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Old 06-10-2012, 06:03 PM   #1
swordtart
 
Join Date: Jun 2008
Default Plasticores

I read the description of plasticores and it talks "standard rubber exterior around a solid core of fireproof armor-quality plastic".

Having never been able to afford them I never really thought about them that much, but recently allowing tyres with 5 DP missing to cost 10% of full tire costs, they became an affordable (if weighty) option.

So how are we treating these with regard to damage.

a) 4 Points of non-FP rubber that can be removed by tire damaging hand weapons the remaining 21 DP being fireproof and unaffected by hand-weapons (unless they can affect more than tires).

b) A 25 DP tire that is fireproof but can be affected by hand weapons at all times (the only difference being after the first 4 DPs have gone you take the HC hit).

How do they react in the following situations.

1) Hit for 3 points of damage from a SMG.
2) Hit for 6 points of damage from a SMG.
3) Hit for 3 points of damage from a Light Flamethrower.
4) Hit for 3 points from Lt Flamethrower after rubber stripped by a previous non-fire attack.
5) Fire at end of last turn burnt off last point of rubber but vehicle is still on fire.

I think the valid options are.
1a, 1b - Rubber takes 3 points damage.
2a - Rubber takes 4 points and is stripped (HC drops). 2 remaining points. strike plastic. As this is vehicular armour damages is halves to 1 point.
2b - Rubber takes 4 and is stripped (HC drops). 2 remaining points do 2 points damage to plastic core.
3a - Rubber takes 3 points damage and roll for catching fire.
3b - Rubber takes 3 points damage and don't roll for catching fire.
4a, 4b - Plastic takes 3 points damage but do not roll for catching on fire.
5a, 5b - Tire fire goes out as it cannot spread to fire-proof core. If remainer of vehicle is on fire the tire still takes a point of damage at the end of the turn.

I am pretty sure I have seen conflicting answers to these sort of questions in ADQ&A
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