[Necessary Evil] A few Qs on melee and heavy armor

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Sidney
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[Necessary Evil] A few Qs on melee and heavy armor

#1 Postby Sidney » Thu Nov 03, 2011 4:16 am

1. Unless a supervillan takes the Melee Attack power, his melee attacks DO NOT penetrate Heavy Armor, correct?

2. How exactly does the "Armor Piercing" option works for the Melee Attack power? As written, it would seem it costs half a power point and grants 4 points of Armor Penetration for each "tier" (2 points/d6 dmg) you buy. It's sort of clarified in the Ranged Attack power entry, but just to double check, I can buy Melee Attack power for 6 points and get 3d6 extra damage or buy it for 6.5 points and get 3d6 extra damage plus 12 AP, correct?


A design question:

I'm playing an "Hulk" styled character. I've yet to master the rules, but am I correct in assuming that any melee character with the Melee Attack power always benefits from using a weapon instead of using fists? I'm merely double checking, but under Necessary Evil rules, an "optimized" Superman/Hulk would bring a sword to a fight, or am I missing something?

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Clint
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Re: [Necessary Evil] A few Qs on melee and heavy armor

#2 Postby Clint » Thu Nov 03, 2011 9:37 am

Sidney wrote:1. Unless a supervillan takes the Melee Attack power, his melee attacks DO NOT penetrate Heavy Armor, correct?


Not unless he has a melee weapon that does Heavy Damage (or has the Strength to use a item with Heavy Armor as a melee weapon as noted under Chewing the Scenery on page 60).

And even if he can't penetrate it, as with any armor, he also has the option of making a Called Shot to bypass the armor and ignore its effects.

Sidney wrote:2. How exactly does the "Armor Piercing" option works for the Melee Attack power? As written, it would seem it costs half a power point and grants 4 points of Armor Penetration for each "tier" (2 points/d6 dmg) you buy. It's sort of clarified in the Ranged Attack power entry, but just to double check, I can buy Melee Attack power for 6 points and get 3d6 extra damage or buy it for 6.5 points and get 3d6 extra damage plus 12 AP, correct?


Nope, sorry. There is no such thing as fractional point costs in the system at all. Armor Piercing is a Modifier that costs "+1/2." That's not +"one half" but +1 per 2 points of AP. Each point put in the modifier grants 2 points of AP for the attack. To get 12 AP would cost +6 PPs on top of the base Attack, Melee cost.

Sidney wrote:I'm playing an "Hulk" styled character. I've yet to master the rules, but am I correct in assuming that any melee character with the Melee Attack power always benefits from using a weapon instead of using fists? I'm merely double checking, but under Necessary Evil rules, an "optimized" Superman/Hulk would bring a sword to a fight, or am I missing something?


Well, it could be affected by trappings. Same as with the core rules, each power can be tweaked mechanically to fit certain trappings.

There is also the factor that the sword is just a normal item. Swords have a Toughness of 10, meaning a character with a d12+9 Strength at minimum will do enough damage with Strength alone to destroy the sword. Considering the same character could use a tank as a weapon and only get 1 or 2 uses from it (again, page 60), the sword doesn't really have a longer lifespan.

Truthfully, the sword is a poor choice for strong characters since that list on page 60 provides them with better weapons at hand in almost every situation that only they can use.
Clint Black
Savage Worlds Core Rules Brand Manager

www.peginc.com


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