Armor Epoch AC Adjustment (5e Variant Rule)
Many pieces of Armor have rather messed-up characteristics. Such as power armor weaker than full-plate armor. These rules try to solve this in simple way.
AC Adjustment[edit]
Each piece of gear belongs to one of such epochs: Stone Age, Ancient World, Renaissance, Modern and Futuristic. Old-model armors and weapons can be retrofitted and upgraded to higher epoch's standards; e.g. Studded Leather is made of leather on Ancient World epoch, but could be made out of kevlar at Modern.
Penetrating high-tech armor is harder, while penetrating low-tech armor is easier. For each epoch category, by which your weapon transcends target's armor, target's AC is decreased by 3. For each epoch category, by which your weapon loses to target's armor, target's AC is increased by 3. Exact modifier could be adjusted, with GM's discretion.
Target what isn't wearing any armor at all, or is protected only by natural armor (e.g. scales, furs), is treated as belonging to Stone Age category. Most natural weapons (fists, claws, horns, etc) are treated as Stone Age category. Natural weapons and armor comparable to those from higher epochs could exist, but requires proper explanation (e.g. why creature's scales are comparable to modern steel).
Example[edit]
- Modern Operator (18 AC) vs Tactical Space Marine (20 AC). There's 1 epoch disparity - so Marine treats Operator's AC as 15, while Operator treats Marine's AC as 23. Futuristic "Modern Operator" - a highly trained member of Imperial Guard, or very tough Chaos Cultist - would have his equipment up-to-date, with some parts possibly swapped for proper Futuristic equipment (e.g. lasgun rifle instead of gunpowder "autogun" rifle); in either case, disparity is nullified.
- Low-level Bandit (12 AC) vs Tactical Space Marine (20 AC). There's 3 epochs disparity - so Marine treats Bandit's AC as 0, while Bandit treats Marine's AC as 32. Medieval weapons are no match for Imperial armor.
Back to Main Page → 5e Homebrew → Rules