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squeenabob
Junior Member
 
Join Date: May 2012
Posts: 3

Old May 3rd, 2012, 03:13 PM
Hero Lab is incorrect in using the Meat Body score rather than the average Body score for armor encumbrance. Looking at SR4A page 343 let me post the relevant text here (emphasis added):

When a particular limb is used for a test (such as leading an attack
with your cyberarm), use the attribute for that limb (natural or cyber);
in any other case, take the average value of all limbs involved in the
task (round down).
If a task requires the careful coordination of sev-eral limbs, use the value of the weakest limb. The attributes of partial
limbs (including cyberhands and –feet) may be enhanced, but their
attributes only apply for tests directly involving those limbs (such as a
Strength Test when gripping something with an enhanced cyberhand).
Cyberlimbs cannot hold any bioware, nor any cyber-implants that take
up Essence rather than Capacity. Essence cost, Capacity, and other
stats can be found on the Cyberlimb table (below).

There is no case that checks “meat only”. If you believe that armor encumbrance is a task that requires careful coordination then it uses the lowest score of all limbs. This is possible and it would require that every armor be checked against what limbs are involved in wearing it. For example, an Armored Vest might only use the Torso, while a full suit of FFBA could use the entire body. However, this is a highly complicated interpretation and is not the way Hero Labs handles Armor Encumbrance.

I present that Armor encumbrance is “any other case”, and thus uses the average value of all limbs involved in the task (the task is wearing armor). You can clearly wear clothes (or armored clothes) on top of cyberlimbs. The evidence for this is on page 344, “Obvious Cyberlimbs: These implants are immediately recognizable as artificial limbs unless the character covers them with clothing.”

Since cyberlimbs can be involved in the task of wearing armor, the average value of all limbs involved should be used.
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