Does Armour worn stack with Mutation Armour Bonus?

WereRogue

Mongoose
Thread title says it all. I know encumbrance rules (pg. 17, 1/9/13ver) indicate only one type of armour may be worn (carried) at a time, but it seems as though I can wear armour over a mutationally hardened body and the bonuses would add together.

However, the idea of potentially having armour +12 for a mere 50 credits (20 for +6 mutation, 30 for Sports Armour) seems beyond the spirit of the game, although that could be the reason for the "Note that a roll of a 1 for Armour is always a failure, no matter what your bonus is!" rule. (pg 9. 1/9/13ver)

Thanks!

-Ken
 
Upon further examination, looking at the Mercenary entry for the Mutant (pg. 90-91, 1/9/13ver.), his statline reflects a +5 Armour. He also has the option (for 20 points) to choose the Armour Mutation at +3 rating. If the effects did not stack, then why would you choose to spend 20 points and one of your mutations to <i>lower</i> your Armour rating?

So, unless I'm corrected, I'm going to say that the effects stack (much like Psi boosts to Armour).

-Ken
 
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