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Armour Balance

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Kami-Kaze Kami-Kaze's picture
Armour Balance
Okay, this is just something that, as a GM and as a Player i'm noticing, which is that PCs find it incredibly easy to become so armoured that you pretty much need a critical hit or a disposable HEAP to the face to actually damage them. Myself, for example, have ended up as a Reaper with something like 50 Energy armour and 42 Kinetic armour (don't have my sheet on hand right this second) with no real downside to such other than the obvious downsides of being a walking tank that may come up in social situations. Or just any situation where I don't want security getting flustered. Even so, it makes me nearly invincible to any direct attack in combat, shrugging off nearly anything an enemy can be expected to have. Is this intended? Even things like TITAN Warbots have less armour than this so it seems somewhat off.
nezumi.hebereke nezumi.hebereke's picture
Re: Armour Balance
If you read through some of the scenarios, about 40% of the actual threats you face are related to armor. The remaining are things like nanobot swarms, which require specific tactics or equipment, situations like getting ejected into space, hacking threats or, you know, existential horror :) I have no problem with my PCs having completely whack combat stats. In fact, I encourage it. It keeps me as a GM focusing where I should be, which isn't counting bullets.
DesertFox DesertFox's picture
Re: Armour Balance
How exactly did you come up with these figures? Doing some of my own calculations, I can see an armor of 36/37: Heavy Combat Armor (Robotic Enhancement, 16/16) Heavy Body Armor (13/13) Second Skin (1/3) Full Helmet (3/3) Riot Shield (3/2) Plus there are a few more random enhancements (Fireproofing, Ablative Plating) that add extra bonus points. So how you're getting 50/42 is impressive. However, one thing you may have missed is that, unless explicitly stated (as with Second Skin), wearing two or more different types of armor (which I take to mean in this case, as a Reaper, having the robotic enhancement and wearing body armor on top of that) incurs a -20 penalty to all character actions for every additional suit (i.e., wearing three different types of armor = -40). Now, these penalties do not occur when using armor accessories, such as riot shields, helmets, and possibly ablative armor). You can find this on pg. 194 of the book.
gtjormungand gtjormungand's picture
Re: Armour Balance
Last paragraph of the Layered Armor section says "you may wear armor over the synthetic shell without penalty". Then, the armor robotic enhancement just replaces the built-in armor rating of the synthmorph/robot. Therefore, they should stack without penalty, though be quite cheesy.
Kami-Kaze Kami-Kaze's picture
Re: Armour Balance
DesertFox wrote:
How exactly did you come up with these figures? Doing some of my own calculations, I can see an armor of 36/37: Heavy Combat Armor (Robotic Enhancement, 16/16) Heavy Body Armor (13/13) Second Skin (1/3) Full Helmet (3/3) Riot Shield (3/2) Plus there are a few more random enhancements (Fireproofing, Ablative Plating) that add extra bonus points. So how you're getting 50/42 is impressive. However, one thing you may have missed is that, unless explicitly stated (as with Second Skin), wearing two or more different types of armor (which I take to mean in this case, as a Reaper, having the robotic enhancement and wearing body armor on top of that) incurs a -20 penalty to all character actions for every additional suit (i.e., wearing three different types of armor = -40). Now, these penalties do not occur when using armor accessories, such as riot shields, helmets, and possibly ablative armor). You can find this on pg. 194 of the book.
The 'extra bonus points' are what add up. Reaper starts with 16/16 from Heavy Combat Armour. Then, you apply basically every mod other than shock proof. Suddenly, you now have 26/21. Then, a layer of Second Skin boosts it to 27/24. Then, finally, Body Armour (Heavy) with all the mods other than shock proof drags it all the way up to 50/42. Without any of those mods it'd only be a grand total of 30/32. I haven't taken a Full Helmet or Riot Shield, Full Helmet because it seems a little off to me for the non-humanoid Reaper (no head and all) and no Riot Shield because I like to keep my hands free. Additionally, as noted above, because the heavy combat armour is my shell I have no penalties for having another layer on top, whilst Second Skin can explicitly be worn without penalty with any other armour. Cheesy? Very, very yes. Difficult to come up with? No, actually, which is what's surprising. It really is just as easy as walking into a willing shop and asking for some armour with 'all the trimmings', ICly (depending on where you ask, of course) and a similar thought process OOCly. That said, a lot of the armour stuff is temporary (ablative patches and reactive armour) so it will go down with use, but even then it stays shockingly high after those are depleted.
