This is explained in more detail later in this guide.Įffectiveness, also called the base resists, measures the percent damage the armor absorbs against any damage type in which it does not have a Vulnerability or Special Protection (we'll get to those attributes in a bit). Consequently damage would be reduced by 50%, then another 50%, and another 50% for merely 12.5% of the initial damage. So if that CDEF were to be used against an AT-ST, whose Armor Rating is Heavy, there would be a three level difference. Note that the 50% reduction or 25% increase occurs for each level. But in the case of the Power Hammer, its Medium Armor Piercing value (AP2) is higher than the Light Armor Rating (AR1) of the gloves. Therefore for the bone gloves against a CDEF Pistol's Armor Rating of None, damage is reduced by 50% off of the top. If the Armor Rating is higher, however, there is a 50% reduction for each level difference. If the armor's Armor Rating is equal to the weapon's Armor Piercing, there is no effect. Armor ratings are placed in direct opposition to Armor Piercing values, which are also classfied as None (AP0), Light (AP1), Medium (AP2) and Heavy (AP3).Īrmor Rating expresses the minimum Armor Piercing value of a weapon needed for the weapon to do its full damage. Personal armor always falls into the Light category with None used for those with no armor and the two higher values being reserved for armored vehicles and really nasty critters. An armor repair tool can be used to restore condition at the cost of lowering the armor's maximum as long as condition is not below a certain minimum.Īrmor Ratings have four possible values: None (AR0), Light (AR1), Medium (AR2), and Heavy (AR3). Once at 0 condition, the armor no longer provides protection and cannot be repaired. If 70 points of damage were to get past it, it would lose 7 condition. For example, a mk.1 PSG has a factor of roughly. Therefore, if the armor absorbs 30 points from a 100-point shot, it takes 70 points of damage multiplied by a particular factor depending on the type of armor. The amount of damage taken is equal to the damage that penetrates its defenses divided by a factor particular to the armor type. It is expressed as two numbers, the current value and the maximum value. Let's go through each of these using freshly crafted bone gloves as an example.Ĭondition is a measure of how much damage the armor can absorb before becoming useless. Retrieved February 26, 2016.There are six different sets of attributes that make up a given piece of armor: Condition, Armor Rating, Effectiveness (or Base Resists), Special Protection, Vulnerability, and Encumbrance.
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