I'm trying to design various armour pieces for a military SF game, and find myself flummoxed by the armor coverage rules.
It's a heroic game, and I'll be using the hit location table.
For instance, I want three grades of helmets - light, combat and high-threat. The light and standard helmets will protect hit locations 3-4, the high-threat will protect locations 3-5 (full head coverage). Likewise, I want to design a piece of heavy armour covering the shoulders that's different from torso protection.
Under the rules on FRED p 334, all these are covered by the activation roll (8-), despite the fact that there's a considerably less than (8-) chance of hitting the locations.
Should I use the (8-) limitation and not worry about the fine granularity? If so, what should I do about the mass limitation on armor?
Should I instead apply custom limitations with a higher modifier than Requires Activation Roll (8-)? Or is there an official extension to the armor coverage table that covers such small pieces of armor?
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Barwickian
I'm trying to design various armour pieces for a military SF game, and find myself flummoxed by the armor coverage rules.
It's a heroic game, and I'll be using the hit location table.
For instance, I want three grades of helmets - light, combat and high-threat. The light and standard helmets will protect hit locations 3-4, the high-threat will protect locations 3-5 (full head coverage). Likewise, I want to design a piece of heavy armour covering the shoulders that's different from torso protection.
Under the rules on FRED p 334, all these are covered by the activation roll (8-), despite the fact that there's a considerably less than (8-) chance of hitting the locations.
Should I use the (8-) limitation and not worry about the fine granularity? If so, what should I do about the mass limitation on armor?
Should I instead apply custom limitations with a higher modifier than Requires Activation Roll (8-)? Or is there an official extension to the armor coverage table that covers such small pieces of armor?
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