How armor, clothing, Power Armor and robot chassis actually behave — layering, weight penalties, requirements, condition, and what each armor tag does.

Clothing Types

RuleNotes
ClothingBody clothing (arms/legs/torso). CAN be worn with armor — DT stacks.Most everyday wear.
OutfitFull-body sealed suit. CANNOT be worn with armor.Hazmat Suit, NCR Ranger, Chinese Stealth Suit.
HeadHeadwear. CANNOT be worn with Head armor.Style vs protection.
FaceFace/eye coverings. CAN be worn with anything.Glasses, masks, bandanas.
BeltBelt-line accessories. CAN be worn with anything.Bandolier, Belt with Pouch.

Layering and Mixing

RuleNotes
Clothing + ArmorClothing DT stacks with armor DT on the same limb.Encourages clothing investment.
Armor Slots1 armor piece per limb slot (6 total).Cannot stack two armor pieces on the same limb.
Mixing FreelyPlayers may mix armor from different sets and weight classes however they like.No mixing restrictions.

Weight Classes

RuleNotes
Light ArmorNo penalties — full 🏃 AGI mod to Evasion, no MAP cap. Hide, Leather, Trapper, Thick Leather, Recon.Full mobility.
Medium ArmorEvasion gained from 🏃 AGI mod is capped at +2. You may begin a turn with at most +4 MAP. Raider, Tire, Security, Combat, Marine.Costs nothing below AGI 7.
Heavy ArmorYou gain no Evasion from 🏃 AGI mod at all. Disadvantage on 👤 Sneak. You may begin a turn with at most +2 MAP. Bone, Scrap Metal, Shell, Metal, EOD.Tank loadout. Free for a low-AGI build.
Majority-Based LoadoutLoadout = majority of 6 armor pieces. Ties go to heaviest.3 Light + 3 Heavy = Heavy.
MAP CapsThe Medium and Heavy caps apply to the MAP you begin your turn with. MAP gained during your turn is unaffected.Skirmisher, Footwork and similar still work.

END Requirement

RuleNotes
END REQMeet or exceed = no penalty.Stamina for wearing gear.
Under-REQ Penalty-1 AP per deficit (max -3). -1 Evasion per deficit (max -3). Stacks with weight class.Force-wearing is punishing.

Condition

RuleNotes
Condition ScalePerfect → Good → Worn → Poor → Damaged → Broken, tracked by a single Condition tag; a full-condition item has none. Each step removes 20% of the item’s printed DT (and ☢ Radiation DT), rounded up. Broken = no protection.Each generated page prints its own five values.
What Damages ConditionCRITs, Sunder X, effects, narrative events. Restored by 🔧 Repair — 1 step per Test, or a Patch in combat.See 🔧 Condition.

Armor Tags

RuleNotes
🏷 Insulated
Tire, all pieces
+1 Shock Resistance against attacks hitting this limb.Rubber insulates per-limb.
🏷 Hunter’s Gear
Trapper/Thick Leather Torso
+1 to Survival tests.Hunter-focused gear.
🏷 Ballistic Lining
Security Torso
First Phys damage in combat reduced by 2 (min 1). Resets each combat.Kevlar anti-ballistic.
🏷 Chitin Weave
Shell Torso
+1 to Endurance tests when resisting RADS.Natural carapace.
🏷 Sharpshooter
Recon Helmet
+1 to Perception-based skill tests.Integrated optics.
🏷 Semper Fi
Marine Combat Torso
+3 Composure in combat.Marine training.
🏷 Bomb Suit
EOD, full set
+50% DR against Explosive Attacks. Requires all 6 EOD pieces.Signature EOD effect.
🏷 Plated
Metal, Combat, Marine Combat, EOD, all PA
DT/Hardness DOUBLED vs Gatling attacks.Hard plate deflects Gatling fire.

Power Armor

RuleNotes
Power Armor FrameRare exoskeleton. Required to wear any PA piece. The frame alone grants immunity to fall damage — no armor pieces needed.Found as loot.
Power Armor TrainingDedicated perk required. Without it: Movement AP cost is DOUBLED, -3 Evasion, and Disadvantage on STR, END and AGI tests.Perk gating.
Fusion CoreRequired to function. Without one the suit is DEAD: no STR bonus, no environmental protection, you CANNOT MOVE, and your Evasion cannot exceed 5. Pieces still provide HP and Hardness — you are protected, and you are a sitting duck.Ongoing cost. See Fusion Core.
STR in Power ArmorSTR set to 11.Melee, STR REQs, carry capacity, STR tests.
PA Penalties-5 Evasion. -5 Sneak. Your Size increases to Large. Armor and clothing worn underneath have NO effect. Unarmed weapons cannot be used — fit Arm servos instead. You cannot Sprint.A tank: slow and tough.
PA PiecesHP + Hardness. Cover attenuation (D-R, D-2R). HP 0 = destroyed.Repairable. 6 worn pieces: torso, helmet, 2 arms, 2 legs.
Environmental ProtectionAll 6 pieces above 0 HP = immune to environmental gas, temperature and RADS.Sealed suit. Fall immunity comes from the frame, not this.

Robot Chassis

RuleNotes
Robot Chassis SlotSingle armor slot. DT applies to ALL 6 limbs. Robots have 6 limbs with Cripple Thresholds.Chassis IS the armor.
Robot LimbsHead=sensors, Torso=chassis, Arms=weapons, Legs=mobility. Called Shots disable specific functions.Crippling is tactical.
Robot ImmunitiesImmune to Bleed, Poison, RADS, most organic effects. Vulnerable to EMP, Pulse, Shock, Burn.Machines, not flesh.
EMP Shielded (binary)Not Shielded: EMP stuns. Shielded: EMP Staggers instead.Advanced Military Chassis by default; any other chassis needs the EMP Shielding module.

See also: 🛡 Armor · 🦾 Power Armor