Re: Complex Sectional Armor
Another way to do it is to calculate the "damage probability". To do this you multiple the STUN multiplier with the roll probability and divide by the average Stun multiplier (2.866)/Reproduced below - Divide by 216 to get the percentage.
Chances in 216 to hit/damage a given location :
Damage Product
_3 : _1 _1.75
_4 : _3 _5.23
_5 : _6 10.47
_6 : 10 _3.49
_7 : 15 10.47
_8 : 21 14.66
_9 : 25 26.17
10 : 27 28.27
11 : 27 28.27
12 : 25 34.90
13 : 21 29.31
14 : 15 10.47
15 : 10 _6.98
16 : _6 _4.19
17 : _3 _1.05
18 : _1 _0.35
Activation roll vs chance to work in 216ths "
_8- : 56
_9- : 81
10- : 108
11- : 135
13- : 181
14- : 196
15- : 206
Just add up the value of the covered locations from table 1, and compare with table 2.
Example : Head, vitals, and stomach (locations 3, 4, 5, 12, 13) have a 1, 3, 6, 25, and 21 out of 216 chance of being hit, or 56 chances out of 216 total. 56/216ths covered is the equivalent of an 8- Activation, so defenses that only work against hits to those locations are bought with a -2 limitation.
With the damage component added in head, vitals, and stomach accounts (3-5, 12-13) for 81.65 of the damage out of 216 total so the activation roll should be 9- (-1 1/2). This better reflects the protective benefit the armor provides. You could modify the multipliers to account for BODY X and N STUN x as well. If you take the straight average of these three damage modes these locations work out to 86.16 (slightly higher, but still 9-). I've added an attachment that does the math and you could customize to your preference.
Or at least that's how I'd do it.