Edge Protection: Armor Enhancement for GURPS 4e
v2.0
(07.03.27: I'm dropping the "draft" disclaimer; it's a real article now.)
My old GURPS Diner article Gird yer Loins! contained two simple ideas for better handling body armor in GURPS: dropping the troublesome PD stat, and introducing a new Edge Protection (EP) stat.
PD has indeed departed from GURPS 4e, so the first idea's text can be retired for good.
The second idea is not any official part of GURPS, yet it (or some variant) is used by many gamers and pops up frequently in online discussions of armor. I'm moving that part of the old article into its own new article here on the Games Diner. In the future, it may get folded into a larger treatise on armor; for now, here's the simple idea on its lonesome.
The current rule
GURPS handles flexible armors like mail as follows: the wearer suffers one point of "blunt trauma" damage per full 10 points of damage (5 points if crushing) that doesn't penetrate DR. In addition, some of these armors have a split DR score that offers full protection vs cutting and piercing damage, and reduced protection vs crushing and impaling damage. (See BS 379, and armor tables on BS 282-6.)
That makes for a workable but quite limited model. Flexibility becomes a simple binary switch (though the flexible armors with split DR could be seen as a third "very flexible" configuration). It doesn't offer a good way to model armor like Frodo's thin but unbreakable mithril shirt, which, as painfully demonstrated in The Fellowship of the Ring, will completely stop an edge from penetrating yet will let a huge wallop whack the wearer. But if DR is less than 10 (or 5 vs crushing), the GURPS "blunt trauma" effect can't come into play anyway, making the "flexible" designation meaningless for almost all low-tech armors.
Oddities pop up, too. Even when DR is substantial enough to allow for the "blunt trauma" effect, a damage roll that goes just a little over DR and penetrates the armor can inflict less injury than a roll that's fully blocked by flexible DR. On the lower end of the DR scale, armor with the split DR characteristic can infamously let an attacker deal more damage to the wearer by striking with the flat of his edged weapon, using this makeshift club to force the armor's lower DR vs crushing.
There's no huge problem with all of the above; it plays fine if you don't look for the bugs. But for the interested, below is an alternative way to handle blunt trauma from armor deformation. It's more realistic and flexible in what it models and avoids the above oddities, yet is easy and GURPS-like as well.
Edge Protection score
In addition to DR that completely negates the impact of a blow, armor can offer a lesser form of protection that allows the impact of a blow through, but prevents its edge or point from penetrating the armor (and thus flesh). I measure this property in points like DR, and call it Edge Protection (EP).
How it works
Subtract DR normally from basic hits. These hits are absorbed by armor. From there, apply three simple rules for EP:
1) If the weapon is crushing, there's no additional protection from EP. We're done.
2) If the weapon is edged (cutting, impaling, or piercing), basic hits left over after DR, and up to EP, deal crushing damage. The weapon deforms the armor and hurts the wearer, but EP doesn't let the edge through.
3) Basic hits from an edged weapon that exceed DR + EP do penetrate the armor. Those basic hits affect flesh in their usual manner.
These rules replace GURPS 3e's "roll of 5 or 6" rule, or 4e's rules for flexible armor and blunt trauma. There's no special "flexible armor" designation under these rules; the combination of DR and EP models an armor's unique resistance to both deformation and penetration.
Example: You're wearing chain mail with cloth underneath, for DR 2, EP 5. You're attacked with an axe.
Your DR absorbs a blow of 2 or less damage. You're not hurt.
A 4-point blow, after DR, leaves 2 basic hits. But those hits don't penetrate EP 5; the mail is not cut. You take 2 points of crushing damage.
A 13-point blow, after DR, leaves 11 basic hits. EP limits the next 5 points to crushing damage; the mail isn't cut yet. But the remaining 6 points break through the mail and cut you normally, for 9 damage after the cutting multiplier. You take 5 crushing + 9 cutting = total 14 points of damage.
