|
I.
ARMOR CLASS & PENETRATION
Armor in Purge works differently
then any other FPS. The armor class and
armor point values are un-changeable for
balance purposes as well as different for
each class. Armor is made of two values,
armor points and armor class. Armor points
are the amount of "hit points/health" the
armor has, which functions until it has
0 Armor Points left or has been depleted.
Armor Class is the resistance to penetration
or the higher the Armor Class, the more
damage the Armor will absorb before passing
that damage to character Health.
All Purge classes are wearing
the best in high-tech or magical armor.
(The assumption is that high technology
and magic are common, mass-produced, and
easily available in the Purge world.) The
armor in Purge is inherent to the class.
Therefore, players will not be able to choose
armor. There is no need to buy armor as
a character's armor is full when he spawns
Let's say we have a class
with 5 AC (we don't, not the point), and
a weapon that has a damage type with 10
penetration. Half of the damage done to
the player with 5 AC will be absorbed by
armor, thereby taking off some of his armor
points. The other half of the damage done
will go into the player's hit points, reducing
them. Now, the Mage has an AC of 20, he
is attacked by a weapon with a penetration
of 20 and a damage of 35. Since the AC and
penetration are the same, all of the damage
goes into the mage's armor points, not hit
points. It is rather simple when you think
about it. The amount of damage that goes
into hit points is (Weapon_Damage-(Weapon_Damage*(AC/PEN))),
or (Weapon_Damage*(AC/PEN)) goes
into armor points, if you prefer to look
at it that way.
II.
ASSUMPTION OF ARMOR CLASS
Armor Class values are rated
to the point in which the armor will completely
stop the attack so the protected individuals
receive absolutely no damage, including
any "blunt trauma".
Armor Class is measured
on an exponential scale. Every 10 points
of Armor Class is 10x harder and more
resistant to damage. Armor Class 20 is 10
times harder than Armor Class 10. Armor
Class 30 is 100 times harder than Armor
Class 10. This is further illustrated by
the chart below.
|
Armor
Class
|
Hardness
and Resistance Equivalent
|
|
1
|
Thick
cloth, padded armor
|
|
2
|
Leather
armor
|
|
10
|
Full
plate mail (suit of armor)
|
|
20
|
40 lbs
of Level IV body armor (Kevlar/Spectra
plate)
|
|
23
|
Light
Armored Vehicle
|
|
25
|
Soviet-era
Tank
|
|
30
|
M1A2
Abrams Tank
|
III.
ARMOR TYPES
- AC - Armor Class.
(explained above)
- AP - Armor Points.
(explained above)
|
Armor
Type
|
Class
|
AC
|
AP
|
|
|
Hazmat
Armor
Light armor specially designed for
the handling of toxic and radioactive
materials. |
Wastelander |
10 |
100 |
Alloy
Exoskeleton
Alloy outer skin 10x harder than steel
that is thin enough to help dissipate
internal heat without adding bulk. |
Android |
15 |
150 |
Tactical
Combat Armor
Body armor made of entirely high tech
composites: a perfect blend of heat/cold/shock
resistant fabrics reinforced by Duresist
plates. |
Commando |
20 |
200 |
Power
Armor
Made of solid Duresist, this tank-like
armor is implanted as part of wearer's
the body. |
Cyborg |
25 |
250 |
|
The Chosen
|
Robe
of Protection
Light magic robes, typically worn by
the clergy, with the protection equal
to steel plates. |
Monk |
10 |
100 |
Bracers
of Protection
Magical bracers that surround the user
with protection buts requires the specialist
of arcane knowledge to use. |
Mage |
15 |
150 |
Chainmail
of Shadows
The ultimate magic chainmail worn under
enchanted cloth that can disperse elemental
damage. |
Assassin |
20 |
200 |
Platemail
of Legend
Enchanted armor 500x more power than
platemail; a shining example of the
state-of-the-art in enchantment. |
Fighter |
25 |
250 |
VI.
WEAPON ARMOR PENETRATIONS, JARRING, AND
STUNNING
- Description -
the general description of what exactly
the type of damage is.
- PEN - the penetration
value of the damage type. (described above)
- JAR - the multiplier
amount of recoil being hit by the damage
type causes.
