for clarification: Ship Armor at level 12

Zombie thread wandering the corridors :lol:

As this has been talked about many many times all I can say is welcome to the wide world of mongoose.

House rule it or rewrite it, its what the rest of us do :lol:
 
If you are the GM, you can also tell your PC's that they need to justify the reason to have a armored ship plying the spaceways. Think of it like this. If your player characters were travelling around in a heavily armed and armored 5000ton ship and pulled into the Los Angeles harbor, the Coast Guard and maybe even the Navy are going to stop you, board you, demand to see your papers, want to inspect your ship, etc, before they let you into the harbor. Your ship, is in essence, a true warship, and most planets and such are going to take a very dim view of any non-Imperial warship coming into their space without an invitation to do so. And Imperial vessels are going to treat you the same because even with a warrant, you aren't the Navy.

The other way you could handle it is to simply tell them they can't get more than 4pts of armor on a civilian ship without having some planetary, sector or Imperial authority to authorize them to have a armored civilian warship. Period. Then you can drag them through all kinds of special adventurers making them earn the right to have such a ship.

And, as it's been mentioned before, it's not economical to fly around in a heavily armored ship. Merchant ships operate as cheaply as possible to maximize profits. While there have been plenty of good points on how, umm, "odd" the Traveller trade economy works, one thing that does make a lot of sense is the cost of upkeep. It's damn tough already to make any money as a trader, and when you up your maintenance costs by double digits just to shrug off a few measly laser and missile hits, then you have to ask your players "how you going to pay for that?"

Unless they struck it rich, they are going to have to finance a ship like that. Which means a loan. Which means convincing a banker exactly why they need that kind of ship, and how they intend to make money doing it. If they are going to be running cargo's into heavily pirate-infested systems, seems that a bank might just be reluctant to finance a target...

Besides, it's just fun to thwart players using NPC's.... :)
 
Not seeing any problem with some armour being impervious to certain kinds of weapons...

One could wack a 1/2 plate stainless steel drum all day long with a stick or toss firecrackers at it... should that have any chance what-so-ever of damaging the drum? Not for any normal 'stick' or 'firecracker'... :roll:
 
I think my biggest issue was with the uneven use of armor in the pre-built ships. When a tramp freighter has as much armor, and as much likelihood of shrugging off a missile strike as an Imperial destroyer, there's a disconnect somewhere...

Add to that that at least one of the fighter designs has four times the armor of a frontier cruiser, and there's a bigger problem still.
 
jwpacker said:
I think my biggest issue was with the uneven use of armor in the pre-built ships. When a tramp freighter has as much armor, and as much likelihood of shrugging off a missile strike as an Imperial destroyer, there's a disconnect somewhere...

Add to that that at least one of the fighter designs has four times the armor of a frontier cruiser, and there's a bigger problem still.
Reality has a subtle elegance that is lost in the simplified mechanics of the game.

Imagine, just for purposes of visualization, that one point of armor is a plate as thick as your thumb. Clearly, a bus-sized object could be made from such a plate, but a supertanker sized object would be too floppy. Starships should have different minimum hull thicknesses based on their size, so larger ships (civilian or military) should have a higher 'minimum' armor rating than smaller ships. In addition, a car sized object made from thumb thick plates would have a greater percentage of its total volume dedicated to armor than a bus sized object made from thumb thick plates. So the percentage of the ship needed for each 'point of armor' should vary with size. These two factors combined mean that a 'fighter' could be armor-0, but a cruiser might need to be armor-4 just to avoid buckling under normal 1G movement. It also means that an Armor-12 fighter might need 50% of its volume dedicated to armor while an Armor-12 cruiser might need only 5 percent of its volume dedicated to armor.

In addition to all this, the MD doesn't care whether the fighter has 1 or 12 points of armor. In real life, armor is VERY heavy and lots of armor would greatly reduce the top speed of the fighter (since we don't have magic drives that ignore mass in favor of volume).

Classic Traveller and Mongoose Traveller ignore all of this complexity in the name of playability.
Fire, Fusion and Steel (from Traveller: The New Era) explores all of this in painful detail.
 
jwpacker said:
I think my biggest issue was with the uneven use of armor in the pre-built ships. ...
Well, in their defense (pun), the larger ships have the hardpoints to waste on anti-missile defenses that the tramp just doesn't have. They also can have the weapons that mean swatting the tramp is a viable option, so why waste tonnage and CR on armour that won't be necessary. There are also TL considerations and the fact that the cost of armour could probably by the larger ship support vessels as heavily armoured as the tramp...

All that said, IMO, the 'pre-built' ships 'value' is limited to clarifying (when not confounding) rules, and in taking up space (pun). Look too closely at them and most reveal themselves for the fluff they are.

If your Traveller games are going to involve fleet battles, ubiquitous pirates, and regular starship combat - recommend you design your own ships and rules.
 
jwpacker said:
I think my biggest issue was with the uneven use of armor in the pre-built ships. When a tramp freighter has as much armor, and as much likelihood of shrugging off a missile strike as an Imperial destroyer, there's a disconnect somewhere...

Add to that that at least one of the fighter designs has four times the armor of a frontier cruiser, and there's a bigger problem still.

I agree completely. Armor 12+ fighters with beam lasers? Who are they expecting to fight? Clearly not other well armored fighters.

One house rule I'm playing around with is to say that any successful weapon attack will always do at least 1 pt. of damage, even if it doesn't penetrate the armor. This represents blasting off armor, concussion from kinetic contact or the violent release of vaporized particles into space, etc. I also add all post-armor damage together for the final table lookup, which I believe is what the rules say to do, and which helps mitigate triple turret strike on heavily armored ships - they still only take a "single hit" after everything is resolved since the total doesn't get out of the 1-4 range.

