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#6 | |
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Join Date: Nov 2008
Location: Florida
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Quote:
16/18 is a really thick piece of leather, heavier the Sole rounds! And there's the extra 20% weight. A piece of leather that thick, I'd Give DR2* +1 vs, Cut (-1vs. Impale), and it's on the border of Flexible/Ridgid (Flexible normally, Treat as Ridgid is Layered with anything offering even partial DR). Have have two questions then: 1) First is how the CF of Expert Tailoring was derived. 2) What was the Basline SIZE of armor, as in who was it fitted for... mass-wise or square-foot wise? I ask, because I'm considering these changes/optional rules: Option: Armor Sizing: The armor presented in Low-Tech uses a warrior for basline weights with a GURPS equivalent ST/HP of 12. Optionally, you may choose to size armors based on individual HP. To do so, find the final weight of armor, divide by 1.2, then multiply by HP/10. To find the cost of larger armor, simply increase the final cost by 10% per HP greater than 12. There is no cost reduction for lighter armor. This rule only applies to individual members of the same race and SM, use normal scaling rules otherwise. Tailoring TL0 Flexible Leather/Textiles: Cost is +0.05CF per % of weight reduction up to 20%, plus +0.1CF per additional % of reduction up to 30%. Ridgid Leather/Textiles & Flexible Others: Cost is +0.1CF per % of weight reduction up to 20%, plus +0.2CF per additional % of reduction up to 30%. Ridgid Others: Cost is +0.15CF per % of weight reduction up to 20%, plus +0.3CF per additional % of reduction up to 30%. Expert Tailoring TL1: Min. Weight reduction is 15%, and double the CF. Gives -1 to Targeting Chinks in armor, bonus to holdout, etc. Masterful Tailoring TL1: Min. Weight reduction is 25%, and CF is 5x normal. Gives -2 to Targeting Chinks in armor, bonus to holdout, etc. Cheap Tailoring: Little attention is paid to fit, and is often loose in areas or uses many straps and buckles to ensure a proper fit. Increase Weight by 20%. -0.2CF. |
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| Tags |
| leather, low-tech, scaling rules, textiles |
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