This was an interesting point brought up on the Facebook group wherein Alan Bahr was invoked to rule upon it. By the book, weapons capable of doing Hull damage will simply obliterate anything they go up against that doesn’t have Hull Points (something generally restricted to spaceships). However, some armor has at least 1 Hull Point.
Some of the heaviest armor also provides you with 1 Hull Point (Hull) of protection. This is equivalent to the lightest raw protection on a space vessel, and it blocks all physical damage until an enemy first punches through that layer (some exceptions exist to this rule, as noted for various attacks). An attack that inflicts any amount of hull damage destroys a suit of armor, including one offering one or more Hull Points of protection.
The question which comes up is how this interacts with the AVPL (Anti-Vehicular PayLoad) quality on some weapons.
This weapon can damage large objects and vehicles that have hull points (see page vehicular Payload) 147). When an attack with this weapon hits a target with Hull Points, the target loses 1 Hull Point. This may destroy the source of the target’s Hull Points, such as a suit of heavy armor. Against any target without Hull Points, roll the weapon’s listed damage as normal.
Especially using the Custom Armor rules, it is possible to have armor with high DR (Damage Reduction), but no Hull Points, which leads to the odd situation where armor without Hull Points might be more useful against an AVPL payload since it will blunt some of the damage, and it can take more than one hit without becoming useless.
How exactly does one balance this out and have it make sense in the context of the system?