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Secondary Armor and Damage Types

marvin9257 edited this page Mar 11, 2024 · 5 revisions

Using Secondary Armor

Twodsix now has the ability to use damage types and have the secondary armor protection optionally applied based on that damage type. Both armor and weapons must be configured to take advantage of this secondary armor feature.

Weapons

First, make certain that the damage type field is visible on weapon sheets with this Item Setting:

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Next, check that the list of damage types covers the rules you are using under Ruleset Settings The values for this setting should be comma separated.

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The default list is: "Ballistic, Bludgeoning, Corrosive, EMP, Energy, Fire, Laser, Piercing, Poison, Plasma, Psionic, Rad, Slashing, Smoke, Stun". The types can be multiple words, such as "Death Ray". If you make this field a blank and then reload the world, it will reset to the default list.

Then, select a damage type in the damage type field for the weapon, e.g.

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Only one damage type may be used for weapons. Optionally, you can select a damage type for the active consumable (the magazine). If the consumable and weapon both have damage types, the consumable's damage type is used. Otherwise the weapon's damage type is used. If both are left blank, the calculations ignore damage type.

Armor

Secondary protection value is only included when the damage type matches one of the protection types for the armor. To set protection types for armor, use the multi-select field for the armor. Note that an armor may have more than one type of secondary protection (use cmd/cntl to select more than one option). For example below, the armor provides secondary protection for both fire and laser damage types.

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Applied Damage

When dropping / applying damage to an actor, the net damage applied will consider the secondary armor values. If there is a match between the weapon's damage type and one of the secondary protection types, the secondary armor value is added to the effective armor. In the below example, the weapon causes fire damage and the armor worn by the target has secondary protection of both fire and laser. Thus, the secondary protection value (2 in the image) is added to the effective armor value further reducing the damage applied. In this case, the total armor value is greater than the damage, so the actor takes no damage from the attack.

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Display of Primary and Secondary Armor on Actor Sheets

Options for Traveller Sheet

There are multiple ways to display the primary and secondary armor values on the Traveller actor sheet. This setting under Advanced Settings -> Damage determines whether these armor values are the sum of all layers work or the maximum value across the layers.

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The default display of armor values is the primary armor and the incremental secondary armor value. It might look like

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where the primary armor value is "6" (all damage is reduced by six) and the secondary armor reduces damage by an additional two if the damage type is corrosive (as shown in the tooltip). So if the damage is corrosive, the total reduction would be eight. The "plus" sign indicates that the secondary damage is additive to the primary value. Some have found this display confusing, so there is a display option to show the primary and total armor value instead. This display options is under Display Settings -> Actor.

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It results in the following display for the same actor as previously, but note that the second number followed by the '/' is the potential total value and not the incremental value for secondary armor.

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Notes

  • When wearing multiple layers, it is possible that the total might be higher than is possible to actually encounter during combat. Note that the damage calculations are calculated for a specific damage type and should follow the rules. The display on the actor sheet can't show all the potential possibilities where multiple layers are worn and thus should be seen as indicative only.

  • Since Robot and Animal sheets use a direct input of the primary and secondary armor values (not calculated from the armor worn), these armor values are always shown as incremental (using the plus).