Armor

 

Add Ons:

A-DAP INSERTS – (AKA Adaptive Inserts, AKA Marmalades)

Type 1: SP +5, Maximum Total SP 21; +0.25 EV; 80eb per location

Type 2: SP +10, Maximum Total SP 26; +0.5 EV; 120eb per location

A-DAP (Dilatant Armor Protection) Inserts are made from a shock-absorbing gel, which solidifies when struck by a high impact.  Once the shear force dissipates the material returns to its normal flexible state. This “shock lock” property is known as a dilatant or “shear thickening” effect.

The dilatant effect occurs when closely packed particles are combined with enough liquid to fill the gaps between them. At low velocities, the liquid acts as a lubricant, and the dilatant flows easily. At higher velocities, the liquid is unable to fill the gaps between particles, leading to an increase in friction and thus increased viscosity.  Viscosity increases with the rate of shear applied to the material.

A-DAP Inserts may be incorporated into clothing (up to a maximum of SP 16 for armored clothing) adding 5 / 10 SP to each location so armored*.   Each location is protected by an articulated system composed of multiple inserts, allowing the wearer to retain a wide degree of mobility even when the inserts become rigid (see EV Penalty).

*Inserts must be bought separately for each location (the head, each leg, each arm; the torso and abdomen count as a single location for cost and EV).  Treat as hard armor.  

EV Penalty: 

Inserts generate an EV penalty when material stiffens. This penalty lasts for the round in which the armor is hit and for the following round. On the third combat round (unless affected by another impact) the material once again becomes flexible, returning to a zero EV penalty.  EV penalties for each hit location are as follows:  EV (head +0 / +0 EV, arms +0.25 / +0.5 EV, legs +0.25 / +0.5 EV, torso and abdomen +0.25 / +0.5).

Type 1 And Type 2 inserts may be used in combination to provide full body coverage while minimizing EV penalty when activated.

Example:

 The EV penalty for a full set (head, torso and abdomen, both legs and both arms) of Type 1 inserts would equal 1.25 EV (rounded up).  When “activated” by an impact, this would generate a +2 EV penalty.  If one were to swap out the Type 1 inserts on the torso and abdomen and both legs for the heavier Type 2 inserts and retain Type 1 inserts on both arms the EV penalty incurred would be 1.75, which still rounds up to a +2 EV penalty.

For the sake of game play, game masters may wish to streamline the EV effects of being hit.  This may be accomplished by calculating the total EV penalty for all inserts (see above example) and apply this EV penalty whenever a hit location with an insert is struck.  For game masters who wish a more “realistic” interpretation of the EV penalty, please refer to the Alternative EV Penalty section under Optional Rules (see below).

OPTIONAL RULES

Armor Damage:

The flexibility offered by the A-DAP inserts does come with some drawbacks.  Damage to the structure of the insert may impair its ability to transition from a flexible to rigid state.    Calculate the total SP for a hit location with A-DAP inserts.  When this SP is reduced by 1/2, there is a 10% chance of failure.  When SP is reduced by 3/4 the percentage rises to 25%.   In game terms this means that the insert doesn’t become rigid.  Treat the SP (including the insert) as soft armor for that hit.   This roll should be made each time the location is hit.

Repair:

A-DAP inserts are formed using a proprietary process and specialized machines.  They are not really meant to be repaired, but rather replaced.  If a character wishes to attempt a repair (Difficulty 30) they would need the specialized machinery and the requisite skills (Chemistry, Armor Smith, etc).  If the SP has been reduced below half, it is beyond repair.

In order for inserts to be used, the article of clothing / armor must have pockets designed to hold the inserts.  This may be clothing that is produced with the necessary pockets or may require after market customization.  Such customization may require Tailoring and Armor Smith Skills.

Alternative EV Penalty Calculation:

I realize that if the armor in the leg is hit and stiffens, the insert in an arm will still most likely be unaffected (so long as it has not been hit as well).  Similarly, a hit to the left arm should not cause an EV penalty for a player aiming and firing a gun with their right hand.    Game masters may use their discretion to allow players to take actions with the unaffected part of their body without an EV penalty.  The only exception to this may be hits to the torso, which would affect the range of motion for both the upper and lower body.

Since this method also requires an increase in record keeping, it can cause delays to the combat action.  The player would need to track the locations hit and the number of combat rounds before the inserts (for each hit location hit) return to a supple state.   While not so bad with low ROF (rates of fire) weapons, it can become problematic with high ROF and / or increased numbers of attackers.