Vuldrok Armour

LimeyDragon

Banded Mongoose
The Decados have a light carrier with Gremlin Guns that have the traits Disable & Slow.. The description below list the rules for disable..

Disable: Created by strange technologies, these weapons are used as normal but will ignore all shields and cause no damage to be deducted from the target. However, each Disable weapon that successfully hits its target will cause an automatic critical hit. Do not roll on the Damage Table, simply roll for a critical hit location and add +1 to its Critical Score.

The question is does the Vuldrok armour stop the Disable from working.?

Armour: Each attacking weapon system used against a Vuldrok ship will have its hits reduced by the Armour score of the ship. Weak weapons cannot affect an armoured ship at all.

The Gemlin Gun does not cause hits, it mearly causes Critcals.?

I made the judgement call that armour does not apply to the disable trait. Fluff wise the energy from the hit is disipated across the ship. Thus causing no damage and no critcal hits.
 
Hmm interesting one.

Reading both traits I would say that the armour does not protect the ship any better than the shields do.

but thats just an opinion
 
I would say that the Armour would not stop a Gremlin Gun as it does not damage the ship just overloads critical systems like an EMP pulse type thingy.
 
However, if a Vuldrok armor is rated at 3 and the Gremlin gun scored 3 hits or less then

"Armour: Each attacking weapon system used against a Vuldrok ship will have its hits reduced by the Armour score of the ship. Weak weapons cannot affect an armoured ship at all."

If the 3 or less hits are reduced then in theory 0 hits are made as the ablative armor is peeled away. However if 4 hits are scored then the hits would be reduced to 1 and then a critical is automatically scored.

That's my take on the wording of the Armor rule.
 
Ricepa said:
However, if a Vuldrok armor is rated at 3 and the Gremlin gun scored 3 hits or less then

"Armour: Each attacking weapon system used against a Vuldrok ship will have its hits reduced by the Armour score of the ship. Weak weapons cannot affect an armoured ship at all."

If the 3 or less hits are reduced then in theory 0 hits are made as the ablative armor is peeled away. However if 4 hits are scored then the hits would be reduced to 1 and then a critical is automatically scored.

That's my take on the wording of the Armor rule.

And you would be quite correct under normal circumstances - however the Gremlin Gun "causes no damage to be deducted from the target" - so I'm also of the opinion that it must bypass the armour as well!
 
I would take the opposite view; attack dice are rolled and hits are scored. Hits are reduced by armour; that's what it does.

The fact that these hits are causing criticals not reducing damage scores is irrelevant as that comes after the process step where armour affects the game.

Armour works against weapons which "ignore shields" due to the Slow trait (the main reason vuldrok neither fear nor field torp bombers). Why should they not do the same here?

Armour density and hull thickness obviously provides some protection from the gremlin effect or you wouldn't need different 'to hit' rolls to affect more heavily armoured craft (destroyer vs galliot, for example), so the fact that Vuldrok ships are wrapped in a shedload of the stuff should help.
 
Back
Top