Soaking Damage

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Whenever a character takes damage in a Crew Combat, their Armor may soak some of that damage.

Piercing versus Deflection[edit | edit source]

All Weapons have a Piercing score which represents their ability to punch through heavier armor while all Armors have a Deflection score which represents their ability to deflect or absorb damage from more powerful weaponry.

When a character is hit, the attacker's Piercing and target's Deflection are compared to see if the armor is pierced by the attack and therefore its protection value will be reduced, effectively increasing the Damage of the attack. There are 4 possible cases to consider:

  • If the target is wearing armor with Deflection equal to 0 this is light armor that has no ability to absorb heavy hits, and therefore it cannot be pierced or reduced. Regardless of any Buffs, Gear or other effects that may increase Deflection, if the character's armor's base Deflection is 0, it cannot be pierced under any circumstance and no piercing comparison is made.
  • If the Deflection exceeds the Piercing, then the armor is never pierced by the attack.
  • If the Piercing and the Deflection values are tied, there is a 50% chance that the attack will be piercing.
  • If the weapon's Piercing exceeds the armor's Deflection, there is an 80% chance that the attack will be piercing.

A piercing hit greatly reduces the effectiveness of armor and the variation of the soak equation is covered in the Armor Soak section below.

Soaking Damage[edit | edit source]

All attacks are either Ballistic or Impact. Ballistic attacks are made by any ranged weapon in the form of screaming bullets, sniper rounds, burning plasma. Impact attacks are made by any melee weapon in the form of slicing blades, stabbing steel or swinging blunt stunners. Every type of armor has a separate soak value for Ballistic and Impact Damage. All characters also rely heavily on their Fortitude to soak damage during combat.

Armor without any Deflection is by its nature weaker but also lighter. This type of armor will not soak Damage effectively, but can be used to create evasion focused combat builds. While heavier armor with a Deflection value can be hit with piercing attacks, the higher armor value generally compensates for the loss, even when the armor rating is reduced by 50%. When heavier armor is able to soak up hits and prevent them from being piercing, their stiff armor values can stop weaker weapons in their tracks.

Regardless of whether or not an attack is piercing, Fortitude reduces damage by:
(25% Fortitude) + BigDice(25% Fortitude)
When armor is soaking damage from an attack that is not piercing, damage is reduced by:
(50% Armor Rating) + BigDice(50% Armor Rating)
If an attack is piercing, armor only reduces damage by:
50% Armor Rating (no dice rolled)