ARMOR
You can find the rules for Armor on page 79 in the player’s Guide
Characters can wear ARMOR in the game that provides them additional protection in combat. This is an ITEM CARD that can be obtained in game that provides additional hit points to a character.
BASIC ARMOR RULES
Armor is a very handy tool for newer players, as it lets you quickly gain additional combat survivability without requiring XP! Let’s cover the basics:
Armor is equipment that provides additional hit points, similar to Body. This ranges from 10-40 points for most armor items while other abilities can grant additional armor points that stack above this amount.
Damage is dealt to armor points FIRST, unless the damage called specifies “Body”. If your armor is reduced to zero Armor Points, it is considered BROKEN. It cannot be used to absorb damage and most armor special abilities cannot be activated.
Temporary Upsurge buffs like Rally Call can stack on top of item card sources, taking you above the natural cap. Remember, most temporary buffs are "Upsurge” effects which you can only have one of at a time.
Certain skills like Pyrokinetics or Piercing Strike deal Body Damage and skip this pool of armor points, instead dealing damage directly to your Body Pool. This means Body damage does not actually Break your armor.
If you have the break skill used on your with the declaration “Break Armor”, your armor is instantly BROKEN, regardless of how many Armor Points you had remaining. You can do the same to armored threats and enemies.
Armor can be repaired by using Basic Artisan or with the use of certain items/abilities in the field. Unless otherwise stated, repairs must be completed at an Artisan Workstation (there’s one in The Depot and The Dive in Bravado!)
armor coverage
Armor requires a Physical Representation of some sort. This doesn’t necessarily have to be metal or heavy material but it should at least give the appearance of a protective layer.
(Metallic paint is your friend!)
Each armor item specifies how much of your body must be covered, as detailed on the blueprint and item card. Typically this is 2-3% body coverage per point of armor up to 60%. This rule is not strictly true across all armor as each item is unique.
You can use this burn coverage chart as a loose approximation of the required coverage for your armor. In general, torso coverage is about 40%, each full arm is roughly 10%, each full leg is about 20%, and your head is about 10%.
In DR: Texas we prioritize player safety always and temperatures regularly go above 90. Please feel free to talk with a guide about reducing your armor coverage when it’s exceptionally hot out.