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#1 |
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Join Date: May 2010
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I am working on a set of house rules to merge blunt trauma (B379) and edge protection rules (LT102) and would appreciate any comments.
Option 1: Double the DR of all armours vs cut/crush but apply a divisor for any damage that fails to penetrate; 2 for flexible, 3 for semi-flexible (e.g. scale), 4 for rigid. The resulting damage is blunt trauma caused by deformation of flexible armour or transmission of the impact through rigid armour. Any damage that penetrates (exceeds DRx2) apply wounding modifiers as per basic rules (B378); i.e. subtract base DR and apply wounding modifier. This makes armour very good at distributing the blow until it actually deforms or cuts the armour; most hits will inflict 1-2 points of blunt trauma, but a powerful blow will rip through for devastating effect. It also emphasises the superiority of impaling weapons at penetrating armour. Here are some worked examples: All armours below have base DR 5, 10 vs cut/crush attacks; a comparison with RAW is also shown (B378; LT102). Heavy mail, (blunt trauma divisor = 2) 2 cutting/crush damage = 1 blunt trauma (2/2=1); RAW 0 cut/0 crush 5 cutting/crush damage = 2 blunt trauma (5/2=2); RAW 0 cut/2 crush 9 cutting/crush damage = 4 blunt trauma (9/2=4); RAW 4 blunt trauma/6 crush Heavy Scale, (blunt trauma divisor = 3) 2 cutting/crush damage = 0 blunt trauma (2/3=0); RAW 0 cut/0 crush 5 cutting/crush damage = 1 blunt trauma (5/3=1); RAW 0 cut/1 crush 9 cutting/crush damage = 3 blunt trauma (9/3=3); RAW 4 blunt trauma/5 crush Plate, (blunt trauma divisor = 4) 2 cutting/crush damage = 0 blunt trauma (2/4=0); RAW 0 cut/0 crush 5 cutting/crush damage = 1 blunt trauma (5/4=1); RAW 0 cut/0 crush 9 cutting/crush damage = 2 blunt trauma (9/4=2); RAW 4 blunt trauma/4 crush Any armour with base DR 5 12 cutting/crushing damage = 10 cut/7 crush (12-5=7; 7x1.5=10.5); RAW 10 cut/7 crush Last edited by Qcumber; 01-28-2011 at 09:30 AM. |
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| Tags |
| edge protection, low-tech |
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