Armor & Weapons Damage

Armor & Weapons Damage

Armor

Armor adds to a character's Strength roll when resisting damage. (It does not add to other Strength rolls—except armored powersuits that specifically say so.)

Example: Thannik's Strength is 3D+2. Wearing blast armor (+1D), he rolls 4D+2 to resist damage. But lifting something heavy still uses 3D+2. Armor may protect differently against attack types. Example: stormtrooper armor provides: +2D vs physical (bullets, melee weapons, rocks) +1D vs energy (blasters, lightsabers)

Some armor is bulky and reduces Dexterity and Dexterity skills (stormtrooper armor: −1D to Dexterity and related skills).

Damaged Armor

When a wearer is injured through a protected area, armor is also damaged: Wounded → Lightly damaged (−1 pip) Incapacitated → Heavily damaged (−1D) Mortally wounded → Severely damaged (useless, but may be repaired) Killed → Destroyed

Armor repair is covered in "Using Repair Skills" in "Attributes and Skills."

Weapons Damage

Weapons can suffer damage (lightsaber slices, drops, serious malfunctions, complications, etc.). Roll the weapon's body strength to resist damage. Most hand weapons (blaster pistols, vibro-axes, etc.) have body strength 2D.

Damage Roll ≥ Body Strength by…Weapon is…
0–3Not seriously damaged
4–8Lightly damaged
9–12Heavily damaged
13–15Severely damaged
16+Destroyed

Effects

Lightly damaged: −1D damage value Heavily damaged: −2D damage value and +10 to all combat difficulties Severely damaged: unusable (may be repaired) Destroyed: cannot be repaired

(You can use this same rule for ordinary objects by assigning body strength.)


Source: REUP

Back to combat