Since the weapon list didn't invite much critic here the provisional armour types.
If a class under used by is listed in parenthesis it can get a specialisation to use it later on.
A resist in italics indicates only light protection, parenthesis indicate an optional resistance that is not found on every armour of that type.
Kinetic, Armour Piercing (AP), Explosive and Energy are considered common damage types, the other are considered exotic types. Energy might be split up into Plasma and Optical types, with Energy as a supertype. EMP and Mental damage have no armour resist because the former has no effect on player characters and the later can not be reduced by armour.
We might also introduce Power Armour, a Guardian exclusive speciality armour that has the same protection as Reinforced Armour, but no speed penalty.
If a class under used by is listed in parenthesis it can get a specialisation to use it later on.
A resist in italics indicates only light protection, parenthesis indicate an optional resistance that is not found on every armour of that type.
Kinetic, Armour Piercing (AP), Explosive and Energy are considered common damage types, the other are considered exotic types. Energy might be split up into Plasma and Optical types, with Energy as a supertype. EMP and Mental damage have no armour resist because the former has no effect on player characters and the later can not be reduced by armour.
- [list]
Basic armour for support duty combatants. Protects against the most common dangers on the battlefield only.
- [list]
Has very high protection against a specific damage type.
- [list]
Front line combat armour, the better models have light protection against an additional specific damage type.
- [list]
Heavy armour, even the lower end models have light protection against most damage types.
- [list]
We might also introduce Power Armour, a Guardian exclusive speciality armour that has the same protection as Reinforced Armour, but no speed penalty.
