Armour and Damage
Structure, armour capacity and disablement, derived per location from the anatomy.
Three quantities, three different jobs
| Quantity | What it is | What it scales with |
|---|---|---|
| Threshold | Penetration resistance | The material. Not the location |
| Armour capacity | Ablative covering that is used up | Presented area — covering a big surface costs more |
| Structure | How much the part takes before it stops working | Narrowest cross-section — what has to break to sever it |
Structure uses the minimum of a part's width and depth rather than its area, and that choice does real work. A foot is long front-to-back but no thicker than an ankle — and it is the ankle that fails. Presented area would have made a foot as tough as a thigh.
Armour is a budget, not a number
Capacity is distributed across locations by area × plating weight. Weight is the design decision, and real armour is never even: you plate what ends the fight when it is lost and accept that a forearm is thin, because mass spent at the extremities buys the least.
That is why a torso vest reads as 24 points on the torso and nothing anywhere else, while an assault suit spreads 90 across everything — same idea, different answer to the same question.
The damage ladder
Damage accumulates on a location. Crossing a fraction of its structure steps it down. There is no roll here — the state is a function of damage taken, which is what keeps one-roll resolution intact.
| Structure lost | State | Effect |
|---|---|---|
| 0% | Intact | Working normally |
| 50% | Damaged | Degraded — see the table |
| 100% | Disabled | Non-functional until repaired |
| 150% | Destroyed | Severed or wrecked; overkill transfers inboard |
Overkill travels inboard
When a location is destroyed, damage past that point moves up the limb — hand to forearm to upper arm to chest. Never outboard, never across the body.
So losing a hand cannot kill you, but enough damage arriving through a hand eventually can, because it keeps travelling. That is what makes extremities meaningful without making them lethal.
Damage types
A type is not a row in a lookup chart. It is three answers, which means a new weapon gets described rather than looked up:
| Axis | Question |
|---|---|
| Penetration | How much of the location's threshold applies? |
| Delivery | One concentrated hit, spread across locations, or a field effect? |
| Target | Capacity, structure, components, or the crew inside? |
| Type | Threshold applies | Delivery | Targets | Character |
|---|---|---|---|---|
| Kinetic | 100% | concentrated | capacity | The baseline every other type is measured against. Full threshold applies; reliable once armour is stripped. |
| Shaped charge | 35% | concentrated | structure | Trades total damage for penetration — punches a narrow hole and reaches structure through plate that stops kinetic outright. Spaced and reactive armour are the counter. |
| Energy | 75% | concentrated | capacity | Bores rather than impacts. Immune to wind and drop, generates heat in the firer, needs no ammunition. |
| Plasma | 60% | concentrated | capacity | Strips capacity fast and dumps heat into the target. Conspicuous and power-hungry. |
| Explosive | 140% | spread | capacity | Poor against intact plate — threshold counts for more than usual — but it strips capacity across adjacent locations rather than one. Excellent finisher, bad opener. |
| Fragmentation | 250% | spread | structure | Devastating to anything unarmoured and nearly worthless against plate. The clearest case of a weapon that is a wrong answer to the wrong target. |
| Concussive | 50% | concentrated | crew | Transmits through armour rather than defeating it. Hurts the occupant without breaching the hull. |
| EMP | 0% | field | components | Ignores threshold and capacity entirely. Attacks electronics, sensors and cybernetics; does almost nothing to structure. |
| Radiation | 0% | field | crew | Passes through unshielded armour to the crew. Shielding, not thickness, is the counter. |
| Corrosive | 0% | field | capacity | Deals little immediately and degrades threshold over time. A softener that makes the next attack land harder. |
Threshold factor is a multiplier on the location's own threshold. Below 1 the type defeats plate more easily than baseline kinetic; above 1 it is worse against plate than kinetic is. Zero means threshold does not apply at all.
What that produces
Against an assault-suited chest (threshold 7) the same nominal attack meets very different resistance:
| Type | Effective threshold |
|---|---|
| Kinetic | 7 |
| Shaped charge | 2 |
| Energy | 5 |
| Plasma | 4 |
| Explosive | 10 |
| Fragmentation | 18 |
| Concussive | 4 |
| EMP | 0 |
| Radiation | 0 |
| Corrosive | 0 |
So a shaped charge that would bounce off nothing gets through where fragmentation simply cannot, and EMP does not care what the plate is made of. Choosing ammunition becomes a real decision made before you know exactly what you will meet.
The lesson worth stealing is not the type list
The lineage this borrows from distinguishes weapons mostly by range, heat, ammunition, and whether damage arrives in one lump or scattered — with armour as a pure ablative pool and no penetration gate at all.
Its sharpest idea is not a damage-type chart. It is that concentration matters more than type: against localised armour, ten damage in one hit and ten damage in ten hits are entirely different events. A single heavy strike punches through one location's plate; the same total scattered is absorbed everywhere and breaks nothing.
That is why delivery is one of the three axes here and not a footnote — and why explosive and fragmentation are deliberately bad openers and good finishers.
