TBeholder
Explorer
d100 Warhammer RP series from FFG have armor work like this. Armor Points often vary per location; also, armor has limitations (in the later games, all), and often extra stuff built in and/or special properties. Total damage soak is AP value of armor (minus the weapon’s Penetration) + Toughness Bonus of the target.
For a mediocre vs. mediocre example: common firearms and lasguns do 1d10+3 Pen 0, Guard flak armor is AP 4 anywhere (+1 vs shrapnel), a typical non-augmented human wearing it has TB 3 (4+3=7 total soak) and 10 Wounds; thus more than half of the hits inflict at least some harm, but no immediately incapacitating injuries (except critical hits, and even then not all), which is a lot better than having all hits really hurt and 3/10 incapacitate. Obviously, using cover and other ways of not being hit so much can improve life expectancy. There are also a few types of AP 2-3 low-profile armor, which is at least better than nothing.
If you don’t like flat value because body armor is not an uniform sealed sphere, take a look at Alternity (the original one, at least). But yeah, it’s yet another roll in an engine that has too many custom rolls.
Armor coverage as a part of hit location roll could work better.
In Riddle of Steel wound level = amount of successes (probability per die depends on the attack maneuver) from the attacker’s dice pool (depends on the skill and the maneuver) - successes of the defense + weapon damage value - armor. So it’s overwhelmed often, but every point matters, since combat is quite deadly and with unstable equilibrium (wounds reduce combat dice pool).
See the examples from /tg/: sup/tg/ - /tg/ Archive
For a mediocre vs. mediocre example: common firearms and lasguns do 1d10+3 Pen 0, Guard flak armor is AP 4 anywhere (+1 vs shrapnel), a typical non-augmented human wearing it has TB 3 (4+3=7 total soak) and 10 Wounds; thus more than half of the hits inflict at least some harm, but no immediately incapacitating injuries (except critical hits, and even then not all), which is a lot better than having all hits really hurt and 3/10 incapacitate. Obviously, using cover and other ways of not being hit so much can improve life expectancy. There are also a few types of AP 2-3 low-profile armor, which is at least better than nothing.
If you don’t like flat value because body armor is not an uniform sealed sphere, take a look at Alternity (the original one, at least). But yeah, it’s yet another roll in an engine that has too many custom rolls.
Armor coverage as a part of hit location roll could work better.
In Riddle of Steel wound level = amount of successes (probability per die depends on the attack maneuver) from the attacker’s dice pool (depends on the skill and the maneuver) - successes of the defense + weapon damage value - armor. So it’s overwhelmed often, but every point matters, since combat is quite deadly and with unstable equilibrium (wounds reduce combat dice pool).
See the examples from /tg/: sup/tg/ - /tg/ Archive
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