Alright, to disect Smart Armor once again.
For example we will be firing a 13 DV shot with AP -5 at a vehicle with 10 armor and 10 SM.
QUOTE
Smart armor cannot be concealed, but is superior to normal
armor in that it has armor-piercing defeating properties. Small
explosives spaced throughout the exterior of the vehicle prematurely
detonate/deflect incoming fire, reducing the AP value of
attacks by the smart armor’s rating.
Alright, so first we have to assume that because armor is armor that "reducing the AP value" means to add.
So our weapon's AP value moves from -5 to +5 (AP can be positive). If the AP was already greater than 0 we wouldn't reduce it towards 0 (as that would be detrimental to the primary purpose of armor). Nor would be stop
at 0, due to the later mechanics of SM. If AP starts at -1 and moves to 0 and the AP is reduced later (see below) by 3 to -3, our 10 smart armor actually made the weapon penetrate
more, not less.
QUOTE
Every time a heavy ballistic weapon or explosive
(usually any weapon that does more than 10 DV) hits a vehicle
with smart armor, roll a test using the smart armor’s rating as
the dice pool.
The smart armor's
rating is its full value, not its
current value. In this example, it is 10 and will be 10 for every shot (except in the case of glitches, see below).
QUOTE
Every hit is added to the firing weapon’s AP value
(thus rendering the smart armor less effective).
This sentence, as written, makes no sense. Adding to the AP (say we roll 3 hits, our modified AP moves from +5 to +8 ) doesn't "make the smart armor less effective."
However subtracting the hits from the AP value (making the armor less effective) seems counter intuitive: shouldn't the armor be rolling to protect better?
However this is also the section that may be a holdover from the SR3 model where as smart armor lost uses the odds that it could deflect the next shot went down ("I'm sorry Dave, all the ablative sections on that side of the vehicle have been expended").
If we read the sentence substituting "ability to pierce armor" as a concept, for "AP value" then we read the sentence as "Every hit is added to the firing weapon’s ability to pierce armor (thus rendering the smart armor less effective)" making a completely logical sentence, indicating that we do indeed subtract the hits on the SM test from the modified AP value (+5 to +2). For 10 smart armor we still have a net gain of +7 effective armor, due to the change in AP value.
From here we apply the vehicle's regular armor (10) modified by AP (+2) for 12 against a DV of 13 (passes the physical/stun check). 12 dice gives us 4 hits, the vehicle takes 9 boxes of damage. Without our smart armor we'd have been rolling only 5 dice!
QUOTE
A glitch on this
test reduces the value of the smart armor by one.
Here I assume they mean the rating being permanently reduced by 1, so if you glitch on 10 dice, next shot you only have 9.
QUOTE
You may use
the smart armor as many times as its rating.
You get 10 uses for 10 smart armor. No more. We can assume a glitch works like essence and magic, if you glitch on the third shot, you have 6(9) smart armor: 6 uses remaining (2 successful expenditures, 1 glitched* expenditure, and 1 loss from having a glitch), 9 rating.
QUOTE
Once the smart
armor has been exhausted, it must be replenished with a Logic +
Armorer (rating, 1 hour) Extended Test in order to be effective
again, at a cost of 500¥ per rating point.
I would also assume this doesn't let you recover lost rating points, those would need to be purchased and upgraded normally.
*A glitch is still successful. There are no rules here for critical glitches, which is odd given the rules: each
hit reduces the effectiveness of the armor, so a
critical glitch is actually more beneficial to the vehicle than a
regular glitch!