Tom Kalbfus
Mongoose
Epicenter said:I call it the "Ping-Splat" conundrum:
Either the enemies can't do anything to the players (their weapons ping off their armor). Or they have weapons that can penetrate the armor which will pretty much always kill the player wearing it because the power needed to penetrate the armor is overkill on the flimsy fleshy body wearing it (their weapons splat the wearer).
The issue (for me) is that there's nothing inbetween. You either ping or you splat. It's a nightmare for the GM because it's difficult to establish a sense of danger to the players without killing them; anything that can threaten them can kill them in one shot.
Another way of looking at it is battledress is the equivalent of Dungeons and Dragons +5 plate armor. Traveller doesn't have a scaling Hit Point system; everyone is forever a 1st level character with a 1d8 HP (average); anything that can hit the person wearing +5 armor is going to find it trivial to kill the wearer. Then you factor in that the GM has much less plausible control over (they can buy +5 armor).
I've come up with a number of solutions to the problem over the years, some of which have worked better than others. For your use, I'll list them here:
* Give Armor Hit Points.
This sounds amazingly stupid, right? Maybe even blasphemous. But if your characters get into a lot of combat, it's actually worth doing. Just assign any kind of full body (or reasonably full body) armor hit points (I don't have the table we used right now, but I think it was something like TL * Armor Value with some other modifier). We currently don't use this method, but it was great fun while we were using it, we might go back. Weapons with AP effects multiply their damage instead of dividing the armor value. A good suit of battledress is likely to have HP in the triple digits. Because there's no threshold, this means even wimpy pistols will do damage - but your battledress will have so much HP you're not concerned, however a bunch of guys even with small arms will eventually wear the battledress down. We also have an anti-instakill rule: If a single attack rolls good enough to drop someone's HP from their full HP to 0, the attack instead drops the character's armor HP pool to 10% of his or her maximum; this rule can only be invoked once per combat and though the player's armor will continue to work at some level, it is a total loss after the combat and must be replaced. The advantage of the HP method is the same as D&D: It gives the players an immediate and visceral knowledge of how much longer they can stay in combat and large drops in their HP will register as a correspondingly large threat. Don't use this method with the stuff below; this method basically embraces the idea that everyone will be wearing heavy armor all the time.
* The Book-Keeping Method.
The biggest issue with battledress (powered armor) is that standard Traveller rules ignore things like batteries and maintenance in the interest of reducing book-keeping. This removes any drawbacks from wearing the armor all the time; only an idiot wouldn't save himself from death using something that costs only money.
- Battledress requires batteries: These batteries cost 50% of the battledress' new purchase cost. They weigh (80 - ((TL of the battledress) * 3)) = % of the total weight of battledress (so a TL12 battery masses 45% of the total mass of the suit, while a TL15 battery masses 35% of the suit's mass). The mass of a suit in equipment guides assume a battery is included; this for extra batteries. Batteries from one TL cannot be used in battledress of another TL. Batteries last a flat 6 hours of mixed duty and assume life support and any activity. Yes, technically if someone is doing very light duties in battledress without using the life support, the batteries would last a lot longer, but if the players ask about this, just tell them they're welcome to come up with some huge book-keeping mess of "power points" and keeping track of light work and heavy work and keeping track of life support and so on and if they want to do it, they can come up with a system and let you review it. Players must bring along extra batteries if they're in the field longer than six hours. Batteries always require 2 hours of charging to restore the power of 1 hour of use.
- Battledress requires maintenance: Battledress are basically like vehicles. It requires a technician experienced in battledress to repair it. In military forces that use it, there are technicians and so on who handle this (they may be cross-trained soldiers). Because making new skills is cack, a character with a Electronics-1, Mechanic-1, and Cybernetics-1 can do maintenance and repair on battle dress (it's assumed that while battle dress requires specialized skills, players can learn these skills if they have those three skills). Battledress that is worn but without combat requires 18 - (the TL of the suit) = % of the original cost per month in maintenance (so a TL12 suit requires 6% of its original purchase price in maintenance). This high cost reflects the difficulty of getting parts and so on - players who are skilled merchants may roll successes in relevant skills to reduce this cost by half by getting a better price on parts. Battledress that get into combat and are hit by weapons fire, regardless of it penetrates the armor or not, requires a flat 5% of the original purchase price in maintenance in checking to ensure things aren't damaged, recalibration, filling in gouges and cracks and so on - this maintenance must be done the next time the players can (you may feel free to assign penalties if they don't) and is charged on top of monthly maintenance. Any battledress that is penetrated by weapons fire requires a 5 + 1d6 = % of the original cost repair to bring it to working condition (yielding a number from 60% to 110% of the original price) - yes, just like how your car can require repairs that basically make it cheaper to buy a whole new car, the same thing can occur to battledress. It's assumed the battledress has various "temporary sealing foam" and similar features that will allow it work reasonably well for a while after damage so players can put off repairs to penetrated armor for a bit but the suit cannot be used in combat again safely until it is repaired. Any armor that is penetrated is considered to be badly damaged and the combat armor rules for DEX apply to it until it is repaired.
- Combat Armor and Armored Spacesuits are uncomfortable: Great, so power armor is expensive to operate. So Combat Armor or Armored Vacc Suits are better, right? From now on, I'll just refer to both of these (and similar items) as Combat Armor. Battledress has various feedback systems, life support such as temperature control that heats or cools you and gives you cool air to breathe that make it very comfortable for long-term wear for a trained operator. Combat Armor doesn't have this benefit - its weight must be borne by the wearer. In addition, it is confining, likely hot, and a