From: chem7l@rosie.uh.edu
Subject: Re: SR: Holes wanted
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Houston
Date: Thu, 13 Aug 1992 16:28:00 GMT

In article <Bsw5vL.6Hu@news.cso.uiuc.edu>, dv52151@uxa.cso.uiuc.edu (Axly) writes...
>chem7l@jane.uh.edu (Corbit, Jim) writes:
> 
>>Neither system is perfect, but if you change auto-successes to auto-sixes, most
>>of the problem with the old system disappears.

>Using autosixes mean that your body armor doesn't help you at all when you
>get shot with an SMG burst. Zip, nada, no protection, stage down 8S3 on your
>own. Wearing armor is pointless with the autosixes system. 

By auto-six, I meant it is the same as rolling a six to resist damage.  You 
still roll again to add to it.  This means that it will usually succede against
power 8, but will fail half of the time against power 10.

>>Lastly, anyone wearing a suit of heavy armor, according to the new system, can
>>NEVER be harmed by a PANTHER!!!!  (not to mention a grenade, an HMG firing a 
>>three round burst, some missiles and rockets, etc.)  Considering that these
>>weapons can turn armored vehicles into swiss cheese, this is VERY powerful body
>>armor -- much more powerful than in the old system.
> 
>Grenades and the lower power missles don't do anything to armored vehicles.

My house rules treat them as heavy weapons and increase the damage code to D, so
they are effective.

>Hvy armor only has like a 7 for an armor rating, 8 with a helmet. That means
>if he gets hit with a panther, he'll need to stage down 2D4. That's pretty
>tough as few people have that many dice. 

Actually, we were both wrong.  I was thinking that heavy armor with a helmet was
AR 10, but it is actually 9.  Dikote it, however, and it becomes AR 10.  This,
with the original damage codes, makes the wearer invulnerable to the following
weapons:
All pistols, SMGs, assault rifles with 3-round bursts, rifles, sporting rifles,
     etc.  (power 4-8)
All LMG 3-round bursts (power 8)
All MMG single shots (power 8)
Long Range Surface to Air Missiles (power 7)
Assault Cannons (power 10)
Hand Grenades (power 5) (Secure Jacket is also invulnerable)
7.62 cm Rockets (power 2 [2D8])  (Secure Clothing is also invulnerable)
12.7 cm Rockets (power 4 [4D8])  (Lined Coats are also invulnerable)
All explosives (power 6)

This same suit of armor, without the dikote or the helmet, is completely 
invulnerable to all of these weapons except the assault cannon.  The rockets
do 1D4 or 2D4 damage to armored vehicles, but cannot harm anyone wearing even
basic body armor. 

Basically, what I'm saying is that the new system is incompatible with the old
damage codes.  If you want to change every damage code for every weapon in the 
book, fine.  Otherwise, if you are going to play a game with the old system, 
stick with the old armor system or some minor modification of it.  (This is, 
after all, what the original post was asking about.)

>Axly
> 
>********************************************************************************
>*   Axly      *  "Is Axly tough? Yes. Talented? Yes. Brave? Oh, certainly.     *
>* Red Sword   *   He is also erratic, irresponsible, accident-prone, and a     *
>*   Targa     *   constant threat to public safety. The trick is to keep him   *
>*             *   pointed in the right direction. "                            *
>*             *         -Niki                                                  *
>********************************************************************************

Jim Corbit