If the weapon were a club instead of an axe, you'd just subtract 2 from damage for DR, and be done with it. EP would offer no special protection.
Normal armor divisors affect both DR and EP equally.
Benefits of EP
The benefit of EP to the armor wearer is obvious: edges hurt! A claymore swat to your mail-covered midsection may still knock the wind out of you, but that's a heck of a lot better than getting chopped into haggis. The effect is particularly important where sensitive parts are concerned, most notably impaling and piercing attacks to the vitals. A little EP there can save you a lot of injury!
EP's clear distinction between armor penetration and non-penetration can be useful to GMs, such as in determining whether a venomed weapon delivers its poison, or in implementing rules for accumulated armor damage and deterioration.
EP nicely simulates the ability of armor – even low-tech armor with modest DR – to keep its wearer in possession of his limbs, yet still get rudely battered by those axes and swords. And as shown below, EP allows for much greater customization of armor than DR alone does – up to and including magical armor that's "impenetrable", yet leaves the wearer anything but invulnerable.
Cost of natural EP
EP protects less than full DR. As natural armor, treat EP as a -60% limitation on the cost of DR, which becomes 2 cp per point of EP.
Setting armor DR and EP
DR represents resistance to any deformity at all; EP represents resistance to penetration but not deformity. The more flexible the armor, the more its protection will take the form of EP instead of DR. Tough, hard material, like a bronze chest plate, has high DR and low EP. Tough, flexible material, like mail armor, has low DR and high EP.
To rework existing stats, below are rules of thumb. Round values to the nearest integer (rounding up on 0.5). Keep in mind that a point of EP offers less protection than a point of full DR; reworked armor's total DR+EP should at least equal listed GURPS DR, to maintain overall level of protection.
However, any armor can vary considerably from the suggestions below, especially in EP.
Very flexible armors: These would be the BS p283-4 armors given a "flexible" asterisk and a split DR score (higher score vs piercing and cutting, lower score vs others).
Set DR vs all attacks to the lower DR score. Then set EP equal to the higher DR plus half the lower – but halve EP vs impaling.
Example: Mail has DR 4/2. Use DR 2 vs all attacks, plus EP 5 (but EP 3 vs impaling).
Semi-flexible armors: These are armors with the "flexible" asterisk and a single DR score, like cloth and light leather.
Set DR to listed DR minus a quarter. Set EP equal to listed DR.
Rigid armors: These are armors without the "flexible" asterisk, like scale and plate.
Set DR to listed DR minus a fifth. Set EP to a third of listed DR.
Varying EP
You can vary EP a lot more than DR, without making armor too powerful or too weak. Take mail armor: it's a bit silly to imagine chain with a DR that repels heavy axes with no injury to the wearer, no matter how high-tech and tough the metal; but it's easy to imagine quality chain failing to split, even as the wearer gets battered by the blows. In practice, cheap materials might subtract 1 or none from DR, but halve EP; high-quality materials might add 1 or none to DR, but offer double or better EP.
A great example of very high-quality armor material is the above-mentioned Dwarven mithril mail, which saved Frodo from what would have been a fatal stab in the vitals. The mail's extremely high EP allowed a big crushing blow to go through, but not the spear's point itself.
Extreme cases
An Impenetrable Coat of Armor bequeathed by the gods might have no more DR than normal armor, but infinite EP. You can be bludgeoned to death wearing it – fairly easily so if it's flexible with low DR – but it won't be penetrated.
Make that a thin Shirt of Impenetrable Mono-silk, and you can have zero-DR armor that's of no value in a fist fight, yet will stop a sword from running you through.
On the other end of things, a theoretical very hard, strong, but brittle armor, perhaps ceramic, would have high DR and no EP. Damage above DR simply breaks through the armor.
