The difference between the destructive capability of a
weapon and the toughness of the armor that it is trying to penetrate dictates
how well aimed a shot/strike needs to be in order to damage or pierce that
particular piece of armor. The precision of the hit can be calculated by adding the hit roll, any appropriate bonuses, and the Weapon Level of the weapon used. Hit Precision = Hit Roll + Bonuses + Weapon Level. If the resulting value is higher than the Armor Level, then the
shot/strike overcame the resilience of the armor.
For example:
A suit of Hi-Tech Powered Armor with an Armor Level of 28 is attacked by a person using a rocket launcher with a Weapon Level of 10. The Weapon Level + Bonuses + the Hit Roll of the attacker must be greater than 28 in order to damage the target. So if the attacker has a bonus of +4 and has a Hit Roll of 16, (10 + 4 +16 = 30), he will damage the target with his attack. If the attacker fires again and has a Hit Roll of 10, (10 + 4 + 10 = 24), then the shot strikes the armor and bounces harmlessly off.
1) Street
Clothes
4) Quilted
Armor, Padded Armor
5) Light
Leather Armor/Leather Clothing
9) Boiled
Leather/Studded Leather, Bullet Proof Vest
12) Chain Mail
12) Hard Armor
Vest/Semi-Rigid Body Armor
14) Scale Mail
15) Plate and
Mail Armor, Riot Armor
17) Plate
Armor
14-16)
Unarmored Vehicles: Ex: Car, Truck
17-19)
Classical Lightly Armored Vehicles: Ex: Military AMG Hummer
20-22)
Classical Medium Armored Vehicles; Light MDC Armor Ex:
Classical APC/Bradley
23-25) Classical
Heavily Armored Vehicles; Med. MDC Armor Ex:
T55 Tank/M60 Patton
26-30)
Classical Very Heavily Armored Vehicles; Heavy MDC Armor Ex: M-1 Abrams Tank
22-26) High
Tech Lightly Armored Vehicles: Ex:
EUI Enforcer
27-30) High
Tech Medium Armored Vehicles: Ex:
Samas/Abolisher
31-34) High
Tech Heavily Armored Vehicles: Ex:
Glitter Boy
Starship Armor Levels
30-32)
Frigates, Escorts, and Destroyers
33-35)
Cruisers
36-39)
40-45) Base
Ship
1)
Fists and Feet
2)
Knives, Clubs,
Throwing Stars, Daggers, Darts, Wooden Arrows
3)
Light Pistols
(.22 and .25 caliber), Short Swords, Maces, Flails
4)
Medium Pistols
(.32, .38, and 9mm caliber), Long Swords, 1-Handed Axes, Steel Tipped Arrows,
Spears, Sawed-off Shot Guns
5)
Heavy Pistols
(.357, .44, and .45 caliber), Light Rifles (5.56 mm caliber, example is the
M-16), 2-Handed Swords, 2-Handed Axes, Ball and Chain, Normal Shot Guns
6)
Medium Rifles
(.30 and 7.62 mm caliber, example is the AK-47), Light Machine Guns (.22
caliber and 5.62 mm), Shot Guns Firing a Solid Slug, Pikes
7)
Medium Machine
Guns (7.62 mm, examples are the M-60 and Browning Automatic Rifle)
8)
Heavy Machine
Guns (.50 caliber), Fragmentation Grenade Launcher
9)
Flame
Throwers, Incendiary Grenade Launcher
10) Classical Anti-tank and Anti-aircraft Missile Launchers, Mortars
12) Light anti-tank cannon
13) Light Energy Cannon (equivalent to an energy pistol)
15) Medium Energy Cannon (equivalent to an energy rifle),
Medium anti-tank cannon
16) Plasma Generator, Hi-Tech
Mini Missile Launcher, Light Rail Gun (Power Armor/Man Portable)
18) Medium Rail Gun (Robot/Vehicle Mounted), Heavy
anti-tank cannon
19) Hi-Tech Small Missile Launcher, Heavy Rail Gun (Boom Gun)
20) Heavy Energy Cannon (Robot/Vehicle Mounted)/Medium
Missile Launcher
25) Heavy Missile Launcher (Tomahawk)
30) Nuclear Weapons
33) HI Energy Cannon (Starship Mounted), Ship Mounted
Rail/Gravity Cannon
40) Directed Particle Beam Cannon (Reflex/Synchro-Cannon)
Special Rounds: Variations
in ordinance can alter the effectiveness of a weapon.
Hollow Point: Subtracts 5 from the WL of a weapon, +5 damage to flesh. These bullets have a hard time
penetrating armor but do more damage to the body than normal bullets.
Dumb-dumb: Subtracts 4 from the WL of a weapon, +5 damage to flesh. These bullets have a hard time
penetrating armor but do more damage to the body than normal bullets.
Explosive: +10 damage. The explosive in
these bullets increases the damage to the target.
Teflon Coated: Adds 3 from the WL of a
weapon. These bullets are designed to more easily penetrate armor.
High Velocity: Rifle rounds only, raises the weapon level by 5.
Their bullets are designed to more easily penetrate armor. There is a 2% chance of weapons failure per 5 bullets fired. If this occurs, maintenance is required before the weapon can be used again.
HEAT (High Explosive
Anti-Tank): Adds 2 to the WL of the
weapon firing it.
Armor Piercing: Adds 5 to the WL of the weapon firing it.
Supernatural or Robotic Strength: Start with Weapon Level 10 and gain 1 Weapon Level
for every 5 points of PS. In the case of a unit or creature capable of MDC Hand
To Hand combat wielding an MDC weapon, the weapon level will be based on
whichever is higher the weapon level of the creature or unit or that of the
weapon the creature or unit is wielding.
Vibro and Rune Weapons: Have the Weapon Level of the ancient weapon type plus 10.