Armor Degradation
& Stopping Power


Here's a rule that I use in my Mekton campaigns. It's a two-pronged rule:

  1. No mecha's armor may have a greater Damage Coefficient than the armor's actual Stopping Power (i.e. any armor can be Standard, LW or greater can be Alpha, MS or greater can be Beta, and MH or greater can be Gamma).
  2. This is the more important part, and takes a bit of explaining: When armor has taken sufficient damage to bring it below its current Damage Coefficient, its type drops to the next lower level until it's been repaired. This means that after Medium Heavy or tougher Gamma-type armor reaches a Stopping Power of 7, it effectively becomes Beta armor until repaired. All armor degradation effects are cumulative.

Why?
Because as armor loses pieces, it also loses its material integrity, meaning it tends to lose pieces easier.

Here are tables representing these rules:

Max. Starting
Class
Max. Starting
Type
Scales
1/1;
10/1 Unscaled
1/10 1/5 10/1 Scaled;
100/1 Unscaled
100/1 Scaled Excessive
SL STD 1 1 3 3 5 5 10 10 100 100 100/1 Scaled x
10^Nth
Power
LW ALPHA 2 2 5 5 10 10 20 20 200 200
ST ALPHA 3 2 8 5 15 10 30 20 300 200
MS BETA 4 4 10 10 20 20 40 40 400 400
HS BETA 5 4 13 10 25 20 50 40 500 400
MW BETA 6 4 15 10 30 20 60 40 600 400
LH BETA 7 4 18 10 35 20 70 40 700 400
MH GAMMA 8 8 20 20 40 40 80 80 800 800
SH GAMMA 9 8 23 20 45 90 80 80 900 800
AH GAMMA 10 8 25 20 50 90 100 80 1000 800
MgH GAMMA 11 8 28 20 55 90 110 80 1100 800

 By Mark Berger

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