Runorix Armor

## **Scrap Armors**

*Scrap armor is improvised pieces of plates, chains and leathers, it is equivalent to standard non-magical armor from Nerakov.*

## **Synthetic Armors**

*Synthetic Armors are created in the various factories or manufactorums across the old kingdoms and states from before the collapse. The technology to create new pieces has been lost or forgotten but these armors can still be salvaged.*

***Body Suit,*** *Equivalent to Leather and Padded Armors, these full body gloves allow the wearer to preform Dex. based checks adding a passive +1 at base level benefits Saving throws, Stealth, Acrobatics and Sleight of Hand checks.*

***Utility Body Suit,*** *Equivalent to Studded Leather, this improved body glove offers more protection and grants bonuses to Tool Checks, adding a +1 at base level for any check made with tools you are proficient in.*

***Light Flak Plating,*** *Equivalent to Breastplate and Chainmail, This armor consists of ballistic fibers and metal plates, while wearing this armor you can reduce the piercing, bleeding and burning damage caused by explosives equal to your proficiency bonus.*

***Light Strike Plate,*** *Equivalent to Chain-shirt, This armor consists of ballistic fibers and a composite plate., while wearing this armor you can reduce the Slashing and Bludgeoning damage equal to your proficiency bonus.*

***Recon Carapace Armor,*** *Equivalent to Half plate, This armor consists of ballistic fibers and Composite plating, while wearing this armor you can reduce the piercing damage caused by Bolters equal to your proficiency bonus.*

***Flak Plating,*** *Equivalent to Splint, This armor consists of ballistic fibers and metal plates, while wearing this armor you can reduce the piercing and burning damage caused by explosives equal to twice your proficiency bonus. In addition you gain a +2 to saving throws against explosives, and you are immune to the Bleeding condition caused by shrapnel.*

***Strike Plate,*** *Equivalent to Splint, This armor consists of ballistic fibers and composite plates, while wearing this armor you can reduce slashing and bludgeoning damage equal to twice your proficiency bonus. In addition you gain a +2 to saving throws against being stunned.*

***Carapace Armor,*** *Equivalent to Plate, This armor consists of ballistic fibers and Heavy Composite Scales, while wearing this armor you can reduce the piercing damage caused by Bolters equal to twice your proficiency bonus +1 this can be improved with synthetic materials and smith tools.*

## Power Armor

***Power Armor Frame,*** *The Power Armor Frame allows you to attach heavy mechanical armors to your person, This item requires attunement to gain benefits. While Attuned you gain a carry weight bonus of 200lbs. if Attunement is broken your movement speed is halved.*

***Light Power Armor ,*** *is mechanically enhanced armor that is worn over a body suit. While wearing LPA your AC 16 + Dex. modifier for a maximum of 2*

*Enhanced Abilities: While Attuned to LPA you gain a passive +1 to Dex. and Cha. , if Attunement is broken the wearer's speed is halved and actions are at disadvantaged.*

***Power Armor,*** *is a heavy suit attached to a the core frame. While wearing power armor you have an AC of 20*

*Enhanced Abilities: While Attuned to PA you gain a passive +2 to Str. and Int. if Attunement is broken these stats are lost and you have to exit the armor or become Restrained*

***Heavy Power Armor,*** *is a heavy suit attached to a the core frame. While wearing power armor you have an AC of 22*

*Enhanced Abilities: While Attuned to HPA you gain a passive +2 to Con. / Int. and an additional +1 Str. if Attunement is broken these stats are lost and you have to exit the armor or become Restrained*

***Advanced Power Armor,*** *is a heavy suit attached to a the core frame. While wearing power armor you have an AC of 25 + Dex modifier for a maximum of 5*

*Enhanced Abilities: While Attuned to APA you gain a passive +1 to all physical and mental stats. If Attunement is broken these stats are lost and you have to exit the armor or become Restrained **[Cannot be worn by Player Characters]***

## ***Armor Modifications***

**Synthetic & Power Armors have modification slots similar to the weapons of Runorix, different classes of armors have set amounts to mods.**

*Body Suits have 3 mod slots*

*Light Flak, Recon Carapace, Light Strike Plate and PA Frames have 2 slots*

*Flak Plate, Power Armor, Strike Plate and Carapace have 1 slot*

### ***Synthetic Modifications:***

*Carry Pouches, You can carry an additional 40lbs. (1 slot)*

*Bandolier, you can have quick and easy access to hand held items, deploy syringes to an ally within 5ft. as a bonus action. (2 slots)*

*Cloaking Module [Body Suit only], when you make a successful stealth check, you are invisible until your next action (3 slots)*

*Padded Soles, your boots are padded and make less noise, +2 to Stealth checks (1 slot)*

*Utility Compartment, Hardened case fitted to a belt or wrist, you get advantage on a Tool check once per day (2slots)*

*Heavy Pack, you can carry an additional 80lbs. Dex. checks have a -2 (2 slots)*

*Rubber Lining, You gain resistance to Lightning damage (2 slots)*

*Chemical Protection, You gain resistance to Acid damage (2 slots)*

*Antidote Injectors, You gain resistance to Poison damage (2 slots)*

*Heat Syncs, You gain resistance to Fire or Plasma damage (2 slots)*

*Acoustic Padding, You gain resistance to Thunder damage (2 slots)*

*Bio-Chem Mesh, You gain resistance to Necrotic damage (2 slots)*

*Radiation Shielding, You gain resistance to Radiant damage (2 slots)*

*Defrosting Coils, You gain resistance to Cold damage (2 slots)*

*Boiled Aberrant Hide, You gain resistance to Void or Psychic damage (2 slots)*

*CBRN Lining, Grants advantage on saving throws against Poison, Acid, Radiant and Necrotic damages. (3 slots)*

### ***Power Modifications***

*Copper Coils, You gain resistance to Lightning damage (1 slots)*

*Ceramic Paint, You gain resistance to Acid damage (1 slots)*

*Antidote Injectors, You gain resistance to Poison damage (1 slots)*

*Heat Syncs, You gain resistance to Fire or Plasma damage (1 slots)*

*Muffled Coating, You gain resistance to Thunder damage (1 slots)*

*Advanced Filters, You gain resistance to Necrotic damage (1 slots)*

*Radiation Shielding, You gain resistance to Radiant damage (1 slots)*

*Defrosting Coils, You gain resistance to Cold damage (1 slots)*

*Aberrant Steel Plating, You gain resistance to Void or Psychic damage (1 slots)*

*Power Fist, a large mechanical glove fitted over the armor, Has the* **Breach Property** *and deals 3d8+@mod Bludgeoning damage. (1 slot)*

*Power Claws, similar to the Power Fist but has long serrated blades connected to the fingers, deals 3d8+@mod Slashing damage. On a hit the target makes a DC 12+Str. mod Con. saving throw or bleed for 1d4 rounds. (1 slot)*

*Tunneling Drill, Similar to the Power Fist & Claws, The Hand is replace with a large four bit Boring Drill, You deal double damage to armored vehicles and gain a burrowing speed of 5x Str. or Dex. (which ever is highest) rounded down. Drills deal 3d8+@mod Piercing damage.*