Additional FUDGE Armor and Scale Rules

By Peter Mikelsons
Nov. 21, 1996




ABOUT FUDGE

FUDGE is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of FUDGE are available on the internet via anonymous ftp at ftp.csua.berkeley.edu, and in book form or on disk from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from FUDGE may specify certain attributes and skills, many more are possible with FUDGE. Every Game Master using FUDGE is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with FUDGE copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of FUDGE, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264.

DISCLAIMER

The following materials based on FUDGE, entitled "Additional FUDGE Armor and Scale Rules", are created by Peter Mikelsons and made available by Peter Mikelsons, and are not authorized or endorsed in any way by Steffan O'Sullivan or any publisher of other FUDGE materials. Neither Steffan O'Sullivan or any publisher of other FUDGE material is in any way responsible for the content of these materials. Original FUDGE materials (c) Copyright 1992-1995 Steffan O'Sullivan, All Rights Reserved.


Notes

These rules came about as a result of my trying to think about large amounts of damage being done to large things with alot of armor. This included thought about how much armor big things carry; light armor for a ship is thicker than light armor for a human, but not proportionately thicker. I have not playtested these guidelines, but I think they should be useful in dealing with certain genres, such as military science fiction and high fantasy. And of course, all damage values below are primarily for use with the objective damage system in FUDGE.
 
 

Armor values

Simply, the thicker the armor, the more protection it provides. The values below would be increased for magical or sci-fi materials.
 
 
Armor
Values
Material
1 Leather. Thin and cheap metal.
2 Hard Leather.
3 "Light metal." Poor chainmail, studded leather. 1/16" iron
4 "Medium metal" Good chainmail, banded.
5 "Heavy metal" Plate. 1/8" iron
10 one inch of iron
16 one foot of iron

How Much Armor Can I Carry?

I based the table below on the FUDGE rules for armor values. I assume these values are for a Strength Fair (Scale 0) person, Mass Scale 0. Note that for living things, Mass, Volume, and Strength are all equal on average by definition.

 For machines, things are different. Strength could be broken into Structure and Power. Structure is the ability to bear load without collapsing. Structure is higher in metal machines than in living things of the same Mass. Power, as defined here, is the ability to actually move the load around. Power can be higher or lower than in a living thing of the same Mass, depending on the design of the machine. Volume varies widely, again depending on the design. Also keep in mind that given weight statistics for vehicles will include armor weight, so the estimated Power and Structure should be reduced.
 
 

Examples:
For wooden vehicles: For metallic vehicles: For metallic robots, weapons, other dense machines: If using extra strength to carry heavier armor, add Strength Scale to listed values. So to a superhero with Strength 10, Medium armor would have armor value 14 using contemporary technology. This armor would consist of several inch thick metal plating.

 If the armor has to cover additional volume, subtract Volume Scale divided by 3 from armor value. This has to do with the fact that armor covers surface area, and surface area scales as the cube root of volume squared. So to a Strength 10, Mass (=Volume) 10 giant, Light armor would have armor value 10(Strength) + 2(Light) - 3(Volume/3) = 9. Another example: a Heavily armored tank. Mass=16, Volume=18, Structure=17, Strength=14. Armor = 5 + 15 - 18/3 = 14.
 
 
Class Iron
Age
Modern
Day
Sci-
Fi
Human Effects
None 0 0 0 Normal clothing.
Very Light 1 2 4 None, really. A little warm perhaps.
Light 2 3 5 Noticeable. Sweating even in mild temperatures.
Medium 3 4 6 Uncomfortable. Wearer gets tired sooner.
Heavy 4 5 7 Worse. This is serious armor. It is unpleasant enough that most folks will not wear it unless necessary.
Very Heavy 5 6 8 Severe. Movement is a test of the wearer's endurance. "I've fallen and I can't get up!" (?)

Damage Effects

Objective damage gets a little more complicated when alot of armor is involved. I deal with it by looking at how many points of damage were done versus the armor value of the victim and the scale value of the victim separately.
 
 

Examples: