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. Hide, Leather, Trapper, Thick Leather, Recon.Full mobility.
Medium Armor-1 Evasion. -1 Sneak. -1 Max MAP. Raider, Tire, Security, Combat, Marine.Balanced.
Heavy Armor-2 Evasion. Disadvantage Sneak. -2 Max MAP. Bone, Scrap Metal, Shell, Metal, EOD.Tank loadout.
Majority-Based LoadoutLoadout = majority of 6 armor pieces. Ties go to heaviest.3 Light + 3 Heavy = Heavy.

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 → Poor → Broken. Each step: -1 DT, -1 RADS Resist (min 0). Broken = no protection.Degrades over time.
What Damages ConditionCRITs, Sunder X, effects, narrative events.Repaired via Repair skill.

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, EOD, all PA
DT/Hardness DOUBLED vs Gatling attacks.Heavy plate deflects Gatling fire.

Power Armor

RuleNotes
Power Armor FrameRare exoskeleton. Required for PA pieces.Found as loot.
Power Armor TrainingDedicated perk required. Without: Disadvantage attacks, -3 Evasion.Perk gating.
Fusion CoreRequired to function. Without: lose STR bonus, slower, no environmental protection.Ongoing cost.
STR in Power ArmorSTR set to 11Melee, STR REQs, carry capacity, STR tests.
PA Penalties-5 Evasion. No Sneak. No Unarmed weapons (must modify Power Armor Arm components instead). No armor underneath (clothing OK).Heavy but invulnerable.
PA PiecesHP + Hardness. Cover attenuation (D-R, D-2R). HP 0 = destroyed.Repairable.
Environmental ProtectionAll 6 pieces intact + Fusion Core = immune to env RADS, toxins, temperature, fall damage.Sealed suit.

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, Shock, Burn.Machines, not flesh.
EMP Shielded (binary)Not Shielded: full EMP damage + stun. Shielded: immune to stun, 50% EMP damage.Only Sentinel has shielding.

See also: 🛡 Armor · 🦾 Power Armor