventurers prefer to enter hostile situations wearing more than a jumpsuit. Armor protects the wearer against unwanted environmental or violent effects. **ablative suit**: protection during emergency atmospheric re-entry **advanced military armor**: numerous designs based on mission requirements across the Alliance **artificial psionic shield helmet**: person protection equipment against psionics **assault exoskeleton**: motion-amplifying exoskeleton with heavy weapon hard-points and sensors **assault hard-suit**: enclosed assault exoskeleton with armor plating, heavy weapon hard-points, and sensors. **battle armor**: plated armor-gel suit **battle suit**: armor-gel suit **combat exoskeleton**: motion-amplifying exoskeleton with weapon hard-points and sensors **combat hard-suit**: enclosed combat exoskeleton with armor plating, weapon hard-points, and sensors. **heavy space suit**:: tear-reinforced vacuum suit with armored joint for use in salvage operations **powered boost armor**: Armor with specific boost additions that are not a complete exoskeleton. **reflective armor**: armored solar glare and lase-resistant reflective suit **reflective suit**: solar glare and lase-resistant reflective suit **space combat suit**: a vacuum suit with additional armor and self-repair capability to improve combat survival in vacuum **vacuum suit**: personal protection equipment against vacuum exposure ===== Armor Attributes ===== All Armor has at least an [[Endurance]] Attribute with **Endurance Reserve** as described in [[Attributes]] and [[Attribute Reserves]] ===== Absorbing Impacts ===== When a successful strike is made, and the Defender uses a [[Screens|screen]] or successfully parries with a [[Melee Weapons|weapon]] or [[Shields|shield]], those absorb the damage rather than their armor. If the screen, shield, or weapon parry fails, and the strike lands directly, the armor takes the incoming damage. ===== Damage Resistance ===== If the Armor possesses some form of **Damage Resistance** [[Special Effects]] (SFX) ability, then the Damage Resistance reduces the total damage taken from a strike before being applied to the armor's [[Endurance]] [[Reserves]]. ===== Accumulating Armor Damage ===== Remaining [[Damage]] accumulates against the armor [[Endurance]] [[Reserves]] and [[Endurance]] in the same manner as for an Adventurer. For every 10 points of lost Endurance Reserve, the Armor's Endurance attribute falls by 1. ===== Remaining Damage ===== An attack has to beat a screen, weapon or shield parry, armor damage resistance, and the armor itself in order to hurt someone. Any Damage points left after being deflected and absorbed by screens, shields, weapon parries, armor damage resistance, and the armor's damage absorption itself is then applied as damage to the Adventurer. ===== Armor Crafting ===== Successful ** Smithing (Armor) ** skill checks can craft armor pieces given materials, time, and tools. ===== Armor Improvement ===== Successful ** Smithing (Armor) ** skill checks can increase armor [[Endurance]] [[Reserves]] or add additional features given materials, time, and tools. If the improvements require redesign or creating new designs, the Guide my ask for successful [[Ingenuity]] checks also. ===== Armor Repair ===== Successful ** Smithing (Armor) ** skill checks can restore armor [[Endurance]] [[Reserves]] ===== Armor Salvage ===== Successful ** Smithing (Armor) ** skill checks can salvage usable parts and material from armor otherwise too damaged to be useful. ▲ [[:Chronology:]] ~~DISCUSSION~~