C.A.T.S.Crunchy Automated Tactical System

Armour and Damage

Structure, armour capacity and disablement, derived per location from the anatomy.

Three quantities, three different jobs

QuantityWhat it isWhat it scales with
ThresholdPenetration resistanceThe material. Not the location
Armour capacityAblative covering that is used upPresented area — covering a big surface costs more
StructureHow much the part takes before it stops workingNarrowest 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 lostStateEffect
0%IntactWorking normally
50%DamagedDegraded — see the table
100%DisabledNon-functional until repaired
150%DestroyedSevered 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:

AxisQuestion
PenetrationHow much of the location's threshold applies?
DeliveryOne concentrated hit, spread across locations, or a field effect?
TargetCapacity, structure, components, or the crew inside?
TypeThreshold appliesDeliveryTargetsCharacter
Kinetic100%concentratedcapacityThe baseline every other type is measured against. Full threshold applies; reliable once armour is stripped.
Shaped charge35%concentratedstructureTrades total damage for penetration — punches a narrow hole and reaches structure through plate that stops kinetic outright. Spaced and reactive armour are the counter.
Energy75%concentratedcapacityBores rather than impacts. Immune to wind and drop, generates heat in the firer, needs no ammunition.
Plasma60%concentratedcapacityStrips capacity fast and dumps heat into the target. Conspicuous and power-hungry.
Explosive140%spreadcapacityPoor against intact plate — threshold counts for more than usual — but it strips capacity across adjacent locations rather than one. Excellent finisher, bad opener.
Fragmentation250%spreadstructureDevastating to anything unarmoured and nearly worthless against plate. The clearest case of a weapon that is a wrong answer to the wrong target.
Concussive50%concentratedcrewTransmits through armour rather than defeating it. Hurts the occupant without breaching the hull.
EMP0%fieldcomponentsIgnores threshold and capacity entirely. Attacks electronics, sensors and cybernetics; does almost nothing to structure.
Radiation0%fieldcrewPasses through unshielded armour to the crew. Shielding, not thickness, is the counter.
Corrosive0%fieldcapacityDeals 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:

TypeEffective threshold
Kinetic7
Shaped charge2
Energy5
Plasma4
Explosive10
Fragmentation18
Concussive4
EMP0
Radiation0
Corrosive0

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

LocationStructureUnarmouredTorso vestInfantry rigAssault suitOverkill goes to
Head40 / 00 / 03 / 46 / 7
Neck20 / 00 / 01 / 42 / 7Chest
Chest80 / 013 / 413 / 520 / 7
Abdomen70 / 011 / 412 / 518 / 7Chest
Upper arm (each)20 / 00 / 01 / 13 / 4Chest
Forearm (each)10 / 00 / 00 / 12 / 4Upper arm
Hand (each)10 / 00 / 00 / 12 / 4Forearm
Thigh (each)40 / 00 / 02 / 18 / 5Abdomen
Shank (each)20 / 00 / 01 / 16 / 5Thigh
Foot (each)20 / 00 / 00 / 11 / 5Shank

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.

ProfileTotal capacityThresholdCharacter
Unarmoured00Clothing. Every hit reaches structure.
Torso vest244Plate over the vitals and nothing else. Cheap, light, and it leaves every limb bare.
Infantry rig375Helmet and plate carrier with token limb coverage. The usual compromise.
Assault suit907Full coverage. Heavy, hot, and it slows you down, but a limb hit stops being a wound.

What failure does

LocationDamaged (½ structure)Disabled (all structure)Destroyed (1½×)
HeadConcussed: −2 to every actionUnconsciousKilled
Neck−1 to actions; bleedingUnconscious, bleeding outKilled
Chest−1 to actions; windedIncapacitated, dyingKilled
Abdomen−1 to actions; bleedingIncapacitated, dyingKilled
Upper arm−2 with that armArm useless; drop what it heldArm severed; bleeding
Forearm−2 with that armCannot grip; drop what it heldForearm severed; bleeding
Hand−2 to fine work with itCannot hold anything in itHand lost
ThighMovement halvedCannot stand unaidedLeg severed; bleeding
ShankMovement halvedCannot stand unaidedLeg severed below the knee
FootMovement −25%; balance checksHobbled; movement quarteredFoot lost

Heavy mech

Structure, armour and threshold

LocationStructureLight platingStandard platingAssault platingOverkill goes to
Sensor head25 / 59 / 815 / 11
Upper hull866 / 9121 / 12195 / 16
Lower hull740 / 974 / 12120 / 16Upper hull
Weapon mount (each)36 / 411 / 524 / 9Upper hull
Arm (each)27 / 413 / 530 / 9Weapon mount
Upper leg (each)310 / 420 / 641 / 11Lower hull
Lower leg (each)29 / 418 / 637 / 11Upper leg
Foot (each)33 / 47 / 614 / 11Lower 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.

ProfileTotal capacityThresholdCharacter
Light plating1819Mass spent on mobility instead. Survives glancing fire and little else.
Standard plating34212The common compromise: hull heavy, legs solid, arms accepted as expendable.
Assault plating62216Everything plated. Slow, thirsty, and very hard to take apart.

What failure does

LocationDamaged (½ structure)Disabled (all structure)Destroyed (1½×)
Sensor head−2 to hit; targeting degradedBlind; only manual opticsSensors gone; cockpit exposed
Upper hull−1 to all actions; hull breachedReactor scram; shutdownDestroyed
Lower hullHeat dissipation halvedEngine dead; no powered movementDestroyed
Weapon mountThat mount −2 to hitMount cannot fireMount torn away; ammunition check
Arm−2 with that armArm actuators deadArm severed
Upper legMovement halved; piloting −1Cannot walk; piloting check to stay uprightLeg severed; falls
Lower legMovement halvedCannot walkLeg severed below the knee; falls
FootPiloting −1 on rough groundMovement quartered; falls on a failed piloting checkFoot 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.