- STUN - the base
multiplier for the duration you are stunned
when hit by the damage type.
| Description |
PEN
|
JAR
|
STUN
|
| Melee |
| Bludgeon,
Blunt, or Punching |
1
|
1.5
|
2.0
|
| Slash
or Slicing Melee |
5
|
1.0
|
1.0
|
| Magic
Weapons (Bladed/Enchanted) |
| Type
I (thrown magic weapon) |
15
|
0.5
|
0.0
|
| Type
II (melee enchanted metal) |
30
|
0.5
|
1.0
|
| Type
III (energy) |
60
|
0.5
|
1.0
|
| Type
IV (shadow, vorpal, etheral) |
70
|
0.5
|
1.0
|
| Firearms |
| Shotgun
Scatter / JHP Pistol Bullet |
13
|
1.0
|
1.0
|
| FMJ
Pistol Bullet |
15
|
1.0
|
1.0
|
| Magnum
Bullet / Shotgun Slug |
18
|
1.0
|
1.0
|
| Rifle
Bullet / (lesser) Machine Gun Bullet |
20
|
1.0
|
1.0
|
| (greater)
DU Machine Gun Bullet |
28
|
1.0
|
1.0
|
| Gauss
Slug |
60
|
1.5
|
1.0
|
| Elemental |
| Freezing |
13
|
0.0
|
4.0
|
| Chemical |
15
|
0.0
|
0.0
|
| Burn
(microwave, laser, heat, fire, electric) |
25
|
1.0
|
1.0
|
| Greater
Electricity / Energy |
30
|
1.0
|
1.0
|
| Greater
Fire / Plasma |
30
|
1.0
|
1.0
|
| Special
Chemical Smoke (cannot hurt friends) |
23
|
0.0
|
0.0
|
| Napalm
/Sticky Fire / Constant Burn |
23
|
0.0
|
0.0
|
| Semi-Explosive |
| Flash
/ Flare (explosion that emits mainly
light) |
1 |
0 |
0 |
| Freezing
Explosion |
13
|
0
|
3.0
|
| Semi-Explosive |
13
|
1.5
|
1.0
|
| Explosive
(Warhead)* |
| Type
I (RPG-7, small rocket) |
30
|
2.0
|
1.5
|
| Type
II (missile, rocket) |
45
|
2.0
|
1.5
|
| Type
III (anti-tank/mech missile) |
60
|
2.0
|
1.5
|
| Explosive* |
| Type
I (grenade, RPG-7, dynamite) |
25
|
2.0
|
0.0
|
| Type
II (missile, rocket) |
40
|
2.0
|
0.0
|
| Type
III (anti-bunker bomb/missile) |
55
|
2.0
|
0.0
|
| Type
IV (nuke, anti-matter) |
70
|
2.0
|
0.0
|
| Magic
Explosion (phoenix attack) |
25
|
2.0
|
0.0
|
| Mine
/ Prox Mine / Anti-Vehicle Mine |
35
|
2.0
|
0.0
|
| Misc |
| Bleed
/ Fluid Leak |
inf
|
0.0
|
0.0
|
| Stun
(can do progressive damage) |
1
|
0.0
|
2.0
|
| Choke
(water, hostile atmosphere) |
inf
|
0.0
|
0.0
|
| Falling,
Crushing, Collision |
33
|
2.0
|
0.0
|
| Falling
and can never get up |
33
|
2.0
|
0.0
|
| Psionic |
| Drain
Life |
inf
|
0.0
|
0.0
|
| Drain
Armor |
1
|
0.0
|
0.0
|
* Explosives do critical
hit (double damage) against all constructions
except Drones and Kamis.
VI.
HIT AREAS & DAMAGE CHART
|
Area
|
%
Damage
|
|
Head
|
200
|
|
Chest
& Abdomen
|
100
|
| Shoulder
& Pelvis |
90ª
|
| Upper
Leg & Arm |
80ª
|
| Elbow
& Knee |
60ª
|
| Shin
& Lower arm |
40ª
|
| Hands
& Feet |
20ª
|
ª
= Damage can be halved with good Tenacity
(saving throw vs. nonvital damage).
|