ARMOR
Armor
is any covering or equipment that is worn for protection. Archaic armor does
not protect well against modern weapons. Armor is seldom worn upon Barsoom and
its usage reflects lack of confidence (p.19). Armor
descriptions provided here are primarily for comparison or ‘what if’ scenarios.
Armor Bonus is measure of protection afforded. You
cannot wear more than one type of armor nor can you hold more than one shield;
however, a helmet can be combined with other types of armor. A helmet has to be
removed to concentrate
(RP6).
AP
or
armor penalty is added to movement
speed, reflex saves, all skill throws, and the INTV score.
Armor
is categorized into 4 basic types; either flexible, polymer, rigid or soft.
Flexible
armor consists of over-lapping steel scales or interwoven metal links designed
to protect the torso and arms and sometimes the head. This is the default armor type for reptiles
and sea monsters.
Polymer armor is molded from
light-weight plastics, ceramics or resins.
This is the default armor type of robots, and 21st century
AFVs.
Rigid
armor consists of custom fitted bronze, chitin or iron plates, attached with
leather straps designed to protect the body, a sturdy helm is usually added to
this armor. Rigid armor is the default
type for most insects, crustaceans and dragons.
Soft
armor is fashioned from animal skins or plant fiber. This armor is comfortable
and light weight. This is the default armor type for most birds, plants and
mammals.
Shields are usually reserved
for ceremonial duties or palace guards upon the Red Planet; however, like worn
armor they add their bonus to defense for both ranged and hand-to-hand attacks. Sum the APs of shield, worn armor and
encumbrance to determine a character’s total armor penalty.
The hook sword and cup
shield combination of the yellow warrior is the only situation in which a
dismounted character can both parry and use a shield.
“The yellow men were armed with two swords, and a
short javelin was slung across the back of each, while from their left arms
hung cuplike shields no larger than a dinner plate, the concave sides of which
turn outward an antagonist. They seemed
puny and futile implements of safety against an even ordinary swordsman, but I
was later to see the purpose of them and with what wondrous dexterity the
yellow men manipulate them.
“One of the swords which each of the warriors
carried caught my immediate attention. I
call it a sword, but really it was a sharp-edged blade with a complete hook at
the far end. The other sword was of
about the same length as the hooked instrument, and somewhere between that of
my long-sword and short-sword in length. It was straight and two edged.” (WM,
VIII)
Defense
Class
When making a ‘to hit’ roll, you add die roll, ATTK
bonus, appropriate ability modifier and situational modifiers and compare this
total to your opponent’s DC or Defense Class. If the result is equal or greater
then target’s DC, then a hit is scored; you appropriate damage as indicated on
Table 4.1.
Defense class is a measure of how difficult it is to strike an opponent
in combat in a manner that inflicts injury.
DC is not just a description of how much protection or armor that is
possessed by a character or beast, but also describes adroitness, awareness and
size.
Both a terrestrial elephant and squirrel would be considered DC 18. An elephant is a massive and slow moving animal that is easily struck; however, it’s extremely thick skin makes it difficult ‘to hit’ an elephant in a manner that actually causes damage. Almost any blow from a weapon that lands on a squirrel would be fatal, but this wily animal is not an easy target.
Both a terrestrial elephant and squirrel would be considered DC 18. An elephant is a massive and slow moving animal that is easily struck; however, it’s extremely thick skin makes it difficult ‘to hit’ an elephant in a manner that actually causes damage. Almost any blow from a weapon that lands on a squirrel would be fatal, but this wily animal is not an easy target.
To calculate DC for a character use
this formula -->
15 –
Size (Table 1.3)
+
Dexterity modifier (Table 3.2)
+
Armor bonus (Table 4.2)**
+
Shield or Parry bonus (RP4)
+ Situational
modifiers ( RP4)
this is an old Heritage Model
from Waco, TX
from Waco, TX
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