As in Nexus/Feng Shui, roll dice, add the attacker's skill plus
modifiers, subtract the target's Dodge rating (plus modifiers), call the
result the Outcome. Negative outcome means failure, increasingly positive
outcomes mean increasingly better success.

Weapons have a penetration rating and a damage rating. Armor has a
protection range, which defines what levels of attack penetration it is
completely, partially, or not effective against, and coverage, which
determines how much of a bonus it gives to the wearer's Dodge.

In describing armor, only the partial effectiveness range needs to be
listed; the armor is fully effective against any attack with a
penetration below that range and ineffective above that range.  For
historical reasons, the partial effectiveness range of armor will always
be 4 points wide (5-8, or 11-14, for example).

Armor with partial coverage protects the wearer's torso, and possibly
includes a light helmet. Police often wear this sort of armor
(back&breast, bullet-proof vest). 

Substantial armor covers most of the wearer's body, but not all of it:
there are still plenty of gaps at joints, unprotected nonvital
extremities, and so forth. A full suit of armor, such as a soldier might
wear to war, provides this amount of coverage.

Complete coverage means the wearer's entire body, leaving only small
apertures for vision and breathing, and perhaps weaknesses but not open
gaps at joints. This much armor is seldom worn at low tech levels
(jousting armor being one obvious exception), but powered armor
typically provides complete coverage. Animals with armored hide also
fall into this category, having soft eyes, tongues, etc.

Armor can also be sealed against attacks below a certain penetration:
such attacks are always ineffective against the armor. For armor to
count as sealed, it must really have no openings at all; this usually
means either a forcefield or equivalent, or high-quality armor with an
independent supply of oxygen and whatever else the occupant requires.
A forcefield will usually be sealed against all attacks of less than its
partial effectiveness range; this may or may not be the case for
material armor.

Dodge Bonus by Armor Coverage and Effectiveness

Coverage  Full   Part   None
--------  ----   ----   ----
Partial    +2     +1     +0
Substant.  +4     +2     +0
Complete   +6     +4     +0

If the attacker hits the target's unmodified Dodge, they are considered
to have hit the target but not penetrated the armor: they do knockback
and may apply any special effects that only require touching the target,
but do not do normal damage. If the attacker hits the target's modified
Dodge, they do damage of Outcome + Weapon damage, +2 if the weapon's
penetration exceeds their size (use penetration-2 for this calculation
against full coverage armor). Note that by increasing the Difficulty,
armor effectively reduces the Outcome of attacks, thereby reducing the
damage as well as the chance of doing damage at all.

This file was last modified at 1024 on 22Aug00 by