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Armor

Name
Weight
Armor
Class
Normal
Laser
Fire
Plasma
Expl.
none
-
=
AG
0
0%
0
0%
0
0%
0
0%
0
0%

Robes
10 p
+5
0
20%
0
25%
0
10%
0
10%
0
20%

Leather Jacket
5 p
+8
0
20%
0
20%
0
10%
0
20%
0
20%

Combat Leather Jacket
7 p
+18
2
30%
0
20%
2
25%
0
10%
0
20%

Leather Armor
8 p
+15
2
25%
0
20%
0
20%
0
10%
0
20%

Leather Armor Mark II
10 p
+20
3
25%
1
20%
1
25%
1
10%
1
25%

Metal Armor
35 p
+15
4
30%
6
75%
4
10%
4
20%
4
25%

Metal Armor Mark II
35 p
+15
4
35%
7
80%
4
15%
4
25%
4
30%

Tesla Armor
35 p
+15
4
20%
19
90%
4
10%
10
80%
4
20%

Bridgekeeper's Robe
10 p
+20
5
40%
8
60%
4
30%
4
50%
6
40%

Combat Armor
20 p
+20
5
40%
8
60%
4
30%
4
50%
6
40%

Combat Armor Mark II
25 p
+25
6
40%
9
65%
5
35%
5
50%
9
45%

Brotherhood Armor
25 p
+20
8
40%
8
70 %
7
50%
7
60%
8
40%

Power Armor
ST +3
42 p
+25
12
40%
18
80%
12
60%
10
40%
20
50%

Hardened Power Armor
ST +3
50 p
+25
13
50%
19
90%
14
70%
13
50%
20
60%

Advanced Power Armor;
ST +4
45 p
+30
15
55%
19
90%
16
70%
15
60%
20
70%

Advanced Power Armor MK II
ST +4
50 p
+35
18
60%
19
90%
16
70%
18
60%
20
70%
 

Armor is protective clothing that can reduce the effect of damage in combat. It is highly suggested that you find armor, wear it and upgrade whenever possible. The better the armor, the more damage it can protect against. There are three different statistics that determine the quality of the armor and how much damage it can stop.

Armor Class - This is the chance that the armor will force the attack to miss, usually by deflecting the shot. The higher the Armor Class (AC), the better the armor. The AC acts as a negative modifier on the attackers chance to hit. Example : A gangster is wearing Leather Armor, which is AC 15. A desert ranger has a to hit chance of 65%, after all other modifiers [such as darkness, range and cover.] The chance to hit the target is only 50%.

Damage Threshold - If a character in armor is hit, then the first thing armor can do is block the damage. Damage Threshold (DT) is subtracted from the initial amount of damage (what the target would take if it weren't for the armor.) Example : The desert ranger hits the gangster from the above example. The attack does 20 points of damage. Owie! The DT of Leather Armor is 4. The first four points of the rangers attack is stopped cold, leaving only 16 points of damage.

Damage Resistance - The armor can also absorb the energy of the attack and spread it out over a larger area, reducing the damage proportionally. Damage Resistance (DR) is the percentage of damage, after the DT, that the attack is reduced by. Example : The gangster is in hurt shape. fortunately, Leather Armor has a DR of 20%, which reduces the 16 points of damage to 13 points. Here's the math : 16 - (16 x .2 = 3.2 (round down to 3)) = 13. The Leather Armor stopped a little over a third of the total damage.

[Fallout 2 - Manual : p. 134/135]