justacaveman
Mongoose
The armor weakness of Battle Dress is reflected at all TLs. You wouldn't think that TL14 Battle Dress would be vulnerable to a TL7 Assault Rifle, but the maximum potential damage from an Assault Rifle is 28 points of damage in Burst fire. It's not that hard to score Effect +6 if you have time to aim and a couple of other bonuses etc.. If you use Armour-Piercing ammo, the armour will only stop 15 points of damage. Using an assault rifle to do 13 points of damage to a character wearing TL14 Battle Dress that costs 3.5 Mcr is a bit much to swallow. I realise that this is an extreme case, and the shooter could roll bad and only do 7 points of damage with the same Burst. The solution is actually quite simple. DON'T ROLL DAMAGE. Instead, assign a damage value to each weapon (I use 3.5 points per damage die.). This results in the assault rifle having a maximum potential Burst damage of 20 points. With Armour-Piercing ammo the most damage that can penetrate the Battle Dress would be 5 points. Another house rule I have is that armour converts an amount of penetrating damage equal to it's armour rating to temporary stun points (Which are recovered at a rate of 1 point per hour, but otherwise act like normal damage). These house rules make Battle Dress worth the investment.