dr jekyll wrote:Penetrating Attack, with or without the current errata, still seems to be broken. This seems to need some rethinking.
For whatever it's worth, I've kind of 'Championized' it, via a House Rule...
Make it an Extra, rather than a Feat, and reduce the target's Protection by 1 level, for every level of Penetrating you have on an attack (but not to less than 0).
How's that sound?
That's close to what I've done, but I've also kept the other kind of armor piercing as well, for flavor.
The feat version of penetrating is your typical armor piercing ammo, really sharp blade, etc....
To emulate the effects of, say, Wolverine's Adamantium Claws or a Railgun bullet (the railgun being the reason I figured this out... see my latest entry here... http://www.mutantsandmasterminds.com/ph ... php?t=8092
) You can just add disintigration (for ranged attacks) or corrosion (for melee attacks) as an extra to the power. This would allow you to reduce the level of Protection or Armor (but not dmg saves, except maybe if you bought the disruption extra as well) by the rank of the disintigration extra you bought for your attack power (with the various levels representing better or worse armor penetrating effectiveness). This is like the power you made, WillyPete.
Now, of course, you probably don't want to completely destroy whatever armor you are attacking, or whatever barrier you might be attacking through
(hehe, a cool trick!)...as that is what disintigration or corrosion does (typically reduces the hardness of the object, so if it is high enough you can vaporize an entire door, or in the least damage the entire object as a whole).
So...add the flaw: Only For Penetration, meaning that even though it cuts through that armor or barrier, the small hole or claw mark won't be enough to reduce the overall effectiveness of the door or armor.
Note, that if you ALSO added the disruption extra to your disintigration, this would make it so that whoever/whatever organic you shot at wouldn't have to make an extra dmg save equal the rank of your disintigration (minus their reduced armor/protection) but their damage save would still be reduced if the rank you bought of disintigration was high enough to completely reduce their protection/armor to zero with some left over.
- Villian is wearing a rank 5 armor vest, with a damage save of +6. You have a railgun with weapon rank 10 and disintigration added as an extra with the disruption extra and the Penetrating Only flaw. You hit him, and reduce his armor vest by it's full 5 levels, bringing it to zero. You still have 5 ranks left of disintigration that hits him, with the disruption feat. There goes 5 points of his dmg save, bringing him to roll his dmg save with only a +1 (Note: I would rule you obviously can't reduce someone to less than a 0 dmg save). Now, if you hadn't taken the penetrating only flaw
, that armor vest would be toast, the disintigration removing all of it's hardness/armor because it is
a device. That's the drawback to devices. I wouldn't allow a superguys protection to be permanently brought down or taken out completely. That's the advantage to it being a superpower, though it would still be penetrated normally. Then once the attack cut through the armor, the Villian would make the normal damage save versus the railgun, then make another as if the weapon had an energy field extra at a level equal to whatever was left from the disintigration..in this example, another 5 levels. So another dmg save is made versus 5 dmg (I thought of it being versus the full rank of disintigration, but that's too powerful, and should be bought with the energy field extra...combining both being limited to the normal power stacking limits, of course). Though remember...this save is also reduced by 5 because of the disruption extra. Pretty nasty...the bad guys vest is vaporized along with most of his tough hide, leaving little to resist the effects of the weapon. Too bad he sucked at dodging!
As you can tell, you don't have to add the Flaw: Penetrating Only, especially if you want a really big and devastating penetrating blast or melee attack...but it's cool for the small holes a railgun bullet would leave.
Remember that adding a flaw to an extra or power can't reduce it's cost to less that 1pp...but I was informed of an optional rule in the Annual that allows you to devide the cost. So adding a flaw to a 1pp/rank extra or power changes the cost to 1pp/per 2 ranks.
So buying 10 ranks in Disintigration (as an extra) with the Flaw: Penetrating Only costs 5 power points. Not bad...but still more expensive than the less effective Penetrating Feat.
Don't worry...this might seem complex, but is actually quite simple. I just wanted to explain it fully.