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> Hurting my Players
senior drekface
post Jan 15 2005, 07:22 PM
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I have a problem. My players armour rating, I think, are really high. They usually wear form-fitting armour with some sort of duster over it giving them roughly around a 7/4 armour rating. Do you guys think this is too high?
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Herald of Verjig...
post Jan 15 2005, 07:29 PM
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Ah, you round up the 1/2 on FFBA's impact. Not that it makes much difference. Apply similar techniques for opposition (your PCs aren't the only creatures on earth smart enough to layer armor) and it'll be fine.

Melee weapons, burst fire, and large guns can get past that little 7:4 without much difficulty. Even an AVS wielded with mild competance and one aimed burst can hurt them with that armor.
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MagicalGirlPrett...
post Jan 15 2005, 07:29 PM
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Are you remembering to apply the quickness penalties for layering armor? Because that'd be an insanely high QCK for them to have.
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Zeel De Mort
post Jan 15 2005, 07:52 PM
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FFBA doesn't have any adverse effects when layering anymore, as per the errata/faq/wherever they mentioned it. Basically it doesn't count when determining quickness-related penalties etc.

Anyway, 7/4 really isn't that much at all. The players are just trying to protect themselves, and quite rightly too - there are LOADS of things that can hurt them. Burst fire/full auto, grenades, melee weapons, APDS or EX explosive ammo, etc etc etc. It's really no problem to hurt them if you want to. Even an unaugmented but strong (str 5) individual wielding a katana in two hands does 9M base, against the imact armour of 4 that's not too much fun, assuming a body that's not well into the double figures.

Likewise any kind of blast in a confined space will ruin them, as will a whole host of firearms. So many options!
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hyzmarca
post Jan 15 2005, 07:55 PM
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APDS the only problem with it is that they could pick some up off of their enemies' corpses.
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Zeel De Mort
post Jan 15 2005, 08:00 PM
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Very true. You could use small amounts, or make sure the opponents are using weapons that the PCs generally don't. Or just use regular ammo, but more of it at once!
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Canid13
post Jan 15 2005, 08:40 PM
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Or you could abandon the layering rules, like I have in my campaign. People walk around in 5/3 armour, with implant additions, and tend to survive.

Course, I don't make nearly as much use of General Armour Piercing or APDS ammo as I should :o)
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Fortune
post Jan 15 2005, 08:52 PM
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An Armor Jacket and FFBA are 7/3 (round second layer down), which is pretty standard for most players I've seen. One could even say i's on the low side when you factor in stuff like magic. I don't really see the problem.
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Kagetenshi
post Jan 15 2005, 08:54 PM
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Keep in mind that he said duster, so he probably means long coat, so that'd be 6/2 as well.

~J
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Fortune
post Jan 15 2005, 09:01 PM
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Yeah I know, but I was just trying to give an example of a commonly-used combination that nearly matched his figures. :)
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Smiley
post Jan 15 2005, 09:19 PM
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QUOTE (MagicalGirlPrettyMatt)
Are you remembering to apply the quickness penalties for layering armor? Because that'd be an insanely high QCK for them to have.

Nah, not really. Since FFBA doesn't count, it'd only be a quickness of 5. Some players could step outside with an armor of 12 and not be adversely affected. (Qickness: 10, plus FFBA)
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kevyn668
post Jan 15 2005, 09:24 PM
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I know I going to regret this, but how could a player come up 12 w/o mil or sec armor?
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Fortune
post Jan 15 2005, 09:33 PM
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QUOTE (Smiley)
Since FFBA doesn't count, it'd only be a quickness of 5.

Quickness of 4 actually, as penalties do not start until the armor rating exceeds quickness by 2 (FFBA excepted).
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Zeel De Mort
post Jan 15 2005, 09:40 PM
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QUOTE (kevyn668)
I know I going to regret this, but how could a player come up 12 w/o mil or sec armor?

Presumably people in that case are allowing more than two pieces of armour to layer at once. A lot of people only allow two, some allow any number.

Either that or a whole hell of a lot of cyberlimb armour, in addition to worn armour, since it counts for the penalties as well.
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FlakJacket
post Jan 15 2005, 09:46 PM
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In regards to PC's wearing high levels of amrour, do you have your NPC's used called shots or something similar? If the opposition sees that they're soaking up the hits without much bother, why not try shooting for the unarmoured parts- although this only really counts if you use the errata called shots can bypass armour rules.
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Striker
post Jan 15 2005, 10:08 PM
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Some countermeasures:

-Impact damage. Grenades work nicely, as do melee attacks.
-Magic. 'Nuff said.
-APDS. It can really ruin any PC's day.
-Water. Watch them try to swim in all that armor...

