Vasudan Armor (Tiberium Rising Supplement)

Armor Qualities

Armor/Shield Bonus

Each armor grants an armor bonus to AC, while shields grant a shield bonus to AC. The armor bonus from a suit of armor doesn’t stack with other effects or items that grant an armor bonus. Similarly, the shield bonus from a shield doesn’t stack with other effects that grant a shield bonus.

Maximum Dex Bonus

This number is the maximum Dexterity bonus to AC that this type of armor allows. Heavier armors limit mobility, reducing the wearer’s ability to dodge blows. This restriction doesn’t affect any other Dexterity-related abilities.

Even if a character’s Dexterity bonus to AC drops to 0 because of armor, this situation does not count as losing a Dexterity bonus to AC.

Your character’s encumbrance (the amount of gear he or she carries) may also restrict the maximum Dexterity bonus that can be applied to his or her Armor Class

Armor Check Penalty

Any armor heavier than leather hurts a character’s ability to use some skills. An armor check penalty number is the penalty that applies to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks by a character wearing a certain kind of armor. Double the normal armor check penalty is applied to Swim checks. A character’s encumbrance (the amount of gear carried, including armor) may also apply an armor check penalty.

Arcane Spell Failure

Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if they’re wearing armor. Bards can wear light armor without incurring any arcane spell failure chance for their bard spells.

Speed

Medium or heavy armor slows the wearer down. The number on Table: Armor and Shields is the character’s speed while wearing the armor. Humans, elves, half-elves, and half-orcs have an unencumbered speed of 30 feet.

They use the first column. Dwarves, gnomes, and halflings have an unencumbered speed of 20 feet. They use the second column. Remember, however, that a dwarf ’s land speed remains 20 feet even in medium or heavy armor or when carrying a medium or heavy load.

Weight

This column gives the weight of the armor sized for a Medium wearer. Armor fitted for Small characters weighs half as much, and armor for Large characters weighs twice as much

Type

Whether the armor is classified as light, medium or heavy.

Armor
Name Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure Speed (30 ft.) Speed (20 ft.) Weight Type Inventor
1412 Era Armor
Tiberium Field Suit +1 +5 -4 40% 30 20 15 lb. Light Lenin/Nod
Shadow Armor +0 +8 -0 0% 30 20 5 lb. Light Nod
1420 Era Armor
Ceramic Armor +4 +8 -4 40% 20 15 35 lb. Medium Templar
Reinforced Shadow Armor +4 +6 -2 10% 30 20 10 lb. Light Nod
Hazardous Environment Suit +2 +2 -4 60% 20 15 45 lb. Heavy Lenin

Description

Tiberium Field Suit: These suits were first developed by the Nod to explore areas contaminated by Tiberium Radiation. The Empire developed to suits independently of the Nod for the same purpose. This armor negates 300 REM/hour of Tiberium radiation. While this is not suffiecient to protect completely against the radiation of Tiberium, it does protect them enough to study the crystals or cross through Tiberium Fields.

Shadow Armor: This armor is made of thick cloth, designed to muffle sounds and camouflage the wearer. It is not very useful in direct combat, though. It provides a +2 bonus to Move Silently and Hide Checks.

Ceramic Armor: Made of interlocking ceramic plates treated to resist Tiberium radiation, this suit gives the wearer protection against both attack and Tiberium. It was developed by the Knights' Templar to counter Tiberium-based weapons, and allow attack of Nod bases in Tiberium fields. It absorbs 300 TREM/hour.

Reinforced Shadow Armor: The armor was upgraded with studded leather treated to resist Tiberium radiation, so that Brothers may last longer in the battle field and in Tiberium fields. It grants a +4 bonus to Move Silently and Hide checks, and absorbs 300 TREM/hour.

Hazardous Environment Suit: This cumbersome suit is capable of resisting up to 1,000 TREM/hour, allowing researchers to spend extensive amounts of time in the field, researching Tiberium and Tiberium-mutated lifeforms.



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