Sample Armor Table
Below are standard GURPS armor types, reworked with new DR and EP stats following the rules of thumb above.
|
armor |
GURPS DR |
New DR |
EP |
notes |
|
Cloth |
1* |
1 |
1 |
- |
|
Leather |
2 |
2 |
1 |
- |
|
Lorica Segmentata |
5 |
4 |
2 |
- |
|
|
4/2* |
2 |
5 |
DR 2, EP 3 vs impaling |
|
Double Mail |
5/3* |
3 |
7 |
DR 3, EP 4 vs impaling |
|
Scale |
4 |
3 |
1 |
- |
|
Steel Corselet |
6 |
5 |
2 |
- |
|
Heavy Steel Corselet |
7 |
6 |
2 |
- |
|
Frag Vest |
5/2* |
2 |
6 |
DR 2, EP 3 vs impaling |
|
Tactical Vest |
12/5* |
5 |
15 |
DR 5, EP 8 vs impaling |
|
Tactical Suit |
20/10* |
10 |
25 |
DR 10, EP 13 vs impaling |
|
Impenetrable Magic Armor |
(hypothetical) |
? |
infinite? |
DR depends on rigidity. EP limited only by definition of "impenetrable". |
|
Dwarven Magic Mail |
(hypothetical) |
4 |
12 |
DR 4, EP 6 vs impaling |
|
Dwarven Magic Plate |
(hypothetical) |
8 |
10 |
DR 8, EP 5 vs impaling |
Tweak those numbers as you like. Scale armor, for example, happens to get the worse of rounding on both DR and EP; boosting one of those by a point might be fair.
Also, it's uncertain how plate inserts for modern flexible armor should be handled. The added plates presumably make the armor anything but flexible where impact is concerned; perhaps it's best to add the plate DR to the lower of the original split DR score, and call that a single overall, non-flexible DR score with no EP.
Variations and tweaks
The above covers everything you need to play with EP. Below are options for the interested.
EP and attack types
EP can vary with attack type. The guidelines above already suggest halving EP vs impaling damage, for those flexible armors that GURPS designates as especially vulnerable to impaling. You may think of other worthy tweaks. As an extreme example, your Impenetrable Magic Armor's infinite EP may drop to a low value (even zero!) when faced with the All-Penetrating Magic Sword.
Likewise, detail-oriented GMs will find EP a good way to model weapon sharpness. A blunt edge might double EP, and a very sharp edge halve it. This nicely modifies weapons' armor-piercing ability without mucking up overall base damage or overplaying the role of DR.
EP and bullets
EP is definitely useful against large and huge piercing attacks, protecting the target from these weapons' damage bonuses. EP will also save you from extra hurt vs small and regular piercing attacks to the vitals.
But EP leaves you no better off when regular piercing attacks hit non-vital targets – and it'll actually hurt you more when small piercing attacks strike non-vitals! (EP turns those hits into regular crushing damage for a x1 multiplier, replacing the usual x0.5 multiplier for small piercing attacks.)
That's not a flaw in the EP rules. GURPS rules that, compared to a blunt attack of a given force, a flesh-penetrating attack of the same force (i.e., same basic hits) can inflict the same damage (as with regular piercing) or even less damage (as with small piercing) than the non-penetrating equivalent. Whether this reasoning rings true or not, the above EP "oddity" is only following it to the letter.
It's up to you whether that's just as things should be, or a problem to be addressed. If the latter, you could rule that EP offers the lower of a crushing damage multiplier (x1) or the attack's innate multiplier (x0.5 for small piercing vs non-vitals). If nothing else, that keeps EP from making the wearer worse off when small calibers attack.
Simplified EP
Using EP requires little extra work. But if you dislike even that, here's a simpler version:
Subtract DR from basic hits, as always.
If remaining damage is less than or equal to EP, then damage is crushing (per rules above).
But if remaining damage exceeds EP, treat all of it as penetrating, with its normal damage multiplier; don't bother adding the EP-blocked crushing damage to the EP-penetrating edged damage.
Example: You have mail with DR 2, EP 5.
