Armor

EquipmentThe wasteland is an incredibly hostile place. If it isn’t raiders after your head, it’s super mutants, mutated beasts, feral ghouls or rogue robots. Along with food, water, anti-radiation medicines, and a decent weapon, protective gear can be considered one of the essentials any person should budget for when outfitting themselves for wasteland travel.

There are a number of different types of armor available which are grouped into four distinct tiers of armor, ranging from the most minimal to the toughest: light armor, medium armor, heavy armor, and power armor. Armor can be worn in six different slots on a typical humanoid’s body: their head, their chest, their left and right arms, and their left and right legs. Robots have the same armor slots, although in some cases they have unusual body shapes where the traditional six slots may not strictly apply. In such cases, they may still equip the equivalent of six slots worth of armor, which in a robot’s case typically represents an upgraded chassis or bolted-on plating.

Power armor can be worn by humans, medium-size artificial humans, and ghouls. They can wear it on top of any other kind of armor, but the character only gets the benefit of the power armor until it is critically damaged and the armor underneath becomes exposed. Some characters also choose to wield a shield, especially when their preferred (or only available) weapon is a melee weapon. However, shields are uncommon in the wasteland.

Armor Categories
Light armor is made from supple and thin materials, such as leather. Although typically worn by wanderers who cannot afford better, agile characters may prefer light armor due to the fact it can be worn without sacrificing any mobility. A character can apply their full Dexterity bonus while wearing light armor. Therefore a full set of light armor is likely an optimal choice for a character with a high Dexterity bonus.

Two pieces of light arm or leg armor are treated as one piece of medium arm or leg armor (see Piecemeal Armor, below). Medium armor offers more protection than light armor, but impairs movement more. Medium armor includes metal armor, combat armor, and armor made from the frames of old robots. The amount of a character’s Dexterity bonus they can apply to their AC may be reduced by wearing some pieces of medium armor. A full set of medium armor is therefore a decent choice for a character with no Dexterity bonus or a Dexterity penalty, and an optimal choice for a character with only a small Dexterity bonus. A piece of medium arm or leg armor is treated as two pieces of light arm or leg armor (see Piecemeal Armor, below).

Heavy armor offers the best protection but is bulky and far less mobile. Heavy armor is generally made from similar base materials to medium armor. It represents heavy variants of pre-nuclear combat armor as well as bulkier, tougher armors made from scrap metal and robot parts. The amount of a character’s Dexterity bonus they can apply to their AC is reduced by every piece of heavy armor worn. A full set of heavy armor is therefore the optimal choice for a character with no Dexterity bonus or a Dexterity penalty.

Helmets are usually made of metal, fiberglass, or some similarly stiff and durable material. They are always considered light armor, but are not required to complete a light armor set. Wearing a helmet increases your AC by +1.

Shields are typically made from wood, metal, or fiberglass. Wielding a shield increases your unmodified Armor Class by 2. You can benefit from only one shield at a time. A shield is not required to complete an armor set.


 * Light Armor
 * Arm (8 caps) [+1 AC per 4 Pieces] 1.5lb.
 * Leg (8 caps) [+1 AC per 4 Pieces] 1.5lb.
 * Chest (15 caps) [+1 AC] 3lb.
 * Medium Armor
 * Arm (15 caps) [+1 AC per 2 Pieces]  4lb.
 * Leg (15 caps) [+1 AC per 2 Pieces]  4lb.
 * Chest (30 caps) [+3 AC]  {Mobility Disadvantage 2} 8lb.
 * Heavy Armor
 * Arm (40 caps) [+1 AC]  *Requires 13 Strength* {Mobility Disadvantage 2} 8lb.
 * Leg (40 caps) [+1 AC]  *Requires 13 Strength* {Mobility Disadvantage 2} 8lb.
 * Chest (80 caps) [+4 AC]  *Requires 15 Strength* {Mobility Disadvantage 1} 16lb.
 * Helmet (15 caps) [+1 AC] 4lb.
 * Shield (25 caps) [+2 AC] 6lb.

