QUOTE (3278 @ Feb 5 2012, 05:14 PM)

In the case of ramming, too? It looks to me like, in the case of ramming, we shouldn't have gotten the vehicle's armor and body at all [SR4a p171]! Is this another error in my beta SR4a? Or am I understanding it wrong?
First of all, I always use relative speed involved. It's the only thing that 'makes sense' (don't quote me on that last part though, though

)
Second, as far as my interpretation of the rules go:
Anything except full-auto, area-effect, and ramming/crashing targets only vehicle or passenger. Resolve as normal.
Full-auto, area-effect, and ramming/crashing targets both vehicle and passangers. When resolving these damage resistance tests:
- The vehicle resists damage with as normal.
- Passengers resist damage as normal, adding the vehicle armor to their own (the sturdier the vehicle, the less risk it is to the passengers).
There's also the 'Personal Armor' modification that can apply to passengers. (Also remember that, by RAW, the ramming vehicle takes half damage; this would probably apply to passengers in that vehicle as well)
Since there is no rule stating damage to passengers that are strapped in/not strapped in, as the cruel GM I am I'll apply extra falling damage to anyone not strapped in:
I count the relative speed of the vehicle divided by 10 as the 'distance fallen'. Note: I only use this if the vehicle drives into something. If they are rear-ended, they won't fly around in general, so no extra damage applies. If they are side-swiped or if they are standing when hit from the rear, I only apply actual distance travelled for the second damage test. This test is resisted with half Impact armor, as normal.
I read the 'characters resist ramming damage using half Impact' sentence to mean that this is what a character uses if rammed by a vehicle.
Hope that helps =)