DR absorbs an axe blow of 2 or less damage; you're not hurt.
A 4-point blow, after DR, leaves 2 points of crushing damage, which doesn't penetrate EP 5; the mail is not cut.
A 13-point blow, after DR, leaves 11 basic hits. Those 11 points exceed EP; the mail is penetrated and EP offers no protection. Treat as a normal 11-point cutting attack, inflicting 16 damage after the x1.5 multiplier.
Complexified EP
Want the ultimate in armor realism? Use the full EP rules, with one addition:
For any and all impact absorbed by DR, apply 1/5 (round down) as blunt trauma damage.
That's for any armor, flexible or rigid or in-between. When armor "absorbs" a hit, it's only spreading it out over a large area. A great big wallop, even spread over a large area, will still hurt!
Example: You wear a heavy steel corselet with DR 6 (and EP 2, though that's not relevant to this example).
Any time you're hit for 5 or more damage, from any impact, apply all DR and EP rules normally... but when you're finished, add one more point of blunt trauma, for the initial impact of the corselet slamming hard against you.
Final variant
With that said and done, there's yet one more variation possible: use both the above simplified and complexified rules. Yes, they work together fine, resulting in something similar to the default EP rules in complexity, just a bit different in results.
EP and GULLIVER Toughness
How about GULLIVER's redefined Toughness? This isn't 3e's Toughness; it's protection (generally from muscular or otherwise stout flesh) that lessens crushing blows a lot, slashes less so, or a stab to the vitals very little; it's in some ways the opposite of EP. (Game terms: Toughness only subtracts from the basic hits of an impact, not the additional damage from edges, penetration and hit location.) Sounds like it'd be hard to juggle DR, EP, and this new Toughness, no?
Turns out it's really very simple: Toughness and EP combine to form DR. A point of EP turns a point of edged damage into crushing, and a point of Toughness absorbs that point of crushing damage.
Example: You have Toughness 3, and put on DR 2, EP 4 armor. Toughness and EP combine to become DR 3 with EP 1 left over. Treat the total as DR 5, EP 1.
If you instead wear DR 1, EP 1 armor, Toughness and EP combine to become DR 1 with Toughness 2 left over. Add this DR to the armor's DR: net DR 2, Toughness 2.
Let Toughness be a -40% limitation on the cost of DR, which makes it 3 cp per point. A point of Toughness and a point of EP add up to a point of DR in both cost and effect.
Toughness is very optional, and is a tangent to this article; I mention it here only for anyone with an interest of using that and EP together. In practice, DR and EP alone are probably as much detail as many players will want. I'll note in closing, though, that with EP to stop edges from penetrating, Toughness to model absorption of blunt force, and DR to combine the effects of both, you can model just about any armor effect with great realism.

















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Re: Edge Protection: Armor Enhancement for GURPS 4e
One of the things that bugs me about the current rules for flexible armor is this:
Why is it, that Chain itself loses 66% effectiveness against blunt weapons by virtue of being flexible armor, while other flexible armor types do not?
I can almost hear people stop a moment and think "66%? GURPS has it that it loses 50%, not 66%"
Proof of my point is thus:
DR of chain by itself is 3/1
DR of Leather by itself is 1
DR of Leather backed Chain is 4/2
Note that leather adds to both Cutting DR and Blunt DR by +1 point, while chain by itself is reduced by 2 levels out of 3 - hence the statement that chain's DR is reduced by 66%.
My question becomes one of "Why does one type of flexible armor lose 66% effectiveness against damage while all other flexible armors do not?"
Re: Edge Protection: Armor Enhancement for GURPS 4e
Hi Hal. I saw the similar comment on the SJG forum, too. Re the issue: I may be missing part of what you're pointing out. If it's only the question "Why does Leather not lose any DR vs Blunt, while Chain loses 2/3 DR?", I suppose two answers could be given that would mesh with officialdom:
1) Both are "flexible", but they're still different materials with different properties. Sharing the same "flexible" designation doesn't mean they need to share the same split DR properties.
