Armour Classes and Physical Representation

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Armour Classes

Armour in Drift comes in three different classes:

  • Light
  • Medium
  • Heavy

Armour in Drift is typically classed as ‘Apparel’ and attracts the specific rules associated with this (See Items). Notably, only one item of Apparel may be worn by a character at a time – thus preventing stacking of different armour classes.

All characters in Drift are able to wear Light Armour without any skill requirements.

Wearing Medium armour requires the character to have Medium Armour skill (Military I).

Wearing Heavy armour requires the character to have the Heavy Armour skill (Military II).

Federation issue (standard) armour provides the following Kinetic Armour hits:

  • Light Armour – 2 Kinetic Armour
  • Medium Armour – 4 Kinetic Armour
  • Heavy Armour – 8 Kinetic Armour

Note that Armour, like many other types of Item, can be modified, and corporations manufacture various types of Armour that deviate from the above. The specific Item cards will specify the stats of the Armour.

Physical Representation

Armour in Drift must be phys-repped by ‘reasonable effort’. As per Damage and Hits, Drift is a global hit system and does not enforce complete coverage. Players should incorporate armour into their kit in ways that adds to their kit aesthetic and character thematics.

For Light Armour, small armour plates incorporated into a jacket, or partial coverage of a few areas is fine. For the Muraak, heavy furs or small amounts of leathers covers this just fine. 

For Medium Armour, that reasonable effort is more like something that deliberately resembles armour – torso coverage is expected here, but it doesn’t need to be cumbersome and complete.

For Heavy Armour, this should be a defining feature of character kit. Most of the body should have significant coverage, including at least torso, legs, shoulders and preferably arms.