And here's a houserule I use that helps a lot with armor:

-A called shot (+4 TN penalty) can be used to, instead of staging damage up one level, hit a part of the target that has weaker or no armor. The faceplate of a helmet is a good candidate for that.
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MagicalGirlPrett...
post Jan 15 2005, 10:14 PM
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QUOTE (Zeel De Mort)
FFBA doesn't have any adverse effects when layering anymore, as per the errata/faq/wherever they mentioned it. Basically it doesn't count when determining quickness-related penalties etc.

Anyway, 7/4 really isn't that much at all. The players are just trying to protect themselves, and quite rightly too - there are LOADS of things that can hurt them. Burst fire/full auto, grenades, melee weapons, APDS or EX explosive ammo, etc etc etc. It's really no problem to hurt them if you want to. Even an unaugmented but strong (str 5) individual wielding a katana in two hands does 9M base, against the imact armour of 4 that's not too much fun, assuming a body that's not well into the double figures.

Likewise any kind of blast in a confined space will ruin them, as will a whole host of firearms. So many options!

REEEEEEEEEEEEEEEEEEEEEEEALLY...

In that case, I have a bone to pick with my GM.
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Voran
post Jan 15 2005, 10:23 PM
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Well, with low impact ratings you can have them get into melee combat. You could use chemical weapons, even 'tame' stuff like neurostun. Electric based stun weapons.

As mentioned the chunky salsa effect of a regular physical-dmg type grenade in an enclosed space, such as a hallway in a building, can be very dangerous. Course, that tends to be a bit of overkill :P
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sidartha
post Jan 16 2005, 12:05 AM
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I've run into a similar problem when dealing with a party all to willing to shoot their way to the street corner for a samich.
Thus I decided that any facility that has the cash to hire/train/equip their own security forces, also has the cash to put one Ares Alpha loaded with APDS in a lock-box in the security office. Sure if the players fight smart then they stand a chance of looting a few rounds of premium ammo, but with any luck they'll be to paranoid about whom to use it on they won't use any.
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Austere Emancipa...
post Jan 16 2005, 12:12 AM
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Ingram Smartgun firing EX-Ex in 3-round bursts: 12S at zero recoil, quite affordable for anyone serious about their security.
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Smiley
post Jan 16 2005, 02:10 AM
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QUOTE (kevyn668 @ Jan 15 2005, 05:24 PM)
I know I going to regret this, but how could a player come up 12 w/o mil or sec armor?

Light security armor at 6/4 plus FFBA at 2/1 (halved) with a lined coat (4/2) thrown over it. If you ask me (and the guys I run with), security armor shouldn't be any less secure just because you decide to wear a duster with it. But then again, we picture is as semirigid interconnected plates, like the stuff Konoko is wearing on the Oni video game cover. (Hell, I even forgot about the helmet and forearm guards, but that would be twinktacular.)

EDIT: Oops. I just saw that thing about w/o mil OR SEC ARMOR. That'll teach me to post and look at porn at the same time. Too much distraction.
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Fortune
post Jan 16 2005, 02:24 AM
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QUOTE
Light security armor at 6/4 plus FFBA at 2/1 (halved) with a lined coat (4/2) thrown over it.


That's still only 10/5. Once again, subsequent layers are rounded down. Full body FFBA layers as 2/0, and the lined coat is 2/1. The character would also need a Quickness of at least 9 not to take any penalties.
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Smiley
post Jan 16 2005, 02:27 AM
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As I said: "If you ask me (and the guys I run with), security armor shouldn't be any less secure just because you decide to wear a duster with it." We don't half the sec armor or the coat. 2(FFBA)+6(Sec)+4(Coat)= 12.

Realistically, neither the coat nor the sec armor is going to be weaker just because you're wearing them togther.
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Fortune
post Jan 16 2005, 02:41 AM
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That's fine, and relatively reasonable, but it is a house rule.
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JaronK
post Jan 16 2005, 03:23 AM
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Though another way to think of it is: if the bullet can pierce the security armour, that cute jacket you've got over it isn't going to help much either!

JaronK
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