Armour Coverage

Discuss the Traveller RPG and its many settings
JNJ
Stoat
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Armour Coverage

Postby JNJ » Sun Mar 17, 2019 3:38 pm

Hi,

Traveller companion introduces hit location (like it!), which implies armour coverage knowledge but I can't find precise information about it.

Traveller companion says "most armour types - such as flak jacket - protect only torso"

It doesn't seem to be more detailed in CSC :

- Protect suit seems to only cover torso and arms but text could implie it also cover legs. Reading diplo vest detail also implies that protec suit covers legs.
- Poly carapace picture doesn't show legs coverage but text and penalties seem to implie they are also covered.
- Fireproof suit doesn't show head coverage, but wouldn't it be worthless without ?
- Does Reflec cover head ?
And so on...

Did I misread ?

Has someone better knowledge or a table with armour coverage for above ones and the others ?

Any help appreciated.

Thanks,
JNJ
Moppy
Lesser Spotted Mongoose
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Re: Armour Coverage

Postby Moppy » Sat Mar 23, 2019 1:17 am

I think: once you start thinking about the granularity of armor like this, someone will ask why a smart shell can't fly around in a circle and hit the target in the unarmored ass.

Maybe I am exaggerating a bit but I don't see a problem with steering it a little to hit some vulnerable part. Maybe it already does that, and that's what the +to hit effect roll is?

I'd only use this for a low tech game, or a game with a heavy focus on melee. Robosniper's just gonna autocrit otherwise.
JNJ
Stoat
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Re: Armour Coverage

Postby JNJ » Sat Mar 23, 2019 8:13 pm

Thanks Moppy,

Meanwhile I checked with other traveller editions and deducted body parts armour coverage.
I created 4 more slots on the right of the armor on character sheets "Head, Arms, Torso, Legs", and just put an x in the corresponding cell when it is covered.

I accompany it with one of the to hit location table (either Traveller companion or T5 or GURPS Traveller which are more detailed, probably the 2nd one)

And with some aiming body parts rules (probably At close quarter or T5, DM-1 for a leg, DM-2 for a hand, or something like that, I don't have them with me now)

Then it is complete, doesn't slow the game and is rather realistic.

Players will be even more careful, a good torso coverage with no particular legs or arms protection can be pretty dangerous. And head of course...

I will use Moongose 1st edition for complementary armor parts to buy (arms, legs,...) to complete a torso only armor for example.

On the other side it is of course totally acceptable to say it is already considered in effect.
But for me it complements the Traveller companion optional rules. Nice to create a hit location table but if armor coverage is considered the same everywhere I am not sure it is useful. Except if depending on hit location it affects specifically one of DEX or END or STR, but I didn't see that I think.

Last but not least, hit location increases the narrative side and description of wounds...I prefer to say "The laser beam shot you on the right arm, it now smells burnt flesh and smokes around the hole in your protec suit. As it is a serious wound you can't use this arm until healed, as your arm is now invalid you drop your snub pistol. What do you do now ? and so on...", can also enrich the story.
Varulv
Weasel
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Re: Armour Coverage

Postby Varulv » Sat Mar 23, 2019 8:21 pm

We use a house rule with hit locations that predates the Traveller Companion and is different in its mechanics. It does however have the same issues for partial armours.

I don’t have a table or matrix for all armour types and I do normally not find it necessary. I simply use the description in the CSC to decide which body parts are covered by the armour and which are not, and if it’s unclear I solve it with the player. If you take the Poly carapace as an example, perhaps you could allow both options? How does your player envision the characters appearance? Are the legs covered or not?

I have also introduced the possibility to add a helmet to all armours that doesn’t protect the head.
Condottiere
Chief Mongoose
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Re: Armour Coverage

Postby Condottiere » Sat Mar 23, 2019 10:21 pm

Reflec would be the easiest to have as a hoodie.

Realistically, it's usually randomized percentages where any shrapnel piece or bullet hits, unless it's a called shot, and you usually prioritize the head and torso for protection, everywhere else can usually be stabilized long enough to get professional medical assistance.

Image

Note that the joints are vulnerable.
JNJ
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Re: Armour Coverage

Postby JNJ » Sat Mar 23, 2019 10:27 pm

Varulv wrote:
Sat Mar 23, 2019 8:21 pm
We use a house rule with hit locations that predates the Traveller Companion and is different in its mechanics. It does however have the same issues for partial armours.

I don’t have a table or matrix for all armour types and I do normally not find it necessary. I simply use the description in the CSC to decide which body parts are covered by the armour and which are not, and if it’s unclear I solve it with the player. If you take the Poly carapace as an example, perhaps you could allow both options? How does your player envision the characters appearance? Are the legs covered or not?

I have also introduced the possibility to add a helmet to all armours that doesn’t protect the head.
Poly carapace is a good example as DM penalty suggests it also covers the legs...but everywhere I searched it doesn't. So for me it covers Head, Arms and Torso only. Legs coverage is either normal pants or leg protection as to be bought (see Mongoose 1st ed).
JNJ
Stoat
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Re: Armour Coverage

Postby JNJ » Sat Mar 23, 2019 10:32 pm

Condottiere wrote:
Sat Mar 23, 2019 10:21 pm
Reflec would be the easiest to have as a hoodie.

Realistically, it's usually randomized percentages where any shrapnel piece or bullet hits, unless it's a called shot, and you usually prioritize the head and torso for protection, everywhere else can usually be stabilized long enough to get professional medical assistance.

Image

Note that the joints are vulnerable.
Certainly...just trying to expand on what I found in the companion.

That said, battledress and other full coverage certainly do not necessit hit location details but I find it interesting when wearing armor parts only (diplo vest,...). Being hit 3d - x armor in the torso or 3d - 0 in the arm wouldn't be the same for the one being shot at.
JNJ
Stoat
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Re: Armour Coverage

Postby JNJ » Sat Mar 23, 2019 10:41 pm

Moppy wrote:
Sat Mar 23, 2019 1:17 am
I think: once you start thinking about the granularity of armor like this, someone will ask why a smart shell can't fly around in a circle and hit the target in the unarmored ass.

Maybe I am exaggerating a bit but I don't see a problem with steering it a little to hit some vulnerable part. Maybe it already does that, and that's what the +to hit effect roll is?

I'd only use this for a low tech game, or a game with a heavy focus on melee. Robosniper's just gonna autocrit otherwise.
I missed part of your point previously.

I would say that smart shells would probably try to hit the center of the target...except if really smart! Hit location would reflect deviation. Aiming more precisely would incure penalty.

Robot-sniper, if smart enough would maybe target uncovered head. Harder to hit even for a sniper, so DM penalty. And the lesson would be that it is better for travellers to find a battledress or complete combat armour before going in a fight with a Robot sniper.

Being a human badly equipped in a TL13 world can be very dangerous indeed and I think it is realistic.
I had once 4 travellers in Jack, diplo,...fighting a single zhodany commando in battledress. Result was as predicted.
They survived but won't go back chasing him before having found adequate equipment. An adventure in itself.
Linwood
Lesser Spotted Mongoose
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Re: Armour Coverage

Postby Linwood » Sun Mar 24, 2019 1:00 pm

I’ve run one combat scene where hit location mattered - both combatants were partially clad in hostile environment suits and armed with improvised weapons. To keep it quick and simple I just declared both had Banes to hit unarmored areas of their opponents. It turned into a desperate struggle between an untrained drug-crazed terrorist who had set an orbital habitat’s power plant to overload and a PC with Melee 0 and a Strength penalty while a second PC worked frantically to restore control. Still one of my favorite scenes from the current campaign.

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