2) Leather actually should lose 2/3 DR like Chain, but with only DR 1 to begin with, that just gets rounded back up to 1. The DR stat is too low to support the difference.
Of course, I don't know that either of those actually is the official thinking!
Either way, my beef remains a little different: the split DR is simply buggy in its effects (i.e., letting you boost "penetration" by using the sword flat). Not game-wrecking, by any means, just odd.
Off-hand, I don't see game problems with any armors that use a higher DR for blunt than for edged. It may or may not be a good simulation of any specific armor, but I don't foresee a problem with oddball game effects.
But armor with lower DR for blunt generates the above strange outcome, and what's more, I can't imagine an armor type that would reasonably act that way, including Chain.
Or am I missing a situation where lower DR for blunt does make sense? Anyone?
Re: Edge Protection: Armor Enhancement for GURPS 4e
Regarding the difficulty with ceramic inserts for bullet-proof vests.
I really don't see the need to complicate things by having them lower or remove the EP bonus. If the bullet *does* break through the ceramic plate, the kevlar will still slow it down and distribute the force. The stuff in front of the ceramic may have less room to deform , but the stuff behind the ceramic will behave surely behave as normal.
Re: Edge Protection: Armor Enhancement for GURPS 4e
I guess I was imagining Kevlar on top, ceramic plates beneath. If that's reversed, then keeping EP active, as you suggest, seems sensible.
And if the plates are sandwiched between equal layers of Kevlar? Then I would halve the listed EP (the EP of the Kevlar half above the plates has no effect; the EP of the Kevlar half below the plates is able to act normally).
I myself don't know which of these best models the real armor!
Edge Protection questions: Flexible, Tough Skin, corrosion dam
A friendly reader asks questions about the Edge Protection rule via email. I'll respond here:
1) Does the EP only limitation for natural DR replace traits such as Flexible and Tough Skin? If not, how does EP interact with these traits now that blunt trama has been replaced?
EP would indeed replace the Flexible limitation, as it replaces the 4e flexible armor rules that the Flexible limitation calls upon. So instead of that limitation, just buy some or all armor with the -60% EP limitation. That's a much bigger discount than Flexible's -20%, but as pointed out in the article, 4e's flexible armor has little game effect – almost no effect if DR is low. The EP limitation makes for a much bigger reduction in the armor's effectiveness.
(A side thought: if you buy 2/3 of your armor as DR, and 1/3 as EP, you'll get the same net cost reduction as if you had applied Flexible's -20% to all armor. So that purchasing scheme is the equivalent of Flexible, costwise.)
Tough Skin in 4e works like (and includes) the Flexible limitation, with the extra limitation that the armor doesn't protect against effects requiring a scratch (like poison) or skin contact (like electrical shock). It's a -40% limitation, i.e., an extra -20% on top of Flexible's -20%. So using EP rules, I would remove the Flexible limitation component from Tough Skin, and call the Tough Skin limitation a -20% limitation on the cost of armor; its only effects are the above non-protection vs scratches and skin contact effects.
For any points of DR with the -60% EP limitation, adding the above modified Tough Skin means a net -80%.
And despite what 4e says, why not allow regular, non-flexible DR to take Tough Skin, without the Flexibility component, as a -20% limitation? It may not be realistic, but if it's conceivable, it could be bought as an oddball armor.
Similarly, good realistic examples of "natural" EP are hard to think of. Natural EP suggests a hide that's too negligibly thin to "absorb" a blow, but stubbornly resists cutting or penetration. Tough Skin doesn't fit the EP concept well either: if the hide can't be cut, how can it be scratched?
But if you're not concerned about the realism behind the armor, there's nothing wrong with giving natural armor the EP limitation, the above -20% Tough Skin limitation, or both. Mix 'n' match, I say!
