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By: Dustin M. Ramsey (DustinM@rifts-rpg.com)
Due to its inherent toughness, armour is able to resist or negate a relatively small amount of damage before it is hurt. This is called Damage Soaking, and the tougher the object in question, the more damage it is able to Soak. This rule is quite intuitive when you think about it, and is intended to add realism to games. Examples of Damage Soaking in real life include (1) no mater how many times you pelt an elephant with stones from a slingshot, you are not going to kill it; (2) no mater how many times you fire a 9mm pistol at a M1A1 Abrahms tank,you are not going to destroy it; and (3) no mater how many times you hit the Great Wall of China with a baseball bat, you are never going to break the wall. The gaming mechanics for Damage Soaking are quite simple: an object can soak up to 10% of its damage structure (either S.D.C. or M.D.C.) from every attack. Therefore if the Main Body of a powered armour has 250 M.D.C., it is able to Soak the first 25 points of damage from every attack. The only kind of damage that cannot be Soaked is damage done by armour penetrating weapons (which automatically do full damage). Example: |
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