DesertFox DesertFox's picture
Re: Armour Balance
Hm...I appeared to have missed that last part on layered armor. That seems somewhat broken, from my perspective (not to mention incredibly cheesy; difficult to imagine a Reaper morph wearing heavy body armor!) That being said, the balance in this should actually come from the GM, not necessarily from the rules. As a GM, I would lean towards counting worn armor and synthetic armor as two separate, layered armors, and thus requiring a -20 penalty to all character actions. But that would be a home-brewed rule, of course!
Thampsan Thampsan's picture
Re: Armour Balance
Imagine this if you will: The over-armoured monstrosity burst into the room, laughing with glee he sprayed the room with bullets. Corporate security dropped, blood spraying everywhere as bullets shredded armour and flesh with equal ease. As he strode through the room one of the guards, not quite dead pulls himself from the floor emptying a shredder clip into you - the rounds punch through the first few layers of armour which rapidly seal and with quiet ease you put a single round into his head silencing the guard for good. Invincible, I am invincible you think. No one can stop me, I shall rip the data from their servers and escape a rich man. Money, power, knowledge, all will be mine for I have the armour of the gods, I am aegis! You stride deeper into the complex, now ignoring the guards - killing them would just waste bullets, it isn't like they could hurt you anyway. One of them even runs up to you and briefly clogs your visor with goo. You snap his neck and walk on... that is until the armour's data display starts screaming at you. ALERT! ALERT! ALERT! High Temperatures detected! Armour integrity compromised! ALERT! ALERT! Within moments the substance chews through your helmet, and then the armour plating upon your head and then the rest of your body. As the super thermite turns you into so much slag and melts your stack you can't help but think that maybe it was your hubris that led to this... End story. I mock, and I mock openly this ridiculous notion of power gamers everywhere that they are invincible. Oh sure, if you get into a fire-fight with a few anarchists on the street your super-armour will deflect most of the damage, but once you start believing yourself to be 'The God Killer'/'An Unstoppable Force - MWAHAHAHA' that's when you need to stop and think to yourself - no, I need to take this game seriously. Just like in real life, arrogance will get you killed if it is employed in life-or-death situations. So maybe the average mug won't have access to super-thermite, but once you start showing off your near imperviousness to damage to everyone, people are eventually going to start thinking of ways to even the playing field and right out of the gate three things can do that. One: Super Thermite, destroys armour and people, cost Moderate. Two: Scrapper Gel, same as above only acidic - cost Low. Three: Any nano-bot swarm designed to act like the above substances, cost High. Lastly there are other options, critical hits will screw you, likewise environmental traps. If you get knocked off a ledge you might as well be out of the fight. Pushed out an airlock, crushed in a waste disposal chute, roasted by rocket engines all have the same effect. The NPCs of Eclipse Phase are very literally (by and large) 'Smarter Than Your Average Bear', and if you piss enough of them off by stomping through the world pissing off Anarchists, or Corporations, or Crime Syndicates, you will get pwned. That isn't to say that a clever player can't do these things and get away with it, but that repeated cocky 'last stands' in which you rely on your armour to save you will eventually screw you when your opponents who have a vested interest in evening the playing field, start bringing out the big guns to fuck you up.
Kami-Kaze Kami-Kaze's picture
Re: Armour Balance
Hrm. The environmental stuff ... isn't such a problem for a Reaper, really, which is what i'm using for this example (since it's the top-end of ridiculousness). Nanobots aren't a big problem either with some rudimentary precautions (nanobot detector and a little Guardian Swarm hive). The Liquid Thermite (I think that's what you meant) and Scrapper Gel are interesting, though. I'll have to keep those ones in mind for my game (although i'm not sure about Scrapper Gel mentioning that things can be treated to be resistant to acid given that's not an actual mod for armour, which is a bit awkward to spring on players as a result). Either way, those are interesting options. And, while i'm at it, when I looked at actual Superthermite Charges I noticed that using multiple together is cumulative rather than separate attacks, so a handful of shaped superthermite charges should be downright lethal to anything short of a Hab Wall.
Thampsan Thampsan's picture
Re: Armour Balance
Erm. I meant 'Liquid Thermite', but Super Thermite applies as well - just in a more... explosive way. As for swarms: Guardian Swarms damage other nano-swarms at a rate of 1d10/2 DV per round, Disassembler Swarms deal 1d10/2 DV per round (including to armour), all Swarms have Durability 50. Chances are by the time the Guardians disable the Disassemblers some pretty serious damage has been done already. As for Scrapper Gel and Liquid Thermite, even treating against these doesn't prevent certain other environmental factors from being a problem. Sure space isn't a problem (unless you're in a high radiation zone - near Jupiter, or near the Sun in which case heat is a serious problem even for a Reaper Morph), but not being on the ship any more and then getting left behind still means dead. Lets not forget that dropping walls on people is also not a bad idea, or using Freezers to stop you moving while people find a better (longer term) solution is also viable. Fact of the matter is that there is no 'build' of character that can't be destroyed or killed - and nor should any one want that to be the case. Most of the fun comes out of working toward a transcendent state (Stop! Singularity time!) but in the mean time enjoying the play of the game in which one's goals must be achieved through hardship and clever planning, rather than the 'I max out my armour and stomp on everything' road - which is just lazy roleplaying. The GM always wins if you force his hand, so as a player and as a GM you should tailor games toward story rather than statistics. Besides, if someone freezers your Reaper while paralysed someone can just wander up and jam a disabler (see Covert Op Equipment; and probably using a Covert Op Tool to cut through the armour) and shut you down so that you become so much scrap metal.
Thampsan Thampsan's picture
Re: Armour Balance
Oh and lets not forget that critical hits are still critical hits, so when in doubt increase the number of attackers and you'll eventually get enough critical hits that regardless of armour the target drops.
DesertFox DesertFox's picture
Re: Armour Balance
Kami-Kaze wrote:
The environmental stuff ... isn't such a problem for a Reaper
Not precisely accurate. In the most extreme environments (and environmental traps), such as intense levels of radiation or magnetic waves, and corrosive atmospheres, even a synthmorph such as a Reaper is susceptible
Karri Karri's picture
Re: Armour Balance
Although the rules doesn't actually say so, my group uses a rule of "armor mods don't layer." I do agree that armor rules, especially for synths, need to be dealt with by the designers at some point. I suspect there were rules for armor durability at some point, which probably made layered armor less useful.
Totalgit Totalgit's picture
Re: Armour Balance
Karri wrote:
Although the rules doesn't actually say so, my group uses a rule of "armor mods don't layer." I do agree that armor rules, especially for synths, need to be dealt with by the designers at some point. I suspect there were rules for armor durability at some point, which probably made layered armor less useful.
I take this view also, that you can only add armor mods to the outer most layer of armor. Otherwise putting mods on smart skin, second skin, body armour, even your normal clothes? Starts getting into silly territory.
CodeBreaker CodeBreaker's picture
Re: Armour Balance
It gets more silly when you begin purchasing extra arms/limbs and attaching multiple Riot Shields too them. Oh Turtle-Bot, how long you lasted under barrages of fire.
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Decivre Decivre's picture
Re: Armour Balance
CodeBreaker wrote:
It gets more silly when you begin purchasing extra arms/limbs and attaching multiple Riot Shields too them. Oh Turtle-Bot, how long you lasted under barrages of fire.
