Power Armor (Armor Trait): Difference between revisions
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{{Armor Trait | {{Armor Trait | ||
|description = <onlyinclude><span style="color:red">-4 [[Agility]] for the purposes of [[AP+ Regeneration]].</span><br> | |description = <onlyinclude><span style="color:red">-4 [[Agility]] for the purposes of [[AP+ Regeneration]].</span><br><span style="color:red">Be hit by twice the amount of bullets from bursts.</span><br><span style="color:green">Lowers every Critical Roll on you by 4.</span><br><span style="color:green">+4 [[Endurance]] for the purposes of calculating your [[Knockback]] resistance as well as [[AP Drain]] resistance.</span><br><span style="color:green">Negative Damage Treshold penetration by ammunition does not apply to you.</span><sub>[Unsure]</sub></onlyinclude> | ||
<span style="color:red">Be hit by twice the amount of bullets from bursts.</span><br> | |||
<span style="color:green">Lowers every Critical Roll on you by 4.</span><br> | |||
<span style="color:green">+4 [[Endurance]] for the purposes of calculating your [[Knockback]] resistance as well as [[AP Drain]] resistance.</span><br> | |||
<span style="color:green">Negative Damage Treshold penetration by ammunition does not apply to you.</span><sub>[Unsure]</sub></onlyinclude> | |||
|notes = This effectively removes -3 AP+ Regeneration, as each point in Agility normally adds 0.75 AP+ Regeneration.<br> | |notes = This effectively removes -3 AP+ Regeneration, as each point in Agility normally adds 0.75 AP+ Regeneration.<br> | ||
You get hit by twice the amount of bullets, as your two-hex value is doubled. (Meaning one-hex still behaves normally)<br> | You get hit by twice the amount of bullets, as your two-hex value is doubled. (Meaning one-hex still behaves normally)<br> |
Latest revision as of 09:42, 12 April 2024
Power Armor (Armor Trait) |
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Information
Power Armor (Armor Trait) is a possible Armor Trait an armor can have.
Armor Trait Description
-4 Agility for the purposes of AP+ Regeneration.
Be hit by twice the amount of bullets from bursts.
Lowers every Critical Roll on you by 4.
+4 Endurance for the purposes of calculating your Knockback resistance as well as AP Drain resistance.
Negative Damage Treshold penetration by ammunition does not apply to you.[Unsure]
Important notes
This effectively removes -3 AP+ Regeneration, as each point in Agility normally adds 0.75 AP+ Regeneration.
You get hit by twice the amount of bullets, as your two-hex value is doubled. (Meaning one-hex still behaves normally)
This effectively makes every critical roll against you in-between 1 and 2, unless the enemy has ways to increase their critical strength.
This effectively gives you +20% Critical Endurance against Knockbacks and AP Drains.