Armor ablation question

Sylvre Phire

Mongoose
Hey! I've got a question regarding armor ablation in Traveller - essentially, how can it be handled/modeled in the rules for characters, vehicles, and ships? I'm not talking about inter-scale fights (characters vs. vehicles, etc), just how can one determine how damaged a target's armor is after getting hit.

The D6 version of Star Wars had an interesting cinematic way of dealing with it; armor damage was determined by the severity of the hit, namely the wound the target took.

In MGT there's two ways I can see this being modeled, either by the amount of damage dealt or by the effect value of the attack roll.

With straight damage, you would have to look at how much damage was absorbed by the armor and then how much got through. In this case, would it be safe to say that after X number of hits ('X' being the total points of protection offered by the armor) the armor is useless?

With regard to the effect value, I get the feeling it could be a little more complicated/tricky... I'm still trying to work that one out in my head... I'll probably post my own thoughts on it to this thread later after I've had time to think on it...

Any other ideas?

Pax et bonum,

Dale
 
Well, if a weapon penetrated the armour and hit the person, there is now a hole in the armour.

I would give armour 10x it defensive value and say that when it has absorbed that value it is no longer functional and must be replaced.

YMMV
 
Rikki Tikki Traveller said:
Well, if a weapon penetrated the armour and hit the person, there is now a hole in the armour.

I would give armour 10x it defensive value and say that when it has absorbed that value it is no longer functional and must be replaced.

YMMV

Could take this further. With every 10 reduce the armor's protection by one to represent wear on the armour.
 
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