Oh great! Now my octomorph with 5 extra cyberlimbs is that much more awesome! :D
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Mandella Mandella's picture
Re: Armour Balance
As long as social also includes legal repercussions, then layering yourself up into some sort of dreadnaught is only going to be possible in the most "laid-back" habitats in the outer system -- and even in them you're going to become a target of everyone who enjoys a challenge. Also, it is rather wasted when you are called on to quickly ego cast to Venus to deal with an outbreak. Quickly, before the locals are contaminated by alien horrors! No, you do not have time to ship or fabricate all that crap! In fact, the only morph we have available at that station on such short notice is this Neotenic........ But that said, yes, I agree the armor rules need some serious house ruling, especially considering the layering. Even the fact that critical hits avoid armor entirely is mitigated by the rules stating that there must be some opening in the armor for that to happen, so full body suits plus helmets would be exempt. In that case, without a better ruling, I rule criticals do damage to the armor or an external subsystem, depending on hit location and random role and what I feel would be interesting...
Karri Karri's picture
Re: Armour Balance
I think most habitats are fairly accepting of armor. It's fairly reprehensible to punish people for wearing armor. However, I think it's quite fair to assume that the authorities might take extra interest in that person, and that people might shun him. Packing heat is a different matter. As are, of course, reaper morphs.
Dry Observer Dry Observer's picture
Re: Armour Balance
I think your biggest problem with a reaper morph specifically isn't so much a "social disadvantage," but that most habitats simply won't let you inside. Anti-ship weapons are supposed to be incredibly powerful and heavily favor the defender in Eclipse Phase, so unless you can sneak aboard and evade internal sensors (really tough without impressive hacking/stealth and/or really slack security) you simply have to sleeve into another morph or stay out of the action. One of my NPCs has plenty of resources and alpha forks into a few hefty security morphs on a regular basis (when his ego is in a location where he has that equipment on hand), but he's not really a combat type, so they're really more to offer a modest layer of security against the truly horrific monstrosities that tend to show up anywhere he lingers. I'd probably let a PC get away with keeping a reaper morph with some level of extra armor in the background, alpha fork in place and ready to rumble, as an extra security option. They'd still need to have their other, primary morph paid for, however. Full-armored reapers would also be possible, assuming the PC could move that morph where they needed it or acquire another wherever they egocast (which in most cases would mean having enough time to assemble the modified armor, assuming a basic reaper was on the market (mega-armored reapers are probably already part of a station or hypercorp's security, and not apt to get leased out to any band of freebooters who cast in)). So, maybe a combat-optimized Fury or Remade for normal work, and the reaper for full-blown, anything-goes battles.

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King Shere King Shere's picture
Re: Armour Balance
The thermite attack as an example, Energy armor protects against it -if only for a short time (the damage would fall into energy damage category) . The muchknin example has 36 reduction against it. Energy armor diffuse &, reflex energy or dissipates & transfers heat or ablates. (page 194) The rules for burning (fire, page 198), says that energy armor will protect against it, but that the armor may catch fire also & have its armor modified reduced -but not when & to what degree. Burning increase DV over time , so eventually it would overcome any armor, if left unhindered. Exposed to constant buring with energy armor 36 onset= 1d10/2 (max damage 5)-armor 36 = no damage 35 actions turn later =burning 3d10/2 +25 (max dv 40)-armor 36 =max 4 damage.... It seems that a 36 energy armor total would protect against burning for quite alot of action turns, However a action turn is 3 seconds, Thus its only 105 seconds (less than 2 minutes) for this "monster" of armor to cease being fireproof. That Fireproximity suits offer no protection against thermite may be understandble, but against regular fire its not. EP Fire-fighters must have it tough facing a burning hazard; if they despite fireproximity suits would burn up in 2 minutes. Thus I think the armor rules & burning could use some additions, or additional clarifications. The sample object & structure table page 203) seems somewhat suitable to apply when determining the durability & wound threshold of various armor.
