Both sides previous revisionPrevious revisionNext revision | Previous revision |
armor [2020/07/06 13:29] – move prevented attacks to "attacks" turtlingherd | armor [2020/08/31 13:27] (current) – Add armor piercing to armor page turtlingherd |
---|
====== Armor ====== | ====== Armor ====== |
[{{ :armor.png?168|This [[:guards:Elite Security]] guard is armored.}}] | [{{ :armor.png?168|This [[:guards:Elite Security]] guard has armor level 1.}}] |
> //The [[:corporations:|corps]] are now issuing high-tension personal armor to their security forces as standard equipment. I think they're getting scared of us. It would be flattering if it didn't represent an existential threat. Make sure you bring along something extra pointy for emergencies.// \\ ---[[:agents:Central]] | > //The [[:corporations:|corps]] are now issuing high-tension personal armor to their security forces as standard equipment. I think they're getting scared of us. It would be flattering if it didn't represent an existential threat. Make sure you bring along something extra pointy for emergencies.// \\ ---[[:agents:Central]] |
| |
Many guards have **armor**, which prevents some [[:attacks]] against them. | Many [[:guards:]] have **armor**, which prevents some [[:attacks]] against them. An agent can only attack an armored guard if the [[#armor piercing]] of the agent's [[:weapon]], plus any armor piercing bonuses, is at least equal to the guard's armor level. If the agent does not have sufficient armor piercing then they are unable to target the guard with the attack. A guard's armor level is shown in a shield icon above them. |
| |
All [[:attacks]] that can deal [[:KO]] or [[:lethal damage]] have an [[:attacks#armor piercing]] value. If a [[:guard]] has more armor than an [[:attack]]'s [[:attacks#armor piercing]] value, then the [[:attack]] is prevented against the guard. Buttons to attack guards that are too armored to attack will appear but be disabled, and "ARMORED" will appear when these buttons are hovered over. | Armor protects guards against attacks using weapons, including attacks made during the enemy turn while on [[:attack#ambush]] or [[:attack#overwatch]], and including attacks made by agency-controlled [[:drones]] or [[:mainframe devices:Turrets]]. Armor does not protect against [[:items:]] such as [[:items:Flash Grenades]] or [[:items:Shock Traps]], nor against [[:weapons:TAG Pistols]], regardless of the guard's armor level. Armor also does not protect guards against agency-controlled lethal [[:mainframe devices:Laser Panels]]. |
| |
Each [[:guard]] type has an inherent armor value. This value can be increased by the [[:daemons:Chiton]] daemon, and reduced by the [[:programs:Aces]] program. | Each type of guard has a base armor level, which can be raised by the daemon [[:daemons:Chiton]], and reduced by the program [[:programs:Aces]]. [[:guards:Barrier Guards]] and [[:guards:OMNI Protectors]] have a variable base armor level, depending on their number of [[:firewalls]]. |
| |
Ways to [[:KO]] or [[:lethal damage|kill]] [[:guards]] that do not involve direct [[:attacks]], such as [[:items:Shock Traps]], [[:mainframe_devices:Laser Panels]], [[:items:Flash Grenades]], and [[:items:Flash Packs]], are not affected by armor. | ===== Armor Piercing ===== |
| |
| Some attacks have **armor piercing**, which allows them to be used on targets with the same or less [[:armor]] than the armor piercing of the attack. |
| |
| An attack's armor piercing is determined by adding the following values: |
| |
| * The armor piercing of the [[:weapon]] used for the attack |
| * Armor piercing provided by [[:augments]] such as [[:augments:Penetration Scanner]], [[:augments:Piercing Scanner]], [[:augments:Enhanced Optics]], [[:augments:Kinetic Capacitor]], or [[:augments:Modular Cybernetic Frame X2]] |
| * Armor piercing provided by the use of a [[:items:Ventricular Lance]] this turn |
| |
| There is no benefit for having more armor piercing than the target has armor; an attack either can or cannot hit a target. |
| |
{{tag>incomplete}} | {{tag>incomplete}} |
| |