hobgoblin
Mar 30 2004, 08:13 PM
err, about a similar topic:
did there every come a official explanation if one can mix and match parts from diffrent armor/fashion lines in CC?
A Clockwork Lime
Mar 30 2004, 08:16 PM
You're allowed to, but it counts as layering. Always has.
hobgoblin
Mar 30 2004, 11:52 PM
err, ok. thanks for reminding me
The White Dwarf
Mar 31 2004, 02:52 AM
Theres no hard limit to armor via any specific game rule, only what you can fit onto a character or car.
As for personal armor, no ones had it quite right yet. Theres 2 penalties for armor exceeding quickness.
The first is reduced combat pool. This is determined by adding up the total ballistic ratings and subtracting the quickness, then the same with impact, and then adding the differences. For every 2 points leftover, you lose 1 combat pool. So with quickness 6, wearing an armor jacket (5/3) and a long coat (4/3) youd lose 1 combat pool (4+5-6=3, 3+3-6=0, 3+0=3, 3/2=1.5, lose 1 point).
The second is reduced movment / quickness TN penalties. This is determined by adding up the total ballistic ratings of all your armor. For each point over your quickness you lose 1 move and get +1 tn to quickness linked tests. So with quickness 6, wearing an armor jacket (5/3) and a long coat (4/3) youd lose 3 move and suffer +3 tn to quickness tests (4+5=9, 9-6=3, you get 3 pt penalty).
Form Fitting Body Armor comes in a max rating of 4/1. It also counts towards neither of the above as per the most current errate on the offical SR webpage.
Thus the most min/max you could get with armor is to have all your worn ballistic armor to add to your quickness, and your worn impact armor to add to 1 over your quickness; and then add form fitting. So something like Long Coat (4/2), Rapid Transit Jumpsuit (2/4), Form Fitting (4/1) gives you effective ratings of (7/5) plus whatever 'ware you have.
BitBasher
Mar 31 2004, 03:09 AM
No, you missed the fact that stictly by the wording of toe book you can only stack 2 layers of armor, not three or more.
John Campbell
Mar 31 2004, 03:47 AM
Technically, you can stack as many as you want. However, only the two best in each category (Ballistic/Impact) affect your armor rating.
BitBasher
Mar 31 2004, 05:00 AM
Yes, that's true, but they ALL count against your penalties for quickness and combat pool though,
Voran
Mar 31 2004, 06:28 AM
A pity they didn't include rules for making armors in Cannon Comp. I would think, theoretically, you could come up with more combat oriented component based armor. The fuss in layering armor comes from trying to layer stuff that wasn't meant to be layered. It shouldn't be too hard to come up with component armor that gives a decent 6/5 or 7/6 and still has a decent conceal rating.
Limping Jacob
Mar 31 2004, 06:36 AM
Sure it should be a problem. SR makes it kinda clear that once you get into 6/5 or 7/6 territory, you're talking security and heavy armors. That suggests that armor technology isn't compact/advanced enough to make concealable armors with ratings that high.
Modesitt
Mar 31 2004, 07:14 AM
QUOTE |
A pity they didn't include rules for making armors in Cannon Comp. I would think, theoretically, you could come up with more combat oriented component based armor. The fuss in layering armor comes from trying to layer stuff that wasn't meant to be layered. It shouldn't be too hard to come up with component armor that gives a decent 6/5 or 7/6 and still has a decent conceal rating. |
To perform a shamless plug, I scratched up an armor creation system designed to mimic the BBB armors as closely as possible. Linkage
HERE. Feel free to remove all of the Rules and Regulations except for the ones related to rounding and changing 12 to 13, all of the others there mainly to follow the random patterns the SR developers put into the BBB armors.
I might try to find a method to the madness of the clothing lines in SR. Who knows, maybe they built it off of a vague system of some kind.
...
Yeah.
Right.
The White Dwarf
Mar 31 2004, 02:00 PM
Im not going into the stacking thing. You read it how you want to read it. But its obviously open to interpretation based on your impression of the grammar involved and the surrounding context. Until I see a FAQ clarifying the subject one way or the other I refuse to accept either interpretation as more legit than the other. Thus I left it out entirly as those are the rules for determining penalties, not for how much you can wear in total ever.
BitBasher
Mar 31 2004, 04:56 PM
I can agree with that.
The White Dwarf
Apr 1 2004, 07:02 AM
OMG a single sentence post about agreement... someone take photos!
Glyph
Apr 1 2004, 07:52 AM
The big thing to remember about both layered armor and the armored spell is that they are not hardened armor. In other words, they may only need to roll a 2 against anything ranging from a holdout pistol to a heavy pistol, but they still need 8 of them to stage down a Deadly wound.
Eyeless Blond
Apr 1 2004, 12:03 PM
Yeah, well hardened armor and gel packs aren't for starting characters anyway. In fact gel packs kinda suck; very few things have a Power of less than 5-6, which is about as high as non-hardened armor gets.
tisoz
Apr 4 2004, 09:44 AM
QUOTE (Modesitt) |
If you're aiming for pointlessly high armor and your GM says only 2 layers, mosey on over to the cyberlimbs and armor section(Body plating). After the cost of the limb, 2.5 ECU and 12,500 equals +1 armor of your choice. An armored jacket, FFBA, and a synthetic cyberleg can get you up to 7/7. Go obvious and you can add 4 more points where you want it, taking you to 9/9 without breaking a sweat.
Cyberarmor ballistic bonuses count for the purposes of calculating quickness penalties, but cyberarmor is 'cumulative', meaning they just get added on top like shields. It's not impossible to get your impact to 30+ with the help of an excessive amount of impact cybearmor, although what you'd NEED that much impact for is something else entirely. Maybe if you're on a bomb squad.
I encourage people to point out flaws in my rules-fu. Pertinent pages are 35-36 M&M. |
There's a limit of no more than 10 points of ballistic or 10 points of impact armor per limb, p.36 M&M.
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