Damage Resistance (DR) is a percentage reduction applied to damage that has already survived πŸ’₯ Damage Threshold.

Final Damage = Post-DT Damage Γ— (100% βˆ’ DR)

DT and DR are not the same thing and do not work the same way:

πŸ›‘οΈ Damage ThresholdDamage Resistance
Applies asA flat subtractionA percentage reduction
Applies toEach hit individuallyEach hit individually
Full mitigationYes β€” DT β‰₯ damage deals 0No β€” a percentage always leaves something
TypedPhysical / Energy / RadiationMay be typed or untyped, depending on the source

Fractions are rounded down, to a minimum of 1 β€” damage that survives DT is never reduced to 0 by DR.

Stacking

Multiple sources of DR multiply β€” they do not add. Each source reduces what is left after the one before it, so DR approaches 100% without ever reaching it.

Combined DR = 1 βˆ’ (1 βˆ’ DR₁) Γ— (1 βˆ’ DRβ‚‚) Γ— …

SourcesAdded (not how it works)Multiplied
25% + 30%55%47.5%
25% + 30% + 50%105%73.75%

The practical way to run it at the table: apply each source to the damage in turn, rather than totalling the percentages first.

Example: 40 damage survives DT. πŸ’‰ Med-X (25%) takes it to 30. Emergency Protocols (30%) takes that to 21. The πŸ“– U.S. Covert Operations Manual (50%) takes that to 10 β€” not 0.

Where DR sits in the order

DR is step 3 of the damage resolution order β€” after Cover and after DT, before damage reaches Hit Points. See πŸ’₯ Damage Types for the full sequence.

For multi-hit attacks, each shot is resolved on its own β€” subtract DT, then apply DR to what survives. Each shot’s final damage goes to the πŸ’” Cripple Threshold of the limb that shot hit, and the target’s HP are reduced by the sum of all shots. See Burst Fire.

CRIT Dice bypass DT, but not DR

CRIT Dice damage is added after DT is subtracted, and is then reduced by DR along with everything else.

Sources

DR does not come from armor β€” armor grants πŸ›‘οΈ DT. DR comes from: