Rules for Dealing with Armor Type (AT) over 10

By LrdVampyre, in Anima: Beyond Fantasy RPG

I was just noticing that the combat table only goes up to AT 10, yet I have noticed a couple of critters (namely ancient dragons) have an AT over 10. I have not found anything in the main book regarding what happens with ATs over 10.

Does anyone know what happens in these circumstances?

Note: I am not planning on sending my players up against an ancient dragon...yet

You should be able to extrapolate. Hopefully, though, someone can tell us what the formula is from Core Exxet...

AT over 10 is managed exactly as AT10 for purpose of damage absorbption, but requires an higher AT modifier to be lowered. An AT10 guy hit with a weapon negating 4 points of AT would end-up with an AT6, an AT12 guy would end up with 8.

Personally I apply a house rule to AT over 20 (which is hard to obtain anyway and definitely out of the reach of low level characters). I consider each point of AT beyond 20 as Unmodified AT (like that granted by the Ki technique). That rule only applies to very extreme situations with EXTREMELY BIG characters, so it doesn't affect very commonly the game.

Elric of Melniboné said:

AT over 10 is managed exactly as AT10 for purpose of damage absorbption, but requires an higher AT modifier to be lowered. An AT10 guy hit with a weapon negating 4 points of AT would end-up with an AT6, an AT12 guy would end up with 8.

Personally I apply a house rule to AT over 20 (which is hard to obtain anyway and definitely out of the reach of low level characters). I consider each point of AT beyond 20 as Unmodified AT (like that granted by the Ki technique). That rule only applies to very extreme situations with EXTREMELY BIG characters, so it doesn't affect very commonly the game.

That makes sense about the AT reduction and would have been the way I handle it.

Thanks

Elric of Melniboné said:

AT over 10 is managed exactly as AT10 for purpose of damage absorbption, but requires an higher AT modifier to be lowered. An AT10 guy hit with a weapon negating 4 points of AT would end-up with an AT6, an AT12 guy would end up with 8.

I take it this is stated somewhere (Core Exxet?) and not an assumption (just want to make 100% sure).

Actually it was suggested by the combat table on the original rulebook that AT beyond 10 would be ignored...reading Core Exxet there's nothing limiting the amount of "absorption" an armor can give, but sincerely I wouldn't apply AT beyond 10 for the mere reason that I can assure you AT can get (very hardly) even past 20 and having to beat the opponent's defense by more than 230 means heavily armored characters would become almost physically unbeatable (and even spiritual spells with their invisibility and all could have problems get past an Energy AT of 20 or more...).

I rule it as aforementioned and believe it works pretty fine.

It is mentioned that it goes up to 10, and it is implied in many locations. I do not have the book with me atm, will look when I have it. However, I believe, it is only one sentence in the entire book that I came across by accident. Technically, I suppose it only heavily implies that they only go up to 10, it does not set it as a rule (but combining it with the Combat Table and Ki Techniques it seems to make sense).

Page 75 in the paragraph Armor Type (AT): "Armor Types range from 0 to 10, where a 0 means there is no armor protection and a 10 means the wearer is very well protected from that type of attack."

But it is known that AT can be above 10, so having it count as 10 but harder to pierce makes sense.

Thanks Lia Valenth! I couldn't really find it although I knew it was somewhere!

Anyone that knows Spanish and got access to the Spanish books that can check what that version says? :)

It makes sense in one regard to count it as 10, but make it harder to pierce, but it also makes sense to extrapolate.

Not everyone will have an AT of 11+, and most likely not a PC (it's up to the GM ofc),

If we look for examples, the only one I can find in the Core book is the Ancient Dragon, with a seize of 34(!). Not even the Filisnogos use an AT over ten.

To me, it makes sense that creatures that have an AT > 10 is creatures of colossal size and have very thick skin, leaving out supernatural reasons.

Such creatures utilize the Damage Resistance trait for defense, meaning they got no defense ability, so the opponent can very well have an advantage of 200+ even before the roll starts, hence beating something by 230 ain't that hard. However, if ancient dragons have an AT of 12, I see it as unlikely we ever face something with an AT of 20.

I have not read any other books than the core book, the Game Master's Toolkit and Gaïa: volume 1, so I might have missed something.

Also, I'm not entirely sure of Magic and Psychic enhancers (mainly because I haven't read through the spell/power lists). Is there anyway to boost your AT past 10? Are there creatures in "Those who walked among us" that have AT 11+ and not utilizing Damage Resistance?

Just checked Spanish Core Exxet and seems like Lia Valenth and me are right.

And believe it or not it's far from impossible (at least at high levels) having character's that PASS AT20...that's why I decided to allow AT points beyond 20 to be Unmodified, since having them negated alltogether by a "Negate AT" effect would be ridiculous when a character has invested SO MUCH on it.

Awesome!

Thanks.

Are there multiple routes to AT 20+ ? Or is it a single combination in the rules that PC's can use?

I have all the books released in English - and haven't read much of anything not released in English. It sounds to me like it would require Ki and Psychic powers + good basic armour?

I achieved AT over 20 with a VERY strange character...a Weapon Master (which became Noah's Vanquisher) with Natural Armor + Mystical Armor + Arcane Energy Armor + Exo-Equipped Full Field Plate+25 (rules for exo-equipping items came from Spanish Forum, I won't post such home rules here because although I modified them for personal use with my friend I didn't create them, and I don't like posting homerules or techniques made by others) + Chain Mail+15 + Armored Longcoat+15 + PhysicalAT12 (snabbed) + MysticalAT8 (snabbed).

He was VERY HIGH in level (16+, if I remember correctly), though, when his AT went over 20. When you're at such epic levels, being allowed few points of unodified AT is rightful on my opinion.

I'm not going to check anyones math on this. I would like to point out that even with Mystical armor and Ki or other temporary penalty-less armors, you take the Base armor and all aditional armor layers are divide by 2 round down before adding on.

Even so ATs are easy to make ridiculous even without wearing any actual armor. Great Tank Character

Level 2 or 3 Character Example: (Nemesis Ability or Ki Technique that grants Intangible = Ignore all Physical attacks)

Ki Arcane Armor (expending 1Ki per 5 turns) = 6 ATs

Mystical Armor 1CP Advantage = 4ATs (divided by 2) =+2

Ki Technique DR = 4ATs (divided by 2) =+2 <---At 10ATs vs ALL Energy Attacks, and Ignores ALL Physical Attacks

Ki Technique that adds ATs = +#ATs (divided by 2) = +?

Add any armor layers here for actual armor (ATs divided by 2) = +?

At level 3ish: 100pt Energy shield (Optional: Regenerates 100pts per Turn), Not put on Defensive, Auto 100point Defense.

Total Energy ATs = 10+?

Total Physical ATs = Effectively Infinite