QUOTE (Marcus @ Oct 12 2010, 10:10 PM)

Drake's get it at level 4, giving them the awesome power of immunity to poorly shot non-AP, Light pistols.
And punches from below-average strength humans.
Also, there are no listed rules on how to stack hardened armor with non-hardened armor (eg. drake with mystic armor [the adept power] or the
Armor spell and a troll with Granite Skin).
General consensus is add the two but damage below the hardened amount is ignored. Damage below the total is stun, otherwise physical.
But it still makes 4 (or in the case of Granite Skin, 3) hardened armor neigh useless.
If your GM feels like being generous use the following house rule:
Hardened armor counts as automatic successes from a damage resistance test (as if you had added those dice and rolled 5s).
Spirits get their Force in Immunity to Normal Weapons, not their Force doubled.
Armor piercing does effect hardened armor (how your group decides to order things is up to you; eg. if hardened armor is pierced first or last).
High force spirits are slightly less crazy (you only need 6 damage to hurt a F6 spirit, not 12, but you do less damage per shot) and the lower end stuff (F1 spirits, drakes, etc) actually see a noticeable boost from having hardened armor over normal armor.