Armour Layering Rules |
(c) R.Talsorian Games, Inc.
Armor can be layered to a maximum of 3 layers; no more than ONE of these layers can be Hard Armor ( see Hard/Soft Armors Table below )
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Proportional Armor Table | Goto Top |
When layering armor or wearing armor behind an obstacle or cover, subtract the smaller SP from the large one. Find the difference on the table and read across to the other column. This is the bonus number you add to the LARGER SP to determine OVERALL protection from the armor/armor or armor/cover combination. If you have three or more layers of protection, calculate in pairs from the inside out. [ ex.: For armors A,B,C, you compare A and B, determine B's bonus number and then compare the new strength of B to armor C. ]
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Hard/Soft Armors Table | Goto Top |
Body armors are now divided up by whether or not the majority of their
protection is based on rigid metals/ceramics/composites or on softer, more
flexible ballistic fabrics. This is done for layering purposes and for some
weapon damage effects. The table is arranged with heaviest protection at
the top, lightest at bottom.
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Armor-Piercing Effects Of Mono-Weapons And Shotgun Slugs | Goto Top |
Unless otherwise listed specifically in the weapon's description/information,
all mono-weapons are at 1/3 SP versus both Hard and Soft Armors.
Shotgun slugs have normal AP ability versus all armors, but any damage that does penetrate is NORMAL, not halved. This represents the mass and high impact capabilities of finned/saboted slugs.
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