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> Making armor worth while, A house rule - Feedback appreciated
Lagomorph
post Dec 23 2005, 10:01 AM
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In the few games that my group is playing in. We're finding that any armor pretty much amounts to squat in the current rules, especially vehicle armor. The problem we have is with the net hits adding to DV before the damage calculation.

For example: It seems odd that a Predator IV can cause damage to a patrol-1 (armor 10) with 5 net hits, but not with 4. The net hits adding to DV before comparing to armor also basically eliminates the need for the called shot options because by the time you'd need to use the bypass armor option or the +4DV option, you'd be subtracting too many dice for the former and the latter wouldn't make enough difference.

Considering the general level of dice pools in SR4, its not impossible or even uncommon to be able to roll 12-20 dice with standard 400 bp characters. This means that a light pistol with standard rounds could take out a steel lynx or a car in just a few shots.

So, with the problem laid out. We've come up with the following house rule: (We're still trying to decide if it should apply universally on only to vehicles, but I think it should work well either way)

QUOTE
Hits add to damage after the armor comparison along with the +DV from bursts. The called shot DV modifiers and ammo modifiers however still take place before the armor comparison.


With this rule, here are the advantages:
  • This will have the effect of making armor quite a bit more effective, and in general less deadly. This also lets called shots take an increased role in combat, as it would be one of the few options to really cause damage to vehicles.
  • Under the house rule, a Predator IV could only damage a patrol-1 using the bypass armor called shot (-10 dice to roll), EX or APDS ammo with a +1 DV called shot. Then, after bypassing armor, the additional hits would add to damage.
  • This has the effect in personal armor of making most pistols do stun damage against armored targets. Which is generally the case now against pistols and kevlar armor. However, with a called shot, it's still possible to do physical damage.

With this rule, here are the disadvantages:
  • It's nearly impossible to damage high armor items, like ares citymasters (armor 20), effectively turning them into light tanks. Only ATGMs have a chance to damage them, unless you take -20 dice to your roll and do the long shot rules, rolling only edge for hits.
  • Most damage will be stun damage, so people are much more likely to just be knocked out than killed.
  • If you are planning to kill, you pretty much are required to have EX or APDS to be able to do so.

Well that's the basics of our new rule, feedback and suggestions are very welcomed.
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