Armor/Armour Amore

srogerscat

Mongoose
I love armor. When I played D&D I was never one of those namby-pamby sneaky-pete types, skulking around for a backstab. I suited up, geared up, and waded in to the midst of the enemy to Smite them while taking all they could dish out. I was an armor plated meatshield for the Mages/Clerics/Rogues and proud of it!

This post is inspired by the debate about the effects of concussion on heavily armored small fighters in the Small fighters thread.

Armor in the Traveller core rules works by subtracting from individual damage rolls inflicted by weapon strikes. However, in High Guard, armor works to reduce overall damage from a whole tactical turns sustained bombardment. I think this is more accurate.

What follows are my house rules for armor which I developed for CT. I have playtested them with the MGT space combat system and am satisfied with the result. However, they have quite an impact on space combat - fights between lightly armored ships are Nasty, Brutish and Short. Even ships with the maximum TL allowed armor are going to get a lot more than their paint scratched.

Sandblasting versus Hammer blow:

It is clear from the rules for integrating ship level weaponry into personal combat that these big guns are firing more than once every six minutes. So in my view the 1D6 inflicted by a laser is not done in one hit, but is the result of accumulated damage.

As a result of this I use armor not as a subtractor, but as a divisor. I total up all the damage a ship receives in a turn and divide it by the armor value treating an AV of one as a divisor of 1.5. I also do not use the damage point/hit chart on page 150, every damage point that remains after division is a damage roll. Whether to use the chart progression of merging single hits in double or triple hits is something I am still up iin the air about.

THis is an idea I came up with pretty soon after CT High Guard came out - I hated the High Guard combat system, but my players demanded armor for their ship, so I had to come up with something. So obviously, I like the result. But it will have a huge impact on play so if you don't like it, no skin off my nose. I am not demanding a change in the core rules which are a magnificent common base.

Besides, no REAL gamemaster runs a Rules As Written campaign anyway.
 
Interesting approach...

Definitely increases the value of armour while making damage pretty wicked indeed for the unarmoured - putting more value (and drama) into the whole '6 minute' round. :D

I particularly like this idea for online RP.

In your playtesting - did you provide a method for announcing surrender when comms were disabled?

Are you rounding based on .5 (i.e 0.4 is 0, 0.5 is 1)?


[Assume you are ignoring Divide by Zero ;) ]
 
srogerscat said:
As a result of this I use armor not as a subtractor, but as a divisor. I total up all the damage a ship receives in a turn and divide it by the armor value treating an AV of one as a divisor of 1.5. I also do not use the damage point/hit chart on page 150, every damage point that remains after division is a damage roll. Whether to use the chart progression of merging single hits in double or triple hits is something I am still up iin the air about.

Ouch!! Certainly one way to up the ante in star ship combat, especially the counting each damage point as a hit, which in itself will make the more powerful weapons even more powerful. Probably no need to allow double and treble hits when there are that many single hits around.

Egil
 
srogerscat said:
It is clear from the rules for integrating ship level weaponry into personal combat that these big guns are firing more than once every six minutes. So in my view the 1D6 inflicted by a laser is not done in one hit, but is the result of accumulated damage.

Not sure about that, the MGT rules seem to suggest one attack every six minutes, but it is clear from this forum that some GMs to have the same interpretation as you, others assume that it takes 6 minutes to recharge a pulse or beam weapon. Missiles, as usual, are not well served, very hard to imagine that a missile launcher will take 6 minutes to reload, but it is quite clear that missile launch one attack per round, perhaps suggesting that all weapons only get one attack per round.

I suspect that the game designers were aware of the problems, but chose to go for playability, after all, Trav space combat isn't really a simulation tool for training IN cadets at Rhylanor academy!

Egil
 
BP,

I use standard rounding conventions .5 and up is one, .4 and down is zero.

Using armor as a divisor keeps armor important without rendering heavily armored ships invulnerable.

Hmm. Surrender. Heh, my players are a bloodthirsty lot. I'm not sure they would *believe* a surrender signal having used false surrender as a ruse themselves. Maybe dropping flares out a garbage lock, or maybe returning turret weapons to their "safe" traveing position? You raise a very good point which I need to give some thought to.
 
Egil,

Missile rates of fire are an interesting subject. It really depends on how you see missiles being powered. If they have onboard fusion plants, then the given rate of fire is a bit iffy. However, if you see them as being powered by highly efficient batteries, then the rate of fire can be explained as the time needed to charge up the missile power cells when they enter the launcher.

No, you do not want charged missiles in your ammo bin. Charged batteries can explode when damaged and if one goes, the neighbors will too. I picture each launcher as having a ready bin of 12 missiles. So, up to 12 charged missile power cells gang firing inside your hull... doubleplusungood.
 
srogerscat said:
You raise a very good point which I need to give some thought to.
In my setting the usual signal for the surrender of civilian ships is to turn
the ship's belly (no turrets there) towards the enemy and to cut the engi-
nes and open the airlock. This is traditionally called "going belly up" and
universally understood as a gesture of surrender and invitation to board.

Using a false surrender as a ruse is something that is only very rarely do-
ne, if it does not work as intended it means "no pardon, no survivors" -
the crew is killed and the ship destroyed.
 
Rust,

Oh yes, false surrender is a very dicey hardcore tactic. If my memory serves, the time they used it was when they were privateers on a counter slavery mission. Surrender isn't really a valid option with those guys anyway.

Not that players are much for surrendering anyway.
 
srogerscat said:
...
Using armor as a divisor keeps armor important without rendering heavily armored ships invulnerable.
Yes - a very good idea.

rust said:
...usual signal for the surrender of civilian ships...traditionally called "going belly up"
:lol:

Egil Skallagrimsson said:
... MGT rules seem to suggest one attack every six minutes
That is my read as well. Turn based combat is inherently unrealistic - or it would become overly complicated. It is also historically tied to tabletop war-gaming and I really don't feel it meshes well with RP - it is just how things have been done.

This is why I don't use existing combat rules.
 
srogerscat said:
Egil,

Missile rates of fire are an interesting subject. It really depends on how you see missiles being powered. If they have onboard fusion plants, then the given rate of fire is a bit iffy. However, if you see them as being powered by highly efficient batteries, then the rate of fire can be explained as the time needed to charge up the missile power cells when they enter the launcher.

No, you do not want charged missiles in your ammo bin. Charged batteries can explode when damaged and if one goes, the neighbors will too. I picture each launcher as having a ready bin of 12 missiles. So, up to 12 charged missile power cells gang firing inside your hull... doubleplusungood.

Interesting alternative propulsion for missiles, have always assumed that lower tech missiles use reaction drive, solid fuel, or possibly a thermal battery, and higher tech use one shot fusion drives, hadn't thought about charging up missiles before launch, seems cumbersome. Your point about hits in the ammo would still apply anyway, with all those warheads around . . .

Egil
 
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