Armor Statistics

 * Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the type of armor know how to wear it effectively. Your class gives you proficiency with certain types of armor. If you wear any piece of armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity.
 * Armor Class. Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. Some armor (such as light or medium arm and leg pieces) does not provide any benefit unless you are wearing multiple pieces of the same tier of armor.
 * Dexterity. Wearing some armor reduces the maximum Dexterity bonus you can apply to your Armor Class (if you have one). A character who is wearing a complete set of matching armor (all light, all medium, or all heavy) and proficient with that armor ignores their Dexterity penalty. Note that a set of armor includes its chest piece and all four limbs, not helmets and shields. Helmets and shields don’t affect your Dexterity bonus or penalty.
 * Mobility. If the Armor table shows “Disadvantage” in the Mobility column, the wearer may have disadvantage on all Dexterity-based ability checks as well as Strength (Athletics) checks. The number of mobility impacting pieces that must be worn before the wearer suffers disadvantage is listed in brackets.
 * Strength. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, wearing that armor reduces the wearer’s speed unless the wearer has a Strength score equal to or higher than the listed score. The wearer’s speed is reduced by 5 feet if they are equipped with one to three pieces of heavy armor, or by 10 feet if they are equipped with four or more pieces of heavy armor.

Piecemeal Armor
A character may wear pieces of armor from different categories. When piecemeal armor is worn:


 * 2 pieces of light arm and leg armor are equivalent to a single piece of medium arm or leg armor.
 * 1 piece of medium arm and leg armor is equivalent to 2 pieces of light arm and leg armor.

Thus, a wastelander wearing 1 piece of medium armor on their left arm and 2 pieces of light leg armor is effectively wearing either 4 pieces of light armor or 2 pieces of medium armor. Either way, that means they gain a +1 bonus to their AC.

A character combines the weight and negative modifiers of piecemeal armor worn in the same way that they would a complete set of the same armor. If even one piece of armor incurs Mobility disadvantage, it applies regardless of what other types of armor are worn.

Power Armor
Power armor is heavy plating that is too bulky and heavy to be worn normally, but can be attached to mechanized power armor frames that bear the load. Power amour frames are also equipped with cushioning and other functions that protect the wearer from falls and other kinds of heavy impacts. Power armor pieces and frames have no cost, as they are too rare and valuable to be available for purchase.

Like regular armor, power armor is divided up into six slots, and it is possible to wear an incomplete or piecemeal suit of power armor on a frame. A character can enter a power armor frame while wearing light or medium armor, but not heavy armor. A helmet can be worn with a power armor frame; however, while wearing a helmet, a creature cannot put on a power armor helmet.

Power armor frames have the following effects when worn:


 * The features of worn armor are ignored while wearing one or more pieces of power armor on their frame. While power armor pieces on the frame have temporary hit points, the wearer’s AC is 10 + Dex mod.
 * Increase the wearer’s effective Strength score by +4, and their Strength score can exceed 20 while wearing a frame.
 * The character’s maximum carrying capacity and lift/drag limits are doubled.
 * The wearer cannot benefit from their Dexterity bonus to ability checks, but also doesn’t apply their Dexterity penalty.
 * The wearer has resistance to bludgeoning damage from falling or from something falling onto the wearer.
 * The wearer’s unarmed attacks deal 1d4 damage.

In addition to the features of the frame, power armor has the following statistics.


 * Hit Points. Each piece of power armor has a pool of hit points. When the wearer takes damage, their power armor loses its hit points first in the following order:
 * Arms (starting with whichever has the least hit points if applicable, otherwise determined at random with a d6 roll where 1-3 = left and 4-6 = right).
 * Legs (starting with whichever has the least hit points if applicable, otherwise determined at random with a d6 roll where 1-3 = left and 4-6 = right).
 * Chest.
 * Head.

Once a piece of power armor has lost all of its hit points, it is heavily damaged and may be destroyed. Roll 1d6. On a result of 1-2, the piece is damaged beyond hope of repair. On a result of 3-6, it may still be repaired. Damage remaining after a piece loses all its hit points is carried over to the next piece or to the wearer.

Critical Hits and Power Armor
When a character rolls a critical hit against a power-armored target and one or more of the target’s power armor pieces has no hit points remaining or the target is not wearing power armor in that location, the attacker may choose to bypass the power armor and deal damage directly to the target.

Radiation Damage and Power Armor
Radiation bypasses power armor entirely, though sealed suits and those with the lead lining modification offer some measure of protection. Radiation damage is dealt directly to the wearer’s hit points.

Repairing Power Armor
The typical repair cost of a piece of power armor in caps or salvage is equal to half its hit point maximum (rounded up), or its full hit point maximum if it has been reduced to zero hit points. Regardless of how little damage there is to repair, NPC mechanics usually charge an additional flat fee for their time (which varies from mechanic to mechanic but is usually at least 5 caps), so while it might be best to keep power armor in a constant state of good repair, if you can’t do the work yourself it is generally more cost efficient to wait until substantial damage is done and have fewer trips to the town mechanic.

Substandard Power Armor
NPCs can be equipped with substandard power armor to represent existing damage or an overall state of disrepair. For instance, Enclave Trainees are equipped with older sets that are faulty enough that they are no longer worth maintaining to the standard required to protect a fully-trained Enclave soldier.

Substandard power armor can also be awarded as a quest reward at low to mid levels or in cases where you want to carefully control the impact of the effective hit point buffer power armor grants to its wearer. Whether or not the substandard power armor is intended as a one-off and temporary reward or can be repaired is up to you.

Repairing the armor back to a working standard may be the subject of a quest in and of itself. When first found, individual pieces or full sets of power armor can have one of two conditions: defective or busted. Power armor can also gain these conditions through damage.

Defective Power Armor
A piece of defective power armor has the following properties:


 * Divide the Hit Points of any piece of defective armor by 2, rounding down. The power armor piece can be repaired up to this new total, but not to full.
 * When reduced to zero hit points, a piece of defective power armor is destroyed on a roll of 1-3, gains the busted condition on a roll of 4-5, or remains defective on a 6.

Defective armor can be fixed with rare and expensive parts costing two times the damage to be repaired in caps or salvage, and a DC 15 Intelligence (Mechanic’s Tools) check. On a failed check, the defective armor isn’t repaired and one quarter (rounded up) of the repair costs are lost due to damage to the components.

Busted Power Armor
A piece of busted power armor has the following properties:


 * Divide the Hit Points of any piece of broken-down power armor by 4, rounding down. The power armor piece can be repaired up to this new total, but not to full.
 * When reduced to zero hit points, a piece of busted power armor is destroyed on a roll of 1-4 or remains busted on a 5-6.
 * Should the piece be restored to full after its faults have been repaired (see below), the maximum Hit Points of the piece (assuming it is restored to full) is permanently reduced by 5. Should a piece of power armor become busted multiple times, this permanent damage reduction is cumulative.

Busted power armor can be fixed with rare and expensive parts costing four times the damage to be repaired in caps or salvage, and a DC 20 Intelligence (Mechanic’s Tools) check. On a failed check, the defective armor isn’t repaired and one quarter (rounded up) of the repair costs are lost due to damage to the components.

Busted power armor can also be improved up to defective, in which case the Intelligence (Mechanic’s Tools) check is only DC 15.

Power Armor Special Properties
The special rules associated with certain pieces of power armor are shown below.

Sealed. If a character wears power armor with the sealed property on each of the six body locations, the atmospheric oxygen-filters in its helmet can be temporarily shut down allowing the suit to become air and water-tight. The wearer can breathe normally underwater, in gas, or in other similar conditions for as long as the remaining internal air lasts (typically 5 minutes). Sealed power armor also increases a character’s Rad Resist score by 5. Should one or more pieces of the power armor suit be reduced to zero hit points or removed, the wearer loses the benefits of the sealed special property.

Getting Into and Out of Armor
Getting into armor is referred to as donning the armor, while taking it off is referred to as doffing the armor. The time it takes to don or doff a piece of armor depends on the piece’s category, as shown in the Donning and Doffing Armor table. Donning and doffing an entire set of armor takes the combined time of all pieces to be donned or doffed.

Donning or doffing armor usually takes place outside of combat or other dangerous encounters (refer to the times in seconds and minutes).

If armor is being donned or doffed at the same time a dangerous encounter takes place, the following rules apply:


 * When donning or doffing a piece of armor requires multiple turns, the character cannot attempt to do anything else on those turns, nor can they take reactions between their turns, otherwise the process is interrupted.
 * If enough turns have occurred to put on or retain partial armor before the process is interrupted, the character gains whatever benefits and incurs whatever penalties are associated with the number of pieces currently worn. Any additional turns taken are wasted, and the process of donning or doffing the remainder of the armor must begin again from zero.
 * Donning or doffing armor is completed at the end of the final turn, meaning that the character could take a reaction during the same round as long as it occurs after their turn).

