ARMOUR AS DAMAGE REDUCTION
This is an idea that has floated
around d20 games for a long time. A lot of players house rule this kind of
thing; its often discussed if armour as damage reduction wouldn’t be a more
accurate reflection of the effect armour has; and in the Wizards of the Coast
publication Arcana Unearthed it is
given as a possible modification. This section deals largely with the change
from armour as a defense bonus to armour as damage reduction. The actual
ruleset are also repeated in the rules and combat section; though that section
lacks an explanation of the differences between the d20 Modern system and this
system nor does it justify the logic behind this decision. This section does
just that.
What’s the difference?
In the d20 Modern game, donning a
bulletproof vest; a forced entry unit or some other kind of body armour offers
bonus to Defense. In the d20 Warhammer 40,000 game there are plenty of things
that can give you a bonus to defense. Psychic deflection bonuses, forcefield
bonuses and shield bonuses from storm shields or crusade shields. Armour
however does not provide a bonus to Defense. All armour in the d20 40k game add
+0 to the player’s defense score.
So what does armour do?
Armour gives you a reduction to
incoming damage. It may reduce incoming damage to 0 or it may just make you
take a percentage of the damage. Damage Reduction is a core part of the d20
Modern System Reference Document; the Tough Hero for instance gets Damage
Reduction. The idea of Damage Reduction has changed only slightly.
How has Damage Reduction changed?
Warhammer 40,000 has a very
definitive Armour Penetration system with each armour providing a special armour
saving throw which is negated or not negated based on an Armour Piercing value
of the weapon at hand. Damage Reduction has changed to represent this armour
piercing system. Any Damage Reduction listed in the game is given with ‘/’
(slash) in the middle. The number before the slash is the DR or Damage
Reduction. This is the amount that in the best case scenario you will reduce
incoming damage by. The number after the slash is Damage Reduction Threshold.
This is the number that determines how good you armour is at maintaining the
current level of Damage Reduction. Armours with a low DRT are easier to penetrare
and armours with a high DRT are more likely to use a higher percentage of their
DR.
DR/DRT and DRP
As noted above Damage Reduction /
Damage Reduction Threshold is described as part of an armour’s base
description. Also important for calculating Damage Reduction is a weapon Damage
Reduction Penetration (or DRP). Each weapon in the game has a Damage Reduction
Penetration. (See Weapons of the Dark
Millenium). If a weapon does not have a listed DRP then it is a DRP 0
attack. These three values are all you need to determine the damage inflicted
on a target after the Damage Dice have been rolled.
Calculating Damage
The following formula will
calculate damage. Though presented as a formula its actually quite simple. Plus
for most armours other than natural armours is already calculated for you. In
simple terms Damage Reduction is reduced by the ratio of DRP to DRT. The
formula is:
Damage Inflicted = Damage Rolled –
DR * ( DRP – [DRP / DRT] )
Damage always favours the defender
and always rounds down. Damage Reduction never increases the damage so if a
negative number results treat the damage rolled as damage inflicted (no
reduction).
Example 1:
A falchion deals 2d4 damage (5 on
average). It has a DRP of 0.
A bulletproof vest has a DR/DRT of
4/+1.
Damage Roll = 5, DR = 4, DRP = 0,
DRT = 1.
5 – [4 – 4 * (0 / 1)] = 5 – (4 – 0)
= 5 – 4 = 1
On average a falchion deals 1 point
of damage to a target equipping a bulletproof vest. This example shows, a DRP 0
weapon causes the full damage
reduction to apply.
Example 2:
A Boltgun deals 2d10 points of
damage (on average 11). It has a DRP of 2.
Full Flak Armour has a DR/DRT of
8/+2.
Damage Roll = 11, DR = 8, DRP = 2,
DRT =2.
11 – [8 – 8 * (2 / 2)] = 11 – (8 –
8) = 11 – 0 = 11
On average a boltgun deals 11 damage
to a target in flak armour. This example shows, a weapon that has a Damage
Reduction Penetration (DRP) that is equal to or greater than an armour’s Damage
Reduction Threshold (DRT) reduces the armour’s effective Damage Reduction (DR)
to 0.
Example 3:
A Boltgun deals 2d10 points of
damage (on average 11). It has a DRP of 2.
Light Carapace Armour has a DR/DRT
of 10/+3.
Damage Roll = 11, DR = 10, DRP = 2,
DRT =3.
11 – [10 – 10 * (2 / 3)] = 11 – (10
– 6.67) = 11 – 3.33 = 7.67 = 7
On average a boltgun deals only 7
damage to a target in Carpace Armour. This is an example of damage reduction
that is partly reduced by a high DRP weapon. Specifically the DR of 10 is
reduced by 2/3 of its original value to 3 and a third.