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RE: [HOE] Miscellaneous armor question [SHANE]




FINALLY!!!  I found the answer everyone was looking for.  Page 133 of the new Deadlands Players Guide.

 

--- Layering Armor ---

            There’s a lot of lead flying around out there.  Some of you more paranoid types may want a bit more protection than one type of armor provides you.  You can layer armor and light armor for a bit of extra protection if you like.

            The way it works is simple.  First, reduce the attack’s die type by the Armor Value of the actual armor, just like normal.  Then roll damage and subtract the light armor’s protection value for the final total.

            Be reasonable when layering armor.  Your hero can wear an iron suit over his chain mail, leather chaps, and buffalo coat, but he’s going to get tuckered out right quick in the hot deserts of the American West.

            Marshal, if the posse starts abusing these rules, feel free to discipline them.  Give them a few points of Wind damage for the heat and fatigue.  And don’t forget the movement penalties for all that weight.  Anyone dressed up in more armor than one of Dr. Helstromme’s automatons is going to draw a bit of fire, as well.

 

That makes sense, it would be hard to find a way to handle it in a different way (this is exactly how I handle it today). What I wanted to find out was how to handle a situation where the character wearing armor benefits from several layers of armor. Normally this can't be done as you can't wear a kevlar west and a battle suit (regardless of the players' claim that it is paper thin and weighs next to nothing) so there is no problem, the problem occurs when the character would benefit from armor that he isn't actually wearing, like forcefields, magical powers, armor of buildings and veichles the character is seeking protection in and so on. The simple solution is of course to total up all the AV and all the negative AV, reduce the damage roll by the AV, roll the damage and then subtract the negative AV from the total. No real problem there either, the problem occurs when that character is hit by an AP attack, assume that the character has 4 layers of protection Kevlar - Leather - Armor of the Saints hard - Armor of the Saints soft and that the bullet is AP 2, the kevlar is penetrated, no question about that, is the leather penetrated too? Perhaps, perhaps not, I'm eagerly await an authoritative answer on that one. The character still gets to count the hard part of AotS, there is little doubt about that, but does he still gets to count the soft part? I would say yes as the AP bullet no longer is AP when it penetrates to that layer. Now make it an AP 3 bullet, both the kevlar and the leather is penetrated, I don't doubt that, what happens with AotS? There is still enough AP left to penetrate the 1 level of hard armor and possibly the soft part too but AotS is magical and earlier rulings have treated magical protection differently so I would like to know how much damage the templar would suffer from a 3D6 - AP 3 bullet?

 

Follow up question:

If AotS is unaffected by AP - ammo  (since the syker power Forcefield is I see little reason why it shouldn't be) would the situation  change if the ammo was made by a junker using Ammo + Spirit Weapon and if so would the same junker ammo have any special effect on a syker Forcefield?

 

To me it seems like the rule that even one level of AP on an attack negates any amount of soft armor is the source of alot of special cases (like magical soft armor) and situations that just don't make sense (a thick wall of leather with an AV of -50, no problem got my 2D4 - AP 1 Derringer here, the wall doesn't even slow the bullet while a 6D12 cannon round (with no AP) would likely be stopped completely. What about treating say 4 or 5 levels of soft armor as 1 level of hard armor for purposes of AP vs. AV where the soft levels are always the last to be negated? If the soft armor is of level 3 or less it is simply ignored (as soft AV is today). It would make situations like one above simpler to resolve and there would be less special cases (a 25 point syker Forcefield is 21 when hit by an AP - 1 bullet but only 5 points when hit by a AP - 5 round). The usual answer to this is of course "Go ahead, use it.", I will, I would just like to discuss it first.

 

/Johnny

-----Original Message-----
From: owner-hoe@gamerz.net [mailto:owner-hoe@gamerz.net] On Behalf Of Johnny Burlin
Sent: Saturday, January 25, 2003 4:58 AM
To: HoE-listan
Subject: [HOE] Miscellaneous armor question [SHANE]

 

Hi! I have some armor question for Shane or some other PEG-person.

 

1) How do normal and light armor "stack"? Or more specifically, how do you handle a templar with a boil leather shirt beneath his kevlar west (AV 2) and Armor of the Saint 5 + Greater reward? I would handle it as AV 3 and then reduce the damage by 9 points but there is perhaps some official rule that I'm missing?

 

2) The rules for Armor of the Saints says that it stacks with whatever armor the templar is wearing. Is this specific for AotS or is it general, what about a templar with a kevlar vest, AotS + greater reward, an active junker force field (AV 3) and sitting in a lightly armored car (AV 3)? What would his effective guts AV be? 2 + 1 + 3 + 3 = 9 (with an additional -5 points at the end) ?

 

Time to reopen an old can of worms, AP attacks and light armor.

 

3) A templar with AotS - greater reward and a boiled leather shirt is hit in the guts with 3D6-AP1 bullet. How much damage does he suffers? 3D6 (AP1 defeats both his armor and the soft armor), 3D6 - 9 (the bullet defeats the armor but not the soft armor since its penetrating ability i wasted on the real armor), 3D6 - 5 (the bullet defeats the armor and the soft armor but not magical light armor (magical light armor, atleast in the form of the syker power Forcefield, seem to be immune to AP-attacks and AotS is magical), 3D4 - 5 (AP has no effect other than to nullify the boil leather shirt as AotS is magical).

 

/Johnny