Continuum II kept the armor as simple as possible, so as to keep combat moving as quickly as possible – and so used the old reliable “armor raises your defense rating” system. Under real-world physics that’s pretty unrealistic. Continuum II, however, presumed that warrior-types were tapping into the same sort of magical energies as spellcasters were; they were simply channeling them into upgrading their bodies and equipment rather than into throwing spells.
So yes, a high-powered warrior might indeed survive a direct hit with a battleship gun – and his or her armor might well deflect it in the first place. High-end berserkers were not just angry men who happened to be good with axes; they were a lot more like the Incredible Hulk.
If you didn’t want to be playing on the superhero level, or wanted a “hard physics” world, you wanted Vocational – unclassed – characters, and to try to stick with problems that normal mortals could reasonably handle. Their armor would act more like real armor – but they could use the same system since, if they were ever fighting a dragon or something which could readily overwhelm their armor and thus negate most of its protective value, they were already in so much trouble that it didn’t matter.
Available Defense Ratings: Armor Type versus Tech Level.
Specific Armor Types:
While the armors are described in technological terms, both magically-, and psychically-, created versions exist. Armor with “active” defensive, offensive, or other systems is covered under the “Combat Armor” rules (QV).
- All Tech Levels: Heavy-Duty Clothing, Padding, and Cordmail (1).
- Low Tech: Leather (2), Fur (3), Hide (4), Hide and Bone/Horn (6).
- Mid Tech: Leather (2), Metal-Reinforced Leather (3), Scale Mail (4), Chain Mail (5), Laminated Armors (6), Plate and Chain (7), Plate Armor (8), and Ultraheavy Plate (9).
- High Tech: Leather (2), Light Polymers (3), Heavy Polymers (4), Polymer and Partial/Full Ceramic Plate (5/6), Polymer and Mesh (7), Composite Polymers and Heavy Plating (8-10, depending on level of external plating), and internally reinforced Composites with Full Plating (11+, usually with some form of mechanized exoskeleton to allow the wearer to move).
- Ultra Tech: Shockfiber (Becomes momentarily rigid on impact, +1 DR to any high-tech outfit), and Field-Reinforced (Only for Mesh and Composite Systems, +1/2/3 DR for Medium/Heavy/Ultraheavy Armors).
- Shields (Any Tech Level): This basically depends on size; Light Shields are “target” shields, Medium Shields are classic knight’s shields, Heavy Shields are full-body, tower, riot, or greek, shields, and “Ultraheavy” ones are essentially mobile barricades for use in seige warfare… Better technology may lighten these, but they’re still quite clumsy; inflicting penalties of -0/1/2/3 to the users attack rating.