Difference between revisions of "Armor-(Gemini)"
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− | Much like weapons, the framework is based on the rules of cyberpunk, with my personal modifications. First off, just like in city of tears, SP ratings will be reduced from what they are in the cyberpunk book. SP stands for stopping power: this is how much damage the armor reduces hits by. HA stands for heavy armor: this is how much the armor reduces hits by heavy weapons.<br> | + | [[Gemini Index]] |
+ | |||
+ | Much like weapons, the framework is based on the rules of cyberpunk, with my personal modifications. First off, just like in city of tears, SP ratings will be reduced from what they are in the cyberpunk book. SP stands for stopping power: this is how much damage the armor reduces hits by. HA stands for heavy armor: this is how much the armor reduces hits by heavy weapons. Hardened rating is how much "weapon AP" is resisted by the armor (this does not affect armor piercing ammo).<br> | ||
Soft armor: soft armor tops out at 12 SP and 0 HA: this is not including bonuses from quality.<br> | Soft armor: soft armor tops out at 12 SP and 0 HA: this is not including bonuses from quality.<br> | ||
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Damaging armor: when your armor gets hit, it gets damaged. Each time armor is hit, make a reliability roll (rules still to come): if you fail, the armor will be useless until it is repaired in that location. Furthermore, every penetrating hit reduces the SP of the armor by 1 regardless of whether you pass or fail the reliability check: this can be repaired.<br> | Damaging armor: when your armor gets hit, it gets damaged. Each time armor is hit, make a reliability roll (rules still to come): if you fail, the armor will be useless until it is repaired in that location. Furthermore, every penetrating hit reduces the SP of the armor by 1 regardless of whether you pass or fail the reliability check: this can be repaired.<br> | ||
− | Armor Types: recorded as SP/HA/EV.<br> | + | Armor Types: recorded as SP/HA/EV/Hardened Rating.<br> |
Soft Armor: <br> | Soft Armor: <br> | ||
− | Leather: 4/0 only in close combat.<br> | + | Leather: 4/0/0/0 only in close combat.<br> |
− | Light Single-weave Armor: 6/0/0<br> | + | Light Single-weave Armor: 6/0/0/0<br> |
− | Medium Single-weave Armor: 8/0/0<br> | + | Medium Single-weave Armor: 8/0/0/0<br> |
− | Heavy Single-weave Armor: 10/0/1 Skinweave is SP10<br> | + | Heavy Single-weave Armor: 10/0/1/0 Skinweave is SP10<br> |
− | Light Double-weave Armor: 12/0/1<br> | + | Light Double-weave Armor: 12/0/1/0<br> |
− | Medium Double-weave Armor:14/0/1<br> | + | Medium Double-weave Armor:14/0/1/0<br> |
− | Heavy Double-weave Armor: 16/0/2<br> | + | Heavy Double-weave Armor: 16/0/2/0<br> |
Hard Armor: <br> | Hard Armor: <br> | ||
− | Light Combat Armor: 16/0/2 <br> | + | Light Combat Armor: 16/0/2/0<br> |
− | Medium Combat Armor: 18/0/2 <br> | + | Medium Combat Armor: 18/0/2/0 <br> |
− | Heavy Combat Armor: 20/1/3 <br> | + | Heavy Combat Armor: 20/1/3/0 <br> |
− | Assault Armor: 22/1/3 <br> | + | Assault Armor: 22/1/3/1 <br> |
− | Support Armor: 24/1/ | + | Support Armor: 24/1/4/1 <br> |
Armor Quality effects: <br> | Armor Quality effects: <br> | ||
− | Poor: -25% SP/HA (round down), +1 EV, Reliability 7, - | + | Poor: -25% SP/HA (round down), +1 EV, Reliability 7, -40% cost<br> |
− | Low: -10% SP/HA (round down), -EV, Reliability 4, - | + | Low: -10% SP/HA (round down), -EV, Reliability 4, -20% cost<br> |
Average: -SP/HA, -EV, Reliability 1, - cost<br> | Average: -SP/HA, -EV, Reliability 1, - cost<br> | ||
