Once upon a time - not so long ago, battle dress was useless. This is because youre average TL14/ TL15 , 3 Million Credit battle dress, was handily defeated by a trooper using a 1 tech level below 20,000 to 100,000 credit weapon. Basically, that meant that battle dress shouldn't exist because at one tech level earlier, it was handily defeated (one shot - instantly destroy the armor and the trooper). It would be like developing full plate after rifles were readily available.
Then, when the new vehicle book came out (combined supplement 5-6), things where fixed. The armor values on vehicle and battledress could readily reach levels where it did make sense for them to exist.
Enter Mercenary Second edition, we're back to where we started, and even a bit worse off. Now some of you will remember my arguing for reduction of the new DD rule because of how it made vehicle armor redundant, and how it was not logical because armor should not differ between vehicles or spacecraft.
I had completely forgotten / didnt take into account battle dress at that time.
The following example is the best case scenario for a battle dress. A TL15 assault battle dress facing off against TL12 regular troops:
A couple of TL12 troopers + combat armor (if strength 12, or powered plate) + PGMP-12s is < 0.5 MCr
VS
A TL15-16, top of the line, Assault battle dress, with Static Armor defence, MCr 3.52 at minimum (this is just suit, and armor).
The TL12 PGMP-12 troopers would be doing. 1d6x10 AP 30 vs 53 armor. So trooper wounded on a 3+, out of action on a 4+. The instant we hit TL13 or 14, it becomes an instant kill on any hit, due to FGMPs and improved plasma. Again, this is comparing the earlier available weaponry vs the absolute top of line armor 2-3 TLs above that weapon...
The more I look at this, the more I consider the central supply catalog values as internally consistent... (at least for the FGMP/PGMP weaponry). I really like the merc 2nd edition (bought it) and the the values for pretty much every other handheld weapon.
Then, when the new vehicle book came out (combined supplement 5-6), things where fixed. The armor values on vehicle and battledress could readily reach levels where it did make sense for them to exist.
Enter Mercenary Second edition, we're back to where we started, and even a bit worse off. Now some of you will remember my arguing for reduction of the new DD rule because of how it made vehicle armor redundant, and how it was not logical because armor should not differ between vehicles or spacecraft.
I had completely forgotten / didnt take into account battle dress at that time.
The following example is the best case scenario for a battle dress. A TL15 assault battle dress facing off against TL12 regular troops:
A couple of TL12 troopers + combat armor (if strength 12, or powered plate) + PGMP-12s is < 0.5 MCr
VS
A TL15-16, top of the line, Assault battle dress, with Static Armor defence, MCr 3.52 at minimum (this is just suit, and armor).
The TL12 PGMP-12 troopers would be doing. 1d6x10 AP 30 vs 53 armor. So trooper wounded on a 3+, out of action on a 4+. The instant we hit TL13 or 14, it becomes an instant kill on any hit, due to FGMPs and improved plasma. Again, this is comparing the earlier available weaponry vs the absolute top of line armor 2-3 TLs above that weapon...
The more I look at this, the more I consider the central supply catalog values as internally consistent... (at least for the FGMP/PGMP weaponry). I really like the merc 2nd edition (bought it) and the the values for pretty much every other handheld weapon.