Spoiler: Highlight to view
Apart from GM & player sense when layers of armor should crumble; due to disrepair, repetitive attacks, accumulated heat, burning, or arbitrary fun.
Applying that would give some guidance in determining when & what armor would: ignite, get torn & get armor value reduction.
UpliftedOctopi UpliftedOctopi's picture
Re: Armour Balance
I'm considering a house rule that freezers and similar devices (quick-crete launcher ala ghost in the shell) work at a higher rate against layered armor, also any security patrol will probably have a dazzler or two in their vest for just these situations. It seems like just a rock paper scissors game except the DM can say Cthulhu eats you whenever he wants, so armor isn't really that big of a deal. It'd be fun to describe some abomination cracking open a reaper against the inner hull of a ship.
Karri Karri's picture
Re: Armour Balance
I don't think the majority of security patrols are prepared to deal with some of the most sophisticated warbots out there, much less those tricked out with all kinds of armor and what have you, although certain common tools and weapons might prove useful. Regarding freezers, I think layered armor would actually protect somewhat better against added toxins or drugs, but I'm not sure about the primary effects, although it certainly seems like a creative solution. (Random: Another example of similar weapons could be a sort of "shrink wrap" guns. I remember such weapons from a cyberpunk novel I once read, though I can't recall the name of it.) I don't care much for the "rocks fall, everybody dies" solution. The GM is naturally free to do what he wants, and putting the PCs up against godlike enemies can be effective from time to time, but I'd think most groups wouldn't appreciate it being done frequently. Especially if the player knows his character is tougher than the strongest warbots the TITANs habitually used. It's somewhat of a different matter if the actions of the PC directly caused the event (ravaged a colony, had ship and crew taken out by a warship in return).
UpliftedOctopi UpliftedOctopi's picture
Re: Armour Balance
NO CHARACTER anywhere in Eclipse Phase should be capable of being stronger than, or even close to as strong as, the strongest "War-Bots" TITANs use. This wouldn't be a horror game if that were the case. In addition, These war bots are the designed by a vastly intelligent self improving AI, with technology far beyond our own, with the sole intention of collecting our heads. They will do that and they will do it with chilling efficiency. Any possible "but what if..." they will have anticipated or, in the absolute best case scenario, adapt to immediately. Absolutely everything thing we have at our disposal is far obsolete for TITAN. Sure there are war-bots out there that a capable transhuman can trump, but those aren't the heavy hitters. If players are getting this strong on a regular basis it is a failure of the gm to maintain a horror setting. The solution to this is to keep the players poor. Have someone catch up with a character from a long time ago with a legitimate damages claim or something similar, think the Hut and Solo. Also, just as it should be expected that GMs don't use the rock falls you die technique, players shouldn't powergame or min-max. This gaming style necessitates a strong countermeasure to maintain balance in any case. The option lies in whether this countermeasure effects the players who power game exclusively, or to change a mechanic and risk unbalancing. Maybe I understood the Freezer incorrectly but I was suggesting that a device that limits motion would have increased effectiveness against heavily armored targets. for example, double the armor layering penalty. And on security armaments, if you've watch "War Inc" and remember the scene when he is about to kill Omar Sherif and his dry-cleaning gets delivered in a humvee. That is a PSC, like Direct Action, in my game. Lots of high tech crap with only minimal training. A dazzler and a quickcrete gun hardly count as being tricked out. Simple tactical advantages over situations PMC's would likely face regularly. A dazzler that only emits light in most of the spectrum and enhanced vision adjust to operate only in the portions of the spectrum the dazzler is not using would be a great tool. It could effectively blind your opposition while not having any effect on your vision whatsoever.
