Tactical Equipment
Many items in PZ may be used in all types of situations, but for some of them there are specific rules.
If an item you want to use does not have a rule yet, a narrator decides how it works for that situation, before letting the curator team know about this gap in the rules.
Armor
Armor Location
Armor protects the area it is worn on, below is a table that helps figure out which area that is, and how much AC it adds to that area.
| Item | Location | AC Bonus |
|---|---|---|
| Helmet | Head | 2 |
| Mask | Head | 2 |
| Vest | Torso | 3 |
| Kilt | Torso | 1 |
| Shin Guard | Legs | 1 |
| Greaves | Legs | 2 |
| Thigh Guard | Legs | 2 |
| Leg Pad | Legs | 1 |
| Pauldrons | Arms | 2 |
| Shoulder Pad | Arms | 1 |
| Hand Plate | Arms | 1 |
| Gloves | Arms | 1 |
Armor Integrity
When a protected body area is hit by a Strong Attack, one piece armor protecting that body area takes 1 Integrity damage.
When Integrity reaches 0:
- The armor loses its AC bonus.
- The armor no longer protects that body area.
- The armor must be repaired before providing protection again.
The type of Armor determines its Integrity.
| Type | Integrity |
|---|---|
| Improvised | 1 |
| Scrap | 1 |
| Armoured | 1 |
| Bulletproof | 2 |
| Defender | 2 |
| Patriot | 2 |
| Vanguard | 3 |
For the improvised category, ask a Curator. This includes things like leather vests, welding masks, etc. and may not give the full AC bonus. Never assume its stats without confirmation from a Curator.