Provided power armor is already on its frame and the frame has been powered with a fusion cell, donning and doffing it is as simple as stepping into or out of the suit, though it takes a short time for the frame to open. It takes 2 turns (12 seconds) for a character to enter or exit the frame. Assembling a suit of power armor onto its frame takes an equivalent amount of time to donning or doffing heavy armor.

Armor Modifications
The following lists describe modifications that can be applied to both armor and power armor. A piece of armor or power armor can have up to two modifications: one from the material modifications list, and one from the specific list for the piece’s type.

When modifying armor, characters can usually choose from among the modifications that do not have “Robot” or “Power Armor” restrictions. Robots enjoy greater modification variety, and can also choose from “Robot” modifications. When modifying power armor, only those modifications that specify “Power Armor” modifications are valid options.

The costs and weights of armor modifications are shown on the Modifications tables. In some cases the cost adjustment is to the armor piece’s base price is given as a multiplier. In these cases, the cost of the modification is that many times the piece’s base price in addition to the piece’s own cost. If multiplying the price results in a decimal point, always round up.

The Armor Modifications table shows the cost, weight, and other properties of the various upgrades available in the wasteland.

Material Modifications
The following modifications can be applied to all types of armor except helmets.


 * Asbestos Lined. The armor piece reduces any incoming energy and fire damage by 1.
 * Heavy Build. The armor is bulky and durable, granting the following benefits:
 * Light Arm/Leg. counts as 2 pieces of light armor or is treated as a piece of medium armor for the purpose of calculating AC.
 * Light Chest. +2 AC (instead of +1).
 * Medium Arm/Leg. counts as 2 pieces of medium armor or is treated as a piece of heavy armor for the purpose of calculating AC.
 * Medium Chest. +4 AC (instead of +3).
 * Heavy Arm/Leg. increase AC by additional +1 for each two pieces worn (on top of their normal bonuses, for a total of +3 for two pieces and +6 for four).
 * Heavy Chest. +5 AC (instead of +4)
 * Hellfire Shielding (Power Armor). The piece has immunity to fire damage.
 * Lead Lined. The armor piece reduces incoming radiation damage by 1.
 * Lead Plating (Power Armor). When a source of radiation damage would have hit the power armor piece, it is still bypassed but the wearer gains radiation resistance against the damage source.
 * Light Build. The weight of the armor piece is reduced by 0.5 lb. (light), 1 lb. (medium or helmet), or 2 lb. (heavy).
 * Non-conducting. The armor piece reduces incoming electrical damage by 1.
 * Tesla Redistribution System. The piece has resistance to electrical and energy damage. Additionally, if a full set of power armor with this material modification is worn and all pieces have hit points remaining, every time the wearer is hit with an electrical or energy attack, the wearer can recharge one empty fuel cell.
 * Thermal Lined. The armor piece reduces incoming cold damage by 1.
 * Titanium Plating (Power Armor). The piece has resistance to bludgeoning, piercing, and slashing damage.
 *  Toughened . The armor piece reduces incoming bludgeoning, piercing, and slashing damage by 1.
 * Winterized Coating (Power Armor). The piece has resistance to energy and fire damage.

Arm Piece Modifications
The following modifications can be applied to arm pieces only.


 * Braced. The armor piece reduces any incoming melee damage by 3.
 * Brawling. The armor piece increases your unarmed melee damage by 3.
 * Claws (Power Armor). While this modification is installed, on a successful hit with an unarmed attack the target must make a DC 10 Fortitude saving throw or take 1d4 slashing damage at the beginning of each of their turns. The target may repeat their saving throw at the end of each of their turns.
 * Grappling Hook (Robot/Power Armor). With this modification installed, you gain the benefit of a grappling hook and 50 feet of rope.
 * Hydraulic Fist (Power Armor). With this modification installed, the wielder’s unarmed attack deals 2d4 damage.
 * Integrated Weapon (Robot). Instead of a hand, you have a built-in one-handed weapon (a large robot can treat a two-handed weapon designed for medium creatures as though it were one-handed for this purpose). You cannot be disarmed of the integrated weapon. However, you cannot attempt any task that requires two hands. If you have two integrated weapons, you cannot attempt any task that requires hands at all.
 * Larceny Module (Robot). With this modification installed, gain proficiency in Lockpicking. You are always treated as though you have a set of lockpicks in your inventory.
 * Tesla Fists (Power Armor). While the arm piece is worn, on a successful hit with an unarmed attack deals an additional d4 electrical damage.

