Additional FUDGE Armor and Scale Rules
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:
-
Structure = Mass + 1
-
Power = Mass - 2
-
Volume = Mass + 2
For metallic vehicles:
-
Structure = Mass + 2
-
Power = Mass
-
Volume = Mass + 2
For metallic robots, weapons, other dense machines:
-
Structure = Mass + 2
-
Power = Mass + 1
-
Volume = Mass - 2 (or more)
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.
Damage less than Armor and less than Scale
This is a really piddly amount of damage. The "victim" may not even notice
unless he was alert. No harm done.
Damage greater than Armor, less than Armor+Scale
The attack broke through the armor. Armor is penetrated or broken. The
damage, reduced by the armor's value, may hurt components. 'Component'
refers to something inside or attached to the victim. For living creatures
components include organs, limbs, and clothing. For vehicles components
include engines, controls, passengers and crew. Harm to the overall health
of the victim is limited.
Damage greater than Scale, less than Armor + Scale
The victim notices the attack, and is shaken up in proportion to the difference
of damage and scale. Harm to the overall health of the victim is very limited,
although it may be alarming.
Damage greater than Scale + Armor
The victim is hurt in an overall sort of way. The victim is Wounded (Scratch,
Light Wound, Serious Wound, Incapacitated, etc.) Specific components may
be hurt as well. Enough damage of this sort will utterly destroy the victim.
Examples:
The Ogre
She is Mass scale 4 (a svelte 800 lbs), and wears layers of hides for 2
armor. For her, this armor is like regular clothing.
-
A feeble dagger thrust for 2 points doesn't even hit skin.
-
A feeble sword blow for 4 points draws blood, but only annoys her.
-
6 points doesn't affect her overall health, but targeted at a leg might
cause limping. She will definitely notice this blow, even in a raging melee.
-
A hefty 10 point sword blow does 4 points, probably Hurting her. 8 points
got through armor, which might be enough to sever a hand or hit an internal
organ.
Starship Trooper
His battlesuit provides 10 points armor, but he is only Scale 0.
-
Anything less than 0 just makes noise on the suit.
-
A 5 point blaster hit might knock him off balance, but does no direct harm.
10 points from a rampaging elephant would be very disturbing, but would
not cause injury. An optional rule could be to have an armor protection
range where the armor holds up but the wearer takes some minor damage.
For example, if the suit takes 7-10 points, the wearer takes 1 point.
-
20 points from a bazooka and space boy is toast.
Range Rover
The sports utility vehicle is scale 12. Its sheet metal skin provides 5
points armor. Actually it could have a couple of more points without slowing
it down much, but it would require a bigger gas-guzzling engine, and would
cost more to produce. And most consumers do not need armored vehicles.
-
3 points from the kicks of angry protestors lightly dents the side panels.
-
7 points from light arms fire and bullets penetrate the truck. 2 points
might injure a passenger or sever a brake line, but the truck will perform
just fine.
-
16 points from a landmine would leave 11 points going through armor. Passengers
might well be injured, and the engine might be disabled. But the truck
would work fine, otherwise.
-
20 points from the tail lash of an angry brachiosaurus would do 3 to the
truck, possibly Hurting it. 15 points go through armor, leaving things
inside a painful mess.
The Battle Tank.
The tank is scale 15, with 3" plating for 13 points of armor. This is as
heavy armor as it can manage.
-
10 points from rifle rounds ping off harmlessly.
-
14 pts from a concussion blast breaks the NBC seal and sends dust through
the cabin. 14 pts from a laser might melt a few wires.
-
20 pts from a bazooka and the tank rocks violently. Sparks shoot from the
controls and smoke fills the cabin. 7 pts of damage hit the driver, Wounding
him.
-
32 pts from a HE bomb do 4 pts to the tank itself, Wounding it. Any actions
are at -1 using the tank. 19 pts that got through armor won't leave too
many options: the GM could split that as 10 to the driveshaft and 9 to
the engine.
Starship Enterprise
I'm no trekker, so I'll guess it at Scale 34 (same mass as a large modern
aircraft carrier) with 14 points light hull armor and 12 points energy
shields for 26 points armor total.
-
20 points from a primitive laser weapon. "Shields down to 97%, captain.
Compensating."
-
32 points from a Romulan Warbird (warning shot). The bridge crew sway slightly.
"Shields down to 80%. Minor damage reports coming in from deck 4."
-
40 points from that Romulan (getting serious). Sparks fly from bridge control
panels, and bridge crew are hurled from their seats. (Why don't they have
seatbelts?) "Shields down to 36%! I'm rerouting power from the holodeck
buffers. Damage reports from decks 11, 12, and 14! We've lost port thruster
control and long range scanners!"
-
66 points from warp speed collision with a space-time anomaly. The ship
takes 6 points, Hurting it. 40 points is spread out to various systems,
causing widespread destruction. Smoke billows through the bridge, and ceiling
beams collapse, pinning a crew member. "Hull breach on deck 2! Shields
down! I'm trying to reroute power from life support, but the flux conduits
have been destabilized. Damage and casualty reports from all decks!"