Ickle problem with armour in the vehicle design sequences...

Basically, crystaliron is the best armour! Bonded superdense might take up half the space, but will weigh 20% more. As armour takes up little space anyway, but masses a lot, the space saved will be taken up with the extra powerplant and fuel needed to compensate for it.

The proof.... (please attack my figures, but I think they're right)


For argument's sake, let's assume a 10 cubic metre vehicle, with 30 points of armour added (the built-in armour from the chassis amounts to a couple of extra points, so let's disregard it for now)
Code:
   Type             Rating         m3 for AT30        Mass           Armour+Chassis Rating

Crystaliron          12/1%          0.25m3           1875kg            36

Superdense           14/1%          0.214m3          1928kg            37

Bonded Superdense    16/1%          0.1875m3         2250kg            38

Now, obviously superdense armour should be denser than crystaliron! But it should also mean that you require less weight of it to get an equal armour rating to that of crystaliron.

There is an easy fix. Uprate the superdense and bonded rating, and also reduce the mass/m3 of bonded armour.


Code:
   Type             Rating         m3 for AT30        Mass           Armour+Chassis Rating

Crystaliron          12/1%          0.25m3           1875kg            36

Superdense           16/1%          0.1875m3         1687.5kg          37

Bonded Superdense    20/1%          0.15m3           1500kg            38
Superdense remains 9000kg per metre cubed, but bonded superdense needs to be reduced from 12000kg to 10000kg per metre cubed, otherwise there is no benefit other than an extra glove compartment.

Of course, changing the values will frell up the vehicles in Supplement 6 (or at least, make them different to 'fixed' designs), but again, it can be fixed without messing about too much. Armour values should probably not change at all - they need to be balanced against the weapons they're meant to face. The extra volume acquired can be added to fuel or ammo - there will be a negligible amount even in a 40m3 MBT type AFV. Reducing the mass will change the power to weight ratio, and therefore the speed. As the only vehicles effected are likely to be hight tech grav vehicles, a bit of extra speed will probably not do any harm.

Speculating on what the armour values the vehicles in S:6 will have, I expect them to match the damage/penetration of the weapon they are designed to face.

To take a modern MBT of TL7, which are designed generally to face themselves, and currently (even tho in CSC it is TL8, they are armed with a 120mm gun.

This is 10d6 SAP, which means it disregards the first 20 points of armour.10d6 gives a mean score of 39. Therefore, if an M1 Abrams is to have armour that is optimally 'proof' against it's own weapon (by which I mean, that a hit has a 50% chance of doing no damage at all), then it requires an armour rating of 60.

So...
Code:
120mm gun             10d6 SAP          39/-20         AT60
35mm Rail Gun         12d6 SAP          47/-24         AT72
12mm Light Gauss      10d6 Mega         39/-40         AT80
15mm Hyper-Velocity   18d6 Ultimate     71/-90         AT160!!!
Plasma A              14d6              55             AT56
Fusion Z              28d6              111            AT112

So a tl7 MBT should have an AT of 60, at tl12, AT80, and at TL14, AT112.

That hyper-velocity gun will shoot through anything, it seems. Which leads me to the next point.


We need a new mechanic for character and vehicle weapons attacking spacecraft. The current one from Mercenary was already complicated, but now it just doesn't work, as it does not account for armour penetration.

It might be simpler to just give certain big juicy weapons a starship damage rating. The Hyper-Velocity should maybe get 3d6, while the Fusion Z 2d6, while a pair of Plasma A's get 1d6. Or something like that.

Anyhow.... :)
 
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