Star Wars_ Edge of the Empire Rule Book

(Jeff_L) #1
Armor

F


ew heroes and villains of the galaxy wear armor
because most weapons can penetrate it. But it's
no guarantee, and having laminated armor or even
a thick leather coat offers some protection against
glancing blaster bolts or the rusty weapons of some
backwater world's inhabitants.

Some, like Imperial stormtroopers, also wear armor as
a uniform. Their full-body suits not only protect them
from area-effect weapons like frag grenades, but also
dehumanize them to some extent, presenting a unit-
ed face to the worlds the Empire attempts to bring
under their rule.

ARMOR CHARACTERISTICS


Whether it's a blast helmet or a vest, all armor has
the following characteristics in common. Armor also
shares some characteristics with weapons, notably
cost, encumbrance, hard points, and rarity, the de-
scriptions of which can be found on page 158.

DEFENSE

The armor's defense adds • equal to the rating di-
rectly to the attacker's pool. This reflects the armor's
ability to deflect damage away from the user's body.

SOAK

Soak is added to the target's Brawn and subtracted
from any incoming damage suffered. If an attack
causes 10 damage, for example, a soak of 2 plus a
Brawn of 2 reduces the damage by 4 to a total of 6.

ENCUMBRANCE

Each armor set has a listed encumbrance. This is the
encumbrance value of the item when carried. However,
armor is designed to be worn, and when worn, its en-
cumbrance value decreases. Reduce the encumbrance
value of all armor by 3 when worn.

Heavy Clothing Adverse Environment Gear Padded Armor

GEAR AND EQUIPMENT
EDGE OF THE EMPIRE
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