Human
Structure, armour and threshold
| Location | Structure | Unarmoured | Torso vest | Infantry rig | Assault suit | Overkill goes to |
|---|---|---|---|---|---|---|
| Head | 4 | 0 / 0 | 0 / 0 | 3 / 4 | 6 / 7 | — |
| Neck | 2 | 0 / 0 | 0 / 0 | 1 / 4 | 2 / 7 | Chest |
| Chest | 8 | 0 / 0 | 13 / 4 | 13 / 5 | 20 / 7 | — |
| Abdomen | 7 | 0 / 0 | 11 / 4 | 12 / 5 | 18 / 7 | Chest |
| Upper arm (each) | 2 | 0 / 0 | 0 / 0 | 1 / 1 | 3 / 4 | Chest |
| Forearm (each) | 1 | 0 / 0 | 0 / 0 | 0 / 1 | 2 / 4 | Upper arm |
| Hand (each) | 1 | 0 / 0 | 0 / 0 | 0 / 1 | 2 / 4 | Forearm |
| Thigh (each) | 4 | 0 / 0 | 0 / 0 | 2 / 1 | 8 / 5 | Abdomen |
| Shank (each) | 2 | 0 / 0 | 0 / 0 | 1 / 1 | 6 / 5 | Thigh |
| Foot (each) | 2 | 0 / 0 | 0 / 0 | 0 / 1 | 1 / 5 | Shank |
Armour cells read capacity / threshold. A location with no plating has no threshold either — which is why a torso vest leaves limbs not just thin but genuinely open.
| Profile | Total capacity | Threshold | Character |
|---|---|---|---|
| Unarmoured | 0 | 0 | Clothing. Every hit reaches structure. |
| Torso vest | 24 | 4 | Plate over the vitals and nothing else. Cheap, light, and it leaves every limb bare. |
| Infantry rig | 37 | 5 | Helmet and plate carrier with token limb coverage. The usual compromise. |
| Assault suit | 90 | 7 | Full coverage. Heavy, hot, and it slows you down, but a limb hit stops being a wound. |
What failure does
| Location | Damaged (½ structure) | Disabled (all structure) | Destroyed (1½×) |
|---|---|---|---|
| Head | Concussed: −2 to every action | Unconscious | Killed |
| Neck | −1 to actions; bleeding | Unconscious, bleeding out | Killed |
| Chest | −1 to actions; winded | Incapacitated, dying | Killed |
| Abdomen | −1 to actions; bleeding | Incapacitated, dying | Killed |
| Upper arm | −2 with that arm | Arm useless; drop what it held | Arm severed; bleeding |
| Forearm | −2 with that arm | Cannot grip; drop what it held | Forearm severed; bleeding |
| Hand | −2 to fine work with it | Cannot hold anything in it | Hand lost |
| Thigh | Movement halved | Cannot stand unaided | Leg severed; bleeding |
| Shank | Movement halved | Cannot stand unaided | Leg severed below the knee |
| Foot | Movement −25%; balance checks | Hobbled; movement quartered | Foot lost |
Heavy mech
Structure, armour and threshold
| Location | Structure | Light plating | Standard plating | Assault plating | Overkill goes to |
|---|---|---|---|---|---|
| Sensor head | 2 | 5 / 5 | 9 / 8 | 15 / 11 | — |
| Upper hull | 8 | 66 / 9 | 121 / 12 | 195 / 16 | — |
| Lower hull | 7 | 40 / 9 | 74 / 12 | 120 / 16 | Upper hull |
| Weapon mount (each) | 3 | 6 / 4 | 11 / 5 | 24 / 9 | Upper hull |
| Arm (each) | 2 | 7 / 4 | 13 / 5 | 30 / 9 | Weapon mount |
| Upper leg (each) | 3 | 10 / 4 | 20 / 6 | 41 / 11 | Lower hull |
| Lower leg (each) | 2 | 9 / 4 | 18 / 6 | 37 / 11 | Upper leg |
| Foot (each) | 3 | 3 / 4 | 7 / 6 | 14 / 11 | Lower leg |
Armour cells read capacity / threshold. A location with no plating has no threshold either — which is why a torso vest leaves limbs not just thin but genuinely open.
| Profile | Total capacity | Threshold | Character |
|---|---|---|---|
| Light plating | 181 | 9 | Mass spent on mobility instead. Survives glancing fire and little else. |
| Standard plating | 342 | 12 | The common compromise: hull heavy, legs solid, arms accepted as expendable. |
| Assault plating | 622 | 16 | Everything plated. Slow, thirsty, and very hard to take apart. |
What failure does
| Location | Damaged (½ structure) | Disabled (all structure) | Destroyed (1½×) |
|---|---|---|---|
| Sensor head | −2 to hit; targeting degraded | Blind; only manual optics | Sensors gone; cockpit exposed |
| Upper hull | −1 to all actions; hull breached | Reactor scram; shutdown | Destroyed |
| Lower hull | Heat dissipation halved | Engine dead; no powered movement | Destroyed |
| Weapon mount | That mount −2 to hit | Mount cannot fire | Mount torn away; ammunition check |
| Arm | −2 with that arm | Arm actuators dead | Arm severed |
| Upper leg | Movement halved; piloting −1 | Cannot walk; piloting check to stay upright | Leg severed; falls |
| Lower leg | Movement halved | Cannot walk | Leg severed below the knee; falls |
| Foot | Piloting −1 on rough ground | Movement quartered; falls on a failed piloting check | Foot lost; falls |
Every number here is provisional
Structure is anchored so the largest torso segment sits at 8 boxes, and the armour budgets are chosen to make the profiles feel distinct. Neither has been playtested. What is derived is the shape — the relative ordering of locations follows from the anatomy and will hold even when the anchors move.
The type factors in particular are placeholders chosen to make the types behave differently from one another, not measured against anything.