Short Armor and Weapons Levels Explanation

 

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.

 

Armor Levels

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) Battle Ships

40-45) Base Ship

 

Weapons Levels

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.

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