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#1 |
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Join Date: Dec 2006
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This is an awesome rule; expanding on this to somehow increasing the armour divisor for VERY TOUGH armour may also fix the high tech/ultra-tech problem problem of:
Hit, no damage hit, no damage hit, completely obliterated Say having every 10 DR increase the damage divisor by 1; So. DR 105 battlesuit; provides DR 210 protection, with a divisor of 14 DR 35 flexible combat armor; provides DR 70 protection, with divisor of 5 DR 17 TL6 superheavy plate; provides DR 34 protection, with divisor 5 |
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#2 |
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Join Date: May 2010
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Thanks. It's a work in progress at the moment. I hadn't given any thought to advanced armour types. I guess it depends upon on what hits you. If it is matter-based and has momentum then the impact related damage should be progressive unless the armour has inertia suppression. With energy based weapons then armour ablation might be more appropriate.
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#3 | |
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Join Date: Dec 2006
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Quote:
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#4 |
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Join Date: May 2010
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Option 3:
Another idea based on the theme above: Any cut/crush damage that exceeds base DR, but is less than DRx2, is considered crushing (blunt trauma); as with RAW in LT. However, apply a divisor of 2 for rigid and 2/3 (round to nearest) for semi-flexible (e.g. scale); no divisor for flexible armour. Any damage that penetrates (exceeds DRx2) apply wounding modifiers as per basic rules (B378) but then add this to the blunt trauma. This would replace the modifier for crushing damage versus mail and scale. e.g. 12 points from sword/axe Heavy mail DR5: 8 da (DR5x2=10; 12-10=(2x1.5=3 cut); 10-5=5 crush; 3+5=8) Heavy scale DR5: 6 da (DR5x2=10; 12-10=(2x1.5=3 cut); 10-5=(5x2)/3=3 crush; 3+3=6) Heavy segmented plate DR5: 5 da (DR5x2=10; 12-10=(2x1.5=3 cut); 10-5=5/2=2 crush; 2+3=5) e.g. 9 points from sword/axe/mace Heavy mail DR5: 4 da (DR5x2=10; 9-5=4 crush) Heavy scale DR5: 3 da (DR5x2=10; 9-5=(4x2/3=3 crush) Heavy segmented plate DR5: 2 da (DR5x2=10; 9-5=4/2=2) Last edited by Qcumber; 01-28-2011 at 09:44 AM. |
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| Tags |
| edge protection, low-tech |
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