Personal Armour

Shields*
Name TL H-2-H Lasers All Others To Hit
Penalty
Movement
Reduction
Buckler 0 1 0 0 -- --
Shield 0 2 1 1 -- --
Tower Shield 0 2 2 2 1 -10%
Early Armours*
Leather 0 1 0 0 -- --
Ring Mail 0 3 1 1 1 -10%
Cured Leather 1 3 1 1 -- --
Chainmail 1 4 1 1 1 -20%
Banded Mail 1 5 2 2 1 -30%
Field Plate 1 6 3 3 3 -50%
Full Plate 2 7 4 4 2 -40%
Modern Armours
Jack 1 1 0 0 -- --
Mesh 7 2 2 2 -- --
Flak Jacket 7 3 3 3 -- --
Cloth 6 5 5 5 -- --
Ablat 9 1 6 1 -- --
Reflec 10 0 10 0 -- --
Vacc Suits
Body Pressure Suit ?? 1 1 1 ??-- ??--
Vacc Suit-8 8 5 5 5 ??-- ??--
Vacc Suit-12 12 6 6 6 ??-- ??--
Vacc Suit-14 14 7 7 7 ??-- ??--
Hostile Environ Vacc Suit-8 8 6 6 6 ??-- ??--
Combat Armour and Battledress
Combat Environment Suit 10 6 6 6 ??-- ??--
Combat Armour-11 11 8 8 8 ??-- ??--
*Stats for shields and early armours all taken from: GANNON, Charles E., "When It's Lances, Not Lasers", Challenge 49, GDW, Bloomington, IL, USA, 1991, pp 44-5.

Range Number: 0 1 2 3 4 5 6 7 8 9
Starship Weapons E A D F S I I+3 I+6 I+9 I+12
1D 2D 3D 4D 5D 6D 7D 8D 9D 10D
Name TL Aim
DM*
Ammo
Notes
Rnds Pen/
Atten
Dmg Max
Rng
C
<1m
S
<3m
M
<45m
L
<300m
VL
<600m
D
<1.5km
VD
<3km
SR
<50km
R
<500km
C
<5000km
Auto
Tgts**
Dngr
Spc
Sig Recoil***
Beam Laser-8 8 +8 -- infinite 73/7 50 1250 km 73 73 73 73 73 73 73 73 65 55 -- 9 Hi Low
* The general rule is that the weapon's Aimed Fire DM is the same as the range number whose upper limit is equal to but does not exceed the weapon's maximum range.


Return to Top of Page