===== Armor ===== Armor has three ratings: Bashing, Lethal, and Aggravated. Bashing Rating costs 1 per 2 points granted. Lethal Rating costs 1 per 1 point granted and adds to the Bashing rating. Aggravated Rating costs 2 per 1 point granted and adds to both the Lethal and Bashing ratings. When calculating cost, start with Aggravated, then Lethal, then Bashing. Every 2 full points of cumulative Lethal + Aggravated Rating gives the wearer -1 DV while wearing it. This can be offset at a rate of +1 DV recovered per 1 point of additional cost. Powered Armor also grants additional dice to a physical stat. This makes it take up two Wealth slots: one for the armor itself, and the other for the stat boost. Cortosis and beskar armors are the only ones which provide soak against lightsabers (and other light* weapons). That takes up an additional Wealth slot of rating 5. ==== Normal ==== * Leather: 2/0/0, Cost 1 * Reinforced Leather: 3/1/0, Cost 2 * Metal: 4/2/0, -1 DV, Cost 3 * Flexible Metal: 4/2/0, Cost 4 * Polyalloy: 2/2/2, -1 DV, Cost 5 ==== Powered ==== * Polyalloy +2 Strength: 2/2/2, -1 DV, Cost 5 + Cost 2 * Polyalloy +2 Strength & +2 Stamina: 2/2/2, -1 DV, Cost 5 + Cost 4 * Cortosis +5 Stamina: 4/2/2, -1 DV, Cost 5 + Cost 5 + Cost 5 ===== Weapons ===== Weapons have three ratings: Accuracy, Damage, and Speed. Accuracy Rating costs 1 per 1 points granted. Damage Rating costs 1 per 1 points granted. Speed Rating costs 2 per 1 points granted. Bashing damage has no additional cost. Lethal damage costs an additional +1. Aggravated damage costs an additional +2. If a ranged weapon is capable of short bursts (+1 to hit), that costs 1 point. If a ranged weapon is capable of long bursts (+2 to hit), that costs an additional 2 points. If a ranged weapon fires explosive (grenade-like) ammunition, that costs an additional 3 points. If a melee weapon is of the "vibro" variety, it gains an additional +X Damage rating and costs an additional X points, where 0