Karri Karri's picture
Re: Armour Balance
Note: I never said "the strongest warbots the TITANs used." I said "the strongest warbots the TITANs habitually used." I consider that to be a distinct difference. Either way the rules very much allow you to become tougher than that the warbot listed on page 383. While I'm not that happy about characters being tougher than monsters like that, I don't agree that this necessarily eliminates the horror element. Efficient doesn't necessarily mean strongest. During late WW2, Germany had the superior tank designs, but they couldn't come close to match the Soviet forces. In Aliens 2, the marines kill quite a few xenomorphs but despite that they're clearly the underdogs. The TITANs could afford to lose war machines, especially since they could just create new from their slain enemies right there on the battlefield. The adaptability is another key strength, as you mention. I don't think it reduces the horror if they drive a TITAN abomination away (it should have the sense to retreat), but then discover that their weapons are ineffective when it returns. I do expect there to be far greater weapons in the TITAN arsenal, but those are the even more rarely seen juggernauts or superweapons. My problem with the whole thing is that it's relatively easy to replicate the OP's example character (and it's a bit extreme for my tastes anyway). In this case the suggested freezer house rule wouldn't do much good, because there are no layering penalties. Armor over 30 and no penalties. Rules that I consider in need of the errata treatment. I don't disagree that a freezer should increase such penalties when there actually are some. My comment in my former post referred to the possibility of adding chemicals to the foam, since I don't think extra layers would make you any more vulnerable to that. How to deal with the issue probably ultimately depend on your players and the situation. I'd probably talk to the player before godmoding to get rid of his overpowered toy. Maybe he doesn't know any better, expects a different kind of game, or have some other reason for it. If it's an OOC misunderstanding, it's probably better to get it sorted out before removing his up-to-100-CP-for-base-morph toy. That's assuming the proposed solution was using an undefeatable, unescapable monster to destroy a PC's morph for no other reason than that the GM doesn't like that morph. I'm not entirely sure that's what was suggested, and I should avoid making such assumptions, especially since I'm drifting so far off topic.
UpliftedOctopi UpliftedOctopi's picture
Re: Armour Balance
If the wording is considered carefully a GM is more than justified in saying the Heavy Armor that is listed on the Reaper example in book is not inherent armor and therefor counts as a layer. If it were inherent, there would likely be no armor listed there and the morph's inherent rating would just be very high. Either way, the godlike monster is an option so is "nope, those are illegal in this hab, can't come in" and even more so "and you're going to get a hold of that morph how?" during character creation.
Eskapist Eskapist's picture
Re: Armour Balance
I think about a quick and easy house rule: Your armor rating (kinetic) functions as a negative modifier for every attack. Even heavy armor (like a battle suit) is only a -18 modifier which is still moderate (compared to other games where armor is much more of a handicap in combat), but "powergamer armor" (30+) really is reducing your combat effectiveness. Some well crafted armor might reduce the negative modifier a bit. For example: an extraordinary hard suit might have a armor rating of 15 but only a -13 modifier.
UpliftedOctopi UpliftedOctopi's picture
Re: Armour Balance
That isn't a terrible idea... at all. Anyone played this mechanic or something similar?
Karri Karri's picture
Re: Armour Balance
I can't say I really like that rule. These settings tend to involve armor, which is simply so awesome wearing it tends to make you more effective in combat, if anything. It's really just layering that's a problem. That said, if layering IS a big problem for your game, such a rule is probably better than the alternative. A question: Does inherent armor incur a similar penalty or is this merely for worn armor? If it applies across the board, reapers and TITAN warbots aren't actually that efficient in combat. If not... boy did they ever just become more awesome.
Eskapist Eskapist's picture
Re: Armour Balance
Even with my house rule armor is still very effective (compared to other games). If you are a tough fighter with 60 ponits in your favored attack skill you can still wear really heavy armor (eg 20) and your attack ability in combat is only reduced to 40 (1/3). Note that in this rule armor doesn't reduce your defense abilities (fray). I would also apply the rule to internal armor but I would reduce the negative modifier to 50%. Note that this is not really a strict internal/external difference. The ST could reduce the modifier for any kind of armor if it perfecty fits your body, is especially well crafted etc. I think the negatve modiefer should never be higher then 100& of your armor rating (kinetic) and never lower then 50%