[Another variation would be to say that non-penetrating hits can't ever score do hull or armor damage, so they'll never actually "crack the nut" - those damage results are discarded. To do this, you'd need to consider penetrating hits separately from "glancing blow" hits. Yet another option would be to say that all attacks with damage reduced to zero count as a single damage point to the armor; add them up and apply the requisite number of hits to the armor. So a 12 missile barrage could strip up to 2 points of armor.]

In addition, a 12 missile bay will be able to do up to 12 points if every missile hits, which makes them useful "budget" military weapons even against heavily armored foes. (A meson gun will always be the weapon of choice against heavy armor, but not everyone can afford those.) The sweet spot for most military ships then becomes 4-6 points of armor, unless they expect to routinely go up against particle beams, in which case they'll need 12+rad. But if they're mostly facing small craft (with lasers and missiles) and capital ships with meson guns, then any more than 6 points is a waste of time, and even 4 is quite tenable.

For the normal "Armor 4" ships, this rule won't change much, but it makes missiles fired in large swarms useful even for military ships, which they currently really aren't.

Quick Cost benefit analysis on bays against armor 12 targets using the "each hit does minimum 1pt" idea:

Missile Bay: 12MCr+Ammo Cost: 12 missiles against armor 6 - best result is 12 hits
Particle Bay: 20MCr: from 1 to 24 hits, average 9 hits + crew hit
Fusion Bay: 8MCr: short range, from 1 to 18 hits, average 5 hits
Meson Bay 50MCr: armor irrelevant, from 5 to 30, average 17 hits + crew hit

So missile and particle bays will perform similarly, but missiles are cheaper and lower tech to build, and more expensive to use since you have to buy the missiles. Fusion guns are nice, cheap weapons to shred up low armor targets, and of course Meson guns make armor obsolete.

This rule change would make sense of missile frigates - going against a very heavily armored opponent when you do not have a meson gun, they make a lot of sense, even though they're sort of expensive to operate in a campaign setting. It also gives a good reason for capital ships to keep beam turrets around - not only useful for scaring off small craft, but mostly used in point defense against incoming missiles and torpedoes.

Just a thought.
 
jwpacker said:
The Agashaam class destroyer only has four points of armor, as does the Azhanti High Lightning. That just doesn't make a lick of sense - no more armor on those ships of war than on a stock trade ship?

I assume you are referring to Fighting Ships.

There are a number of broken designs in that book, for precisely the reason you indicate. Warships need lots of armour, at least 8pts for an escort and as much as your tech level allows for a line of battle ship.

Re-stat the warships.

Civilian ships are different, excessive armour is and expensive waste of volume.

Egil
 
This discussion has been very helpful in trying to figure out how I will tweak the rules to make them work for me. I'd leaned towards removing the concept of armor entirely, and simply focusing on the existing rules for reinforced structure and hull, which would give the ship more stability in the long run, but fails to protect the internal components - unless we increase the usage of armored bulkheads for those components.

Other options have included:
add in the Effect of the attack roll to damage
make armor ablative - either one point per missile hit, one point per die of damage, or even one point for every die that rolls a five or a six.
unify the combat/damage rules with personnel level equivalents, to give a greater breadth of damage options, as well as answering the age-old question what happens when you shoot a free trader with an FGMP.

I'm not sure where I'll go just yet, but I do know that I'll have to deviate somehow to make things make sense to me.

EDIT: Oh, and how about the idea of military-only AP missiles, that do 1d6-1 (2d6-1 for nukes) but halve armor values? Double the book cost per missile, still twelve to the ton...
 
It has been covered before in an excellent breakdown but I'll mention it again.

A 100Dton sphere that allocates 5% of its volume to armour spread over its surface area ends up with (from memory) 10cm of armour.

A 1,000,000Dton sphere that allocates 5% of its volume to armour spread over its surface area ends up with metres thick armour.

In game terms they both have crystal iron 4 points :shock:

A 10Dton fighter with the same 5% ends up with half the thickness in armour of that 100Dton sphere. Ship shapes change the thickness since they have larger surface areas but the scale remains the same.

This leaves you with the odd fact that a 1D6 beam laser can punch through a scout with 10Cm armour as often as it punches through several metres of Dreadnaught armour :?

If the armour on the bigger stuff bothers you then add a multiplier, that 50,000dton cruiser with 5% by volume of armour is going to have several times the armour thickness of a sub 1000Dton merchant.

If you don’t want +wimpy little turret lasers or 1D6 missiles to hurt capital ships and you think that it should take a bay or spinal mount to inflict worthwhile damage on a DN then multiply that DN’s armour.

Or add in a scale. Capital ship turrets powered by the mighty power plant of a battleship cut through sub 1000Dton armour with ease. Player scale turrets and barbettes mess up the paint job but don’t hurt the metre thick armour on that heavy cruiser.

If your players want to play tag with a destroyer and think the 6 points of armour on their ship makes them immune to the 20 triple beam turrets it has then either slip in a bay or just tell them the armour holds but they have no sensors, the manoeuvre drives are down and the airlocks have melted shut. The jump grid has been scraped off the hull, the launch is a cloud of debris and they no longer have any comms so cannot hear the Destroyer ordering them to surrender.

Up the weapons damage, drop the armour or do something else, its up to you :twisted:
 
Captain Jonah said:
... and they no longer have any comms so cannot hear the Destroyer ordering them to surrender.
LOL. Ok, that's funny. :)

Although the reverse is true, too.
1000 SDBs should be able to weld the doors while scrubbing sensors and coms from a Destroyer.
 
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