Armor Rules by Jesse VanValkenburg & Matt Steflik |
|||||||||||
Realistic Armor Armor Should take damage in HOE when it is Struck. Eventually needing repair or it will be useless. The following is how to deal with the mechanic. All armor should have both a reliability and durability value. Treat the armors durability value as normal. Reduce the armor one step in durability forever 6 points of damage that strikes a location. Once that location gets to 0 durability the armor is useless there. This can be repaired with armorer trade skill, you may use tinkerin' at +2 tn modifier. You receive 6 points of durability + 6 points per raise (max is original durability). For TN values see Homemade armor rules. Reliability can be effected in a damaged area. Ever time the armor takes 6 points or more in damage at one time roll its reliability. If the roll fails reduce the armor's protective value in that location one step. As the armor is repaired you receive one step back for reliability + one step per raise. (one roll for repair accomplishes both durability and reliability repairs). Below is the reduction chart for armor. AV1=(-6) -6=(-4) -4=(-2) -2=(armor useless) |
|||||||||||
Armor reliability should reflect what it is made from. Below are the more common items armor might be made from. Anything else used can be added to the chart below. Aluminum=11 Bamboo=7 Bone=12 Bronze=16 Bulletproof glass=18 Cloth=4 Flesh(holding someone in front of you)=6 Gold=9 Hard Woods=13 Iron=17 Kevlar=20 Rubber=12 (16vs fire) Silk=12(6va fire) Silver=10 Soft woods=8 Steel=18 Stainless Steel=17 Steel High Grade Carbon=19 Titanium=20 Tungsten=20 |
|||||||||||
Return to Shelter Marshal Tools Return to Gimme Shelter |