Armor Design Turn 1:
You sighed and looked at what you wanted to do. THis was going to be difficult, but honestly, after making such a great weapons armor should be on your wheelhouse.
It was protecting from weapons after all.
And you were great at it.
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Current Components:
538 Common Components (These are the standard components, and they are used to build anything. They offer a malus of -1 to the quality of the final product)
240 Uncommon Components (These are less common but no less useful components. Using
They offer no bonus or malus to the quality of the final product)
35 Rare components (The Best of the best that money can buy. Using Them offer a +2 to the quality of the final product)
5 Very Rare components (The kind you have to make yourself. You do not have the equipment to upgrade components to this tier. Using Them offer a +5 to the quality of the final product)
5 Super Rare Components. (The kind that requires special equipment to make, you do not have the equipment to make. Using Them offers a +8 to the quality of the final product)
Legendary components. (You can only gain them through successful edge runner missions from people who use your weapons. Using Them offers a +10 to the quality of the final product)
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What Materials do you make it out of (Better materials, increase final quality.This Armor will take, at minimum 20 components, of any kind due to its custom nature, in addition to anything you add, during the creation process)
[]Standerd
[]Uncommon
[]Rare
A Note on Armor. All Armor requires the same components be used in its creation. You cannot mix standard components and uncommon components, and etc… It must be all uniform.
Optional: What do you call the piece of armor:
[]write in
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Before designing armor, decide what part of the body it protects and its primary function.
You are making something that is worn under clothing, so you have options
Armor Category & Coverage
[]Torso Protection: Something to wear underneath your shirt or jacket. To protect your torso and chest.
[]Leg Protection: Something to wear under your pants, to protect your legs
[]Full-Body Protection: Something to wear to protect all your body parts, and extremities. (Cost an additional 30 components of any kind to produce.)
Intended Use Case
[]Urban Combat (Solos, Mercs): A balanced blended system to protect extremities from shrapnel, small arms fire, and grenades.
[]Netrunning: Designed to handle the strain of netrunners increased neral heat. (Can only be light armor)
[]Covert Ops: A System meant for blending in, making the name, and being hard to sport from a distance (Can only be light armor currently due to technology.)
[]Heavy Combat Rip and Tear, rip and Tear until it is done. This is designed for one thing, and one thing only. Destruction and protection.
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Protection vs. Mobility Balance
[]Light Armor: High agility, but minimal protection (+2 to combat rolls that are against you, aka dodge roll)
[]Medium Armor: Balanced defense and speed (No bonus to dodge rolls, but if it hits, -2 to wound roll)
[]Heavy Armor: Maximum protection, but mobility is limited (-2 to dodge roll, but -5 to wound roll)
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Material Selection
[]Kevlar-weave: Lightweight, basic bullet resistance, great for light and medium Armor (Cost 20 components)
[]Polycarbonate plating: Hard shell, better defense for medium or heavy armor (Cost 30 components)
[]Carbon-fiber weave: Light and highly durable, good for all armor types (Cost 50 components)
[]Composite alloys: Extreme durability, expensive, great for medium and heavy armor. (Cost 100 components)
Cyberware & Smart Tech Integration: Due to only having the technology and workshop space, you can only choose 1 of these options)
[]HUD: A built-in augmented reality (AR) system that overlays critical combat information directly onto the user's vision. Designed for solos, mercs, and corporate security, it eliminates the need to check physical devices in high-intensity situations. (Can only be added on helmet) (Cost 40 Components)
[]Internal cooling: A built-in liquid coolant system that regulates body temperature, preventing heatstroke in extreme climates and reducing the overheating risks of cyberware and netrunning rigs. (Cost 30 components)
[]Kinetic dampeners: This system uses shock-absorbing gel layers and servo-assisted dampeners to mitigate sudden force impacts. Designed for solos, snipers, and high-mobility mercs, it reduces the force felt from gun recoil and high falls. (Cost 40 components)
[]Reactive plating:A smart armor system that dynamically stiffens or redirects impact upon detecting incoming force. (Cost 50 components)
[]Trauma response An integrated bio-monitor and auto-med system that administers first aid and life-saving drugs when the wearer is critically injured. (Cost 40 components)
Testing:
How much resources do you put into making the armor function?
Mobility:
[]None (Increases final quality by -3)
[]Standerd (cost 1 standard material) (Increases final quality by -1)
[]Lots (cost 5 standard material) (Increases final quality by 0)
[]Exceptional (cost 10 standard material) (Increases final quality by +1)
[]Obsessive amounts (cost 100 standard material) (Increases final quality by +2)
Protectiveness:
[]None (Increases final quality by -3)
[]Standerd (cost 1 standard material) (Increases final quality by -1)
[]Lots (cost 5 standard material) (Increases final quality by 0)
[]Exceptional (cost 10 standard material) (Increases final quality by +1)
[]Obsessive amounts (cost 100 standard material) (Increases final quality by +2)
Special (smart tech integration):
[]None (Increases final quality by -3)
[]Standerd (cost 1 standard material) (Increases final quality by -1)
[]Lots (cost 5 standard material) (Increases final quality by 0)
[]Exceptional (cost 10 standard material) (Increases final quality by +1)
[]Obsessive amounts (cost 100 standard material) (Increases final quality by +2)
AN: Enjoy and please vote in plan format please.