6 minutes ago, Darth Sanguis said:Ah this is an interesting point that I think should be clarified, the Armor and Armor X keywords would still exist. For units like stormtroopers and clones where the "armor rating" is more resistance than actual armor (laminate that we see fail to stop standard blaster bolts all the time) a chance to resist damage seems more pertinent than giving them a hard resistance. Especially given the keywords for this already exist.
Yes, and the "armor rating," consisting of Armor+Body should be applied to every shot in an attack, not just the first X of them is my point. Every shot has a chance to be stopped by the resistance, and a chance to bypass the resistance (as you said, the laminate armor we see doesn't always work depending on narrative need).
Why is there only ONE "soak" roll when there are multiple bodies in the unit? Just because Bob couldn't take all the hits from the attack doesn't mean Alice shouldn't be fine. Similarly, why is the unit just as capable of absorbing shots when they are down to one model? I fell like your design complicates defending without actually adding any improved simulation. This sort of design I've seen more successfully implemented in skirmish games, since there this makes a bit more sense to be applying an upper limit of Armor+Body to each attack, and wounds beyond the number of failures needed to inflict a casualty are discarded.