Hi all.
The values I posted were just examples , they would have to be revised through playtesting.
I would make invunerable saves negate ALL wounds from one hit.(A power field deflects ALL the energy of the hit.)
Obviously this method would only be able to be used with a rules re-write, as lots of things would need recosting.
If it doesnt need any modifiers or reams of special rules, it's a more efficient option to develop than the current
AP system.
Rather than write 'special rules' at every opportinity to boost or nerf individual elements,why not simply cost the graduated -scaleable in game effects acuratley?
Because as soon as you put isolated exceptions in place you loose the ability to graduate effects , to the detriment of the game .(
IMO)
Every exceptions add to the abstraction, needeing more exceptions to artificialy put back the expectations.(Try saving that after 8 pints...

)
But the best thing about this system is all values are independantly finite.
With the
AP system the in game value of armour and weapons depend on what the oppponent brings to the table

.
Thanks for the comments so far...
TTFN
lanrak.