Personally, what I'd like to see is an armour degradation rule that also allows armour to be damaged by attacks that do not break through it. Especially those, even, to make prolonged exposure even to lesser weapons dangerous. The more you get shot, the more you are at risk, regardless of by what.
Narratively, it would be about attacks chipping off chunks of ceramite from your power armour, or your flak jacket getting a nasty black burn spot that will have this location be more vulnerable next time.
The tricky part is that I also wouldn't want every single attack to provide a tangible reduction in armour efficiency, and that I wouldn't want it to become a hassle in bookkeeping. Whew!
Several options spring to mind:
Either track every single attack whose combined damage + pen exceeds AP, and make a simple tally mark on your character sheet. Once your marks equal AP, your armour degrades by one step. Good and Best quality traits each add +1 to the threshold.
Tally marks and Degradation Steps are tracked on a location basis. The latter (4-5 steps?) focus on reducing AP, but in the final stages would also feature minor penalties to Agility.
Or, have the armour degrade by one step every time a successful attack rolls a natural 10 on the damage die. Number of Degradation Steps is equal to the armour's original AP. Again, effects would focus on reducing AP, but in later stages also Agility. This would have the added benefit that Agility modifiers can only kick in for heavy armour - a leather or flak jacket simply loses protection, but it won't slow down your movement.
Or, to pick up on an idea from Balenorn and modify it a bit, have "Critical Tables" for armour that are triggered either before or together with the character's normal Critical Table. Works better if you also use this to replace Wounds/hitpoints and classic TB Soak:
Note that these Critical Tables would be meant to be less complicated than the standard FFG ones, though.
An easy approach would be to just take AP and multiply it by 5 to get a sort of "total resilience value". At any time an attack strikes the armour, AP lowers its potency before passing the remaining damage on to TB. Total damage (+Pen) to the armour is tracked, however, and once it pushes over the total resilience value, that location permanently loses 1 AP and the counter is reset. Rinse, repeat. The downside is that you've got an additional number to track. Not much, but still a hassle.
A faster but simultaneously more complicated way would be to treat these Crits exactly like Inquisitor TB, and apply a negative effect every time an attack whose damage is above total AP "touches" the next stage. As this would lead to a much quicker armour degradation even against less powerful weapons, however, I would recommend making the effects less severe - such as only Stage 2 and Stage 4 actually leading to a loss of -1 AP each, whereas Stage 1 is only a scratch. Stage 5 could be some equipment malfunction based on location (Strength penalty if arm, Movement if leg, BS/WS if helmet).
Only after an armour location was knocked down to Stage 5, an attack would actually have a chance at damaging the wearer, for now any damage beyond the remaining AP will go directly into TB and trigger the appropriate injury effects.
The upside of this approach would be that, aside from making hitpoints redundant (as you basically have your armour provide a pool of hitpoints based on AP as Crits), you do not need two steps to track stuff - as you are only looking at either your Armour Crit table or your Body Crit table. Once an armour location has been whittled down, you simply switch charts.
I think you can't have the simplicity of the core mechanic and system architecture, without having a jungle of modifiers.
Or, you can. But not in a fantasy game covering the span from snotling to greater daemon. Because the puny ones has to have a real chance of success, and the super-powered ones has to have a real chance of failure.
Or you just make the gaps between characters/creatures and the advancements smaller. +2 or +3 instead of +5 per levelup already goes a long way.
Edited by Lynata, 15 November 2013 - 04:32 PM.