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Re: [HoE] Armor Stability redux
>If you stick to the rules, and have the armor take Durability steps,
>making rolls for every durability step the suit takes, you'll find it
>balances out pretty well. That, and the Stability gets lower with EVERY
Sorry, one more thing occurred to me.
If you do worry about damage and Durability for Armor (and for smaller-type
Junk devices in general), the rules in the Junker SB state about the damage,
"This is figured in the same way as damage for vehicles." So when you use
this procedure, do you divide the damage by 10/5/2/1 like vehicles,
depending on the type of weapon being used?
This would certainly help to insure that Junk-Armor would last fairly long.
Although should this rule be read literally for _all_ Junker devices (i.e.,
a Size 1 commo takes damage like a vehicle??)?
However, I'm still curious how you:
A) determine how much damage Armor takes from a shot, given the factors I
stated before without running up against a logistical/die-rolling nightmare?
and
B) apply this system to regular armor as well? It certainly makes sense to,
say, treat Kevlar Vests in the same manner (figure they've got a Size of 3
or so and the same Durability as per the Junker chart). But if you treat
regular Armor and Junk-Armor the same way, this seems to reduce the whole
Durability factor by applying it equally, making Junker-Armor once again
more cost-effective.
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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