Good: +10%SP/HA, -EV, Reliability 1/3, 200% cost<br> | Good: +10%SP/HA, -EV, Reliability 1/3, 200% cost<br> | ||
Excellent: +10% SP, -1 EV, Reliability 1/1, 500% cost<br> | Excellent: +10% SP, -1 EV, Reliability 1/1, 500% cost<br> | ||
− | Best: +20% SP, - | + | Best: +20% SP, -2 EV, Reliability 1/1, +100% Hardened rating 1000% cost<br> |
− | Custom: +25% | + | Custom: +25% SP, -3 EV, Reliability 0, +1 HA and Hardened rating (or +100%, whichever is better) 50000-100000% cost<br> |
I've looked at Cyberpunk rules again, and I think I like them for most of combat. Barring stated exceptions, we will use those rules. | I've looked at Cyberpunk rules again, and I think I like them for most of combat. Barring stated exceptions, we will use those rules. | ||
+ | <br> | ||
+ | [[Weapons rules-(Gemini)]]<br> | ||
+ | [[Lootz of note]]<br> | ||
+ | [[Rules Changes]] |
Latest revision as of 01:18, 19 May 2007
Much like weapons, the framework is based on the rules of cyberpunk, with my personal modifications. First off, just like in city of tears, SP ratings will be reduced from what they are in the cyberpunk book. SP stands for stopping power: this is how much damage the armor reduces hits by. HA stands for heavy armor: this is how much the armor reduces hits by heavy weapons. Hardened rating is how much "weapon AP" is resisted by the armor (this does not affect armor piercing ammo).
Soft armor: soft armor tops out at 12 SP and 0 HA: this is not including bonuses from quality.
Hard armor: Tops out at 25 SP and 1 HA.
Powered Armor: Tops out at 50 SP and 4 HA.
Layering armor: as far as I know, there are rules for this in the most recent cyberpunk edition, though I'll have to check it out. The bottom line is: you get a little bit of extra armor with layering, and the bonus is increased by having armor be closer in value for the layers. Chances are good that I will reduce the benefits of layering armor, and increase the dex penalties from doing so. This is especially true because most armor is not designed to be layered.
We will use Cyberpunk layering rules with the following changes: Skin weave counts as a full layer. Layering with soft armor cannot take the SP over 20. Layering with Hard armor cannot take the armor above 30.
Damaging armor: when your armor gets hit, it gets damaged. Each time armor is hit, make a reliability roll (rules still to come): if you fail, the armor will be useless until it is repaired in that location. Furthermore, every penetrating hit reduces the SP of the armor by 1 regardless of whether you pass or fail the reliability check: this can be repaired.
Armor Types: recorded as SP/HA/EV/Hardened Rating.
Soft Armor:
Leather: 4/0/0/0 only in close combat.
Light Single-weave Armor: 6/0/0/0
Medium Single-weave Armor: 8/0/0/0
Heavy Single-weave Armor: 10/0/1/0 Skinweave is SP10
Light Double-weave Armor: 12/0/1/0
Medium Double-weave Armor:14/0/1/0
Heavy Double-weave Armor: 16/0/2/0
Hard Armor:
Light Combat Armor: 16/0/2/0
Medium Combat Armor: 18/0/2/0
Heavy Combat Armor: 20/1/3/0
Assault Armor: 22/1/3/1
Support Armor: 24/1/4/1
Armor Quality effects:
Poor: -25% SP/HA (round down), +1 EV, Reliability 7, -40% cost
Low: -10% SP/HA (round down), -EV, Reliability 4, -20% cost
Average: -SP/HA, -EV, Reliability 1, - cost
Good: +10%SP/HA, -EV, Reliability 1/3, 200% cost
Excellent: +10% SP, -1 EV, Reliability 1/1, 500% cost
Best: +20% SP, -2 EV, Reliability 1/1, +100% Hardened rating 1000% cost
Custom: +25% SP, -3 EV, Reliability 0, +1 HA and Hardened rating (or +100%, whichever is better) 50000-100000% cost
I've looked at Cyberpunk rules again, and I think I like them for most of combat. Barring stated exceptions, we will use those rules.
Weapons rules-(Gemini)
Lootz of note
Rules Changes