2) How do energy attacks effect EP? Do you use adjusted DR and ignore EP, or have EP add to DR? In addition, how would corrosion attacks effect EP? In the normal rules, they reduce DR by 1 per 5 basic damage. Does it reduce both DR and EP, or is EP not affected and doesn't help against the reduction?
By the rules: If the energy attack has a damage multiplier, EP blocks the multiplier. No different from the workings for non-energy attacks. So a 10-point energy attack with a x2 damage mod, vs DR 2 and EP 4, will be reduced to 6 dam after DR. The next 2 points will inflict 2 points of crushing wallop. The remaining 4 points of damage penetrate and are doubled to 8 damage. Net: 10 damage (2 crushing, 8 energy).
You could adjust EP vs energy attacks up or down for any specific armor; it may make sense for some concepts. Buy DR with the EP limitation and an "only vs energy" or "only vs non-energy" limitation.
As for corrosion: I hadn't thought about that. Good question. Off the top of my head, I would say "Treat EP like DR here: a point of corrosion loss will remove a point of DR or a point of EP – the GM decides which, or make up some rule for which goes first."
But that's not too good a solution, maybe. Take a low-DR, high-EP "unbreakable" flexible armor: using the above rule, DR might disappear quickly, while lots of EP remains even after many, many attacks. What exactly is the state of that armor? The acid wore it down to a super-flexible paper-thinness, yet it's still whole and resists penetration?
Should high EP - "unbreakability" - necessarily mean high resistance to corrosion? If not, then corrosion should affect DR only, and EP could be removed in the same proportion (i.e., when you lose half DR to corrosion, you lose half EP; when you lose all DR to corrosion, you lose all EP, even if it was magically infinite).
I don't know what sounds "right" for DR, EP and corrosion. What do you think?
Re: Edge Protection: Armor Enhancement for GURPS (draft)
I once heard, don't know if its true, that in the beginning of firearms soldiers who could effort it (make that arristocrat officers) weared (what ist the past tense of wear?) silken shirts.
A bullet did't punch throug the silk, but dragged the shirt along on it path throug flesh, stopping after some inches. (Don't try this with modern firearms :-).)
The medic just had to pull the bullet out with your shirt an patch you up.
I would say that counts as verry flexible armor.
Maybe one could handel that as impaling damage over EP without breaking the armor. Don't know.
Re: Edge Protection: Armor Enhancement for GURPS (draft)
Hello! Interesting anecdote; I have no idea of the truth of it, but I heard the same comment recently on the SJ Games forums, too.
I don't know what sort of bullet might behave that way; only large and rounded shot, at relatively slow speed?
Assuming it's true: Hmm, if the bullet actually does penetrate flesh, I guess the silk shirt acts as only a little armor vs piercing weapons: DR 0, EP 1 (or whatever EP models the small degree to which the silk holds back the bullet's penetration).
The fact that the silk itself doesn't get penetrated becomes an oddball special effect. I suppose it'd make sense to set some separate threshold (3 basic hits? 5? no idea...) at which the silk does get penetrated, if anyone cares. (Not that anyone should care much; intact silk pulled out of a bloody wound is pretty much as ruined as silk with a hole in it...)
Re: Edge Protection: Armor Enhancement for GURPS (draft)
I don't know what sort of bullet might behave that way; only large and rounded shot, at relatively slow speed?
That sounds about right :-). A round lump of lead capable of flying about a tenth of a mile or something.
I was thinking about this mono-silken shirt above. Suppose its strong enough to withstand a modern bullet. Does it protect at all? One could soak it in a coagulation agent to prevent bleeding.
Or, of course, wear something with toughnes underneth. That would hopefully do the Trick.
Stabbed with a knife of silk. How romantik.
Running list of changes to make
Below are good suggestions for improvement, whether from this forum or others (such as http://forums.sjgames.com/showthread.php?p=357364&posted=1 )
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