So i have been giving this plenty of thought and I am going to lay it out to be discussed by everyone.
Basically after reading the many many threads about TB being skin armour, and people being unhappy with it, and how ineffective armour is, this is my concept for changing the system. ( and this is going to be a long post, sorry in advance.)
Currently Armour is negligible, and doesn't work how armour should work, I say this because no matter if what you get hit with you take damage regardless on whether it was penetrated or not.
So we remove TB, unless you have unnatural toughness in which case you get to remove your TB from damage taken, and UT no longer adds TB or multiplies it, it just allows you to apply your TB like TB currently works for everyone. This would make SM tough, but not immune to small arms as is often touted as being a bad problem.
Now for the Armour system.
Skills added :
Light Armour : Trained / +10 / +20 / +30
Heavy Armour : Trained / + 10 / +20 / +30
All armour types get a flat % chance to absorb a hit, the relevant skills add to the % chance.
Light Armour : Flak : Mesh : Armored Bodyglove
Heavy Armour : Light carapace : StormTrooper Carapace
Flak 33%
Mesh 33%
Armored BG 33%
Light Carapace 45%
ST Carapace 55%
The idea I have is weapon pen values add a cumulative -10 to the chance to absorb a hit per point of pen.
If the weapons pen is high enough to reduce the armour to zero AP, you do not get to roll. With the addendum that you can choose when hit by a weapon that penetrates your armour totally, to reduce the damage taken by the AP of the hit location, and then your AP is reduced to zero in that location as it has been destroyed absorbing some of the force of the hit in the process.
Talents :
Light Armour Mastery ; Reqs : Agility 50, Light Armour + 30
You wear your armour like a second skin, gaining the ability to move at full speed silently, and add one AP to all locations of any light armour worn. Once per game session you may spend a fate point to count as having rolled a 01 for your armour absorb chance on any non penetrating hit.
Heavy Armour Mastery : Reqs : Str 50, Heavy Armour +30
Due to countless hours of training in full combat load you gain the following benefits : Falling damage is reduced by 50% rounded down, you no are no longer encumbered by wearing heavy armour, no penaltys to agility when in heavy armour. Once per game you can spend a fate point to count as having rolled a 01 for your armour absorb chance on any non penetrating hit.
Armour Master : Reqs : either light or heavy armour mastery
Your ability to use your armour is unparalleled, when hit by a penetrating hit you always have a chance to absorb the hit. You always have a 25% chance to absorb any hit taken.
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So! that is my basic concept, it has scope to be expanded of course, and certainly would need some testing as to its viability, but I would welcome any constructive feedback on it.
Thanks for taking the time to read it