Chest Piece Modifications
The following modifications can be applied to chest pieces only.


 * Blood Cleanser (Power Armor). While the torso is worn, reduce the DC of chem addiction by 5.
 * Dense. The armor piece reduces any incoming damage taken as a result of an grenade, mine, or other explosion by one die of the smallest type dealt by the explosion.
 * Emergency Protocols (Power Armor). While the torso is worn, when your hit points are 20 or lower your speed increases 10 ft. and you gain resistance to all damage.
 * Hacking Module (Robot). With this modification installed, gain proficiency in Hacking. You act as your own personal computer, and are always assumed to have the necessary leads and interfaces.
 * Jet Pack (Power Armor). While the torso is worn, gain a fly speed of 30 feet. You can remain airborne for a maximum of three turns, landing (or falling) at the end of the third turn.
 * Motion-assisted Servos (Power Armor). While the torso is worn, your Strength ability score is increased by an additional +2.
 * Personal Stealth Assist Field (Power Armor). While the torso is worn, gain advantage on Dexterity (Stealth) rolls you make while remaining still or moving no more than 15 feet per turn.
 * Radiation Coils (Robot). With this modification installed, as a bonus action on your turn you can activate the radiation coils. Adjacent creatures take 1d4 radiation damage at the start of every turn until they are no longer adjacent, or you turn the coils off as a bonus action.
 * Resistance Field (Robot). You project a field that diminishes the energy of incoming attacks. All allies within 15 feet of you reduce the damage taken from an attack by 3.
 * Sensor Array (Robot). With this modification installed, gain advantage on Wisdom (Perception) checks.
 * Spiked. The armor piece causes any creature the wearer grapples to take 1d4 piercing damage at the beginning of each of their turns.
 * Stealth Assist Field (Robot). With this modification installed, allies that remain within 15 feet of you increase their Dexterity (Stealth) check results by +2.
 * Tesla Coils (Power Armor/Robot). With this modification installed, as a bonus action on your turn you can activate the tesla coils. Adjacent creatures take 1d4 electrical damage at the start of every turn until they are no longer adjacent, or you turn the coils off as a bonus action.
 * Tesla Redistribution System (Power Armor/Robot). With this modification installed, electrical or energy damage dealt to the power armor piece is halved. Additionally, enough energy can be siphoned off to recharge an empty fuel cell.

Head/Helmet Modifications
The following modifications can be applied to helmets only.


 * Headlamp. While the helmet is worn, gain the benefit of a flashlight.
 * Heavy. The helmet grants an additional +1 AC, but requires heavy armor proficiency.
 * Recon Sensors (Power Armor/Robot). With this modification installed, gain the benefit of a recon scope.

Leg Piece Modifications
The following modifications can be applied to leg pieces only.


 * Calibrated Shocks (Power Armor). While the leg piece is worn, the wearer’s carrying capacity is increased by 100 pounds.
 * Cushioned. The armor piece reduces falling damage by 3.
 * Hydraulic Frame (Robot). While this modification is installed, the robot’s carrying capacity is increased by 100 pounds.
 * Muffled. The armor piece grants a +2 bonus to Dexterity (Stealth) checks.
 * Robotic Legs (Robot). With this modification installed, you lose any special movement speed you might have had (such as an eyebot’s hover), and instead have a 30 ft. movement speed. This modification is treated as though it takes only one leg slot, but cannot be taken twice, nor can it be installed at the same time as either robotic legs or treads.
 * Thrusters (Robot). With this modification installed, your movement speed is replaced by a fly speed, though you cannot ascend higher than thirty feet above ground level. This modification is treated as though it takes only one leg slot, but cannot be taken twice, nor can it be installed at the same time as either robotic legs or treads.
 * Treads (Robot). With this modification installed, increase your movement speed by 10 feet and gain advantage on any Dexterity (Acrobatics) ability checks rolled to retain footing on treacherous terrain. However, you also suffer disadvantage on Strength (Athletics) checks made to climb. This modification is treated as though it takes only one leg slot, but cannot be taken twice, nor can it be installed at the same time as either robotic legs or thrusters.