[Nexus] Damaging armour

Aussiegamer

First Post
This would allow for the armour to be damaged and those gadgets to the be useful.

All armour has an armour bonus, so if the attacker rolls 10 to 10+AC bonus they hit the armour only. This does no damage to the wearer but only to the armour.

This assumes medium size and no negative dex mods, i will need to think about this bit for the final way of dteremining the armour is hit not the person wearing it. But the idea is there for discussion

The Armour Points (AP) is determined by:

[5+(DRx5)] x (1 for light, 4 for meduim or 8 for heavy)

or for those still using just AC then put AC instead of DR but you will have to drop the armour type multiplier as it would be then too high.

The armour stays functional until reaching 0 AP or less and then it is destroyed.

It then can be repaired as normal if not 0AP yet as all equipment is now.
 

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The best way to determine if an attack is deflected by armor or not is to use the Touch Defense (I really dislike using "AC" when discussing the modern d20 system). If an melee or ranged attach (that is not already a touch attack) would hit a target's Touch Defense, but not it's full Defense, then the attack hit the armor. Touch Defense is calculated as 10 + a target's DEX (up to the max allows by any armor worn) + any nonequipment modifiers. Touch Defense represents the character's ability to get away from an attack. Therefore, it is the values between the Touch Defense and the standard Defense that represent the stopping power of a character's armor.

From there, you can just you hardness/HP (not applicalbe on all armors, I know), or just call the armor "damaged" and have it confer its nonproficiency bonus to Defense instead. Or, just consider the armor destroyed or useless. All depends on the weapons, armors, and factors involved.
 

I think that maybe better to use flat footed as it removes all def and dex bonuses.

I figure though the normal rating should be used and not the improved by gadgets rating or even mastercrafted rating.

thus if a PC is FF AC is 12 (unadjusted) then a 10 or 11 hits the armour. As an unarmoured PC would have a FF of 10, so the difference is the armour. A 12 would have hit the PC as normal.

If the PC has a shield then its armour bonus is last on the list, So...


A PC is wearing heavy armour (+8 bonus) and carrying a large shield (+2 bonus), the FF AC is 21 (and also happens to be the normal as well). So if the shot is under the 21 and above 9 then it hits the amrour. If the shot is 10-18 the it hits the armour, if it hits 19 or 20 then it hits the shield.

the only other problem is a creatures natural armour, thus I think means that this is taken first at 10, then the armour bonus is taken. As it is natural armour is can not be damaged.

Though it might be interesting to have the fur blown off some creature, dropping its normal AC :]

I like the fact that armour has points that allows some to live longer than others. Also then allows for a gadget to increase the AP of an armour.

This keeps the system still usable but simple.
 

another way to do this is a bit easier is that every time an attack hits a PC, and the armour removes some of the damage due to its DR, then that damage is taken off the armour points for it.

Thus a light leather jacket with DR 1 loses 1 AP per attack that hits the wearer.

This would be good for vehicles as well, shows the armour slowly getting blown off and then it needs repairing.

I would like some thoughts on this please.
 

Hi


Sounds like a lot of paperwork, and scribbling on character sheets. Doesnt palladium/rifts do something similar. In theory it is very realistic, but can be a bit of a pain to manage, especially it for you do it for npc's as well.

What I use is that most damage doesnt affect the structure of a suit of armour, but some of my armours have a threshold level and should they take damage above this they are damaged, and either useless or in danger of being useless if not repaired / hit again.

Am I right in thinking d20F just has a skill called repair, as a fix-all skill. I have a number of skills in BN35 (first-aid, craft, mechanics, technics, bio-tech) that repair various things. Keeps the sci-tech a very busy 'man', especially as one of the party is wholley synthetic and the other is 90% cyborg. The other two are wholley organic. Means the sci-tech has too double a medic and none of the party have taken the combat-medic class, no-one in the party more than dabbles in psionics and thier is no 'magic'.
JohnD
 

NPCs are easy, just roll a percentage at the end of the fight!

yes there is a skill called repairthat does all. But yes a new skill might be needed for more skills to cope with techno-organic gear. there is skills for cybernetics already.

This is an optional rule and thus it will be up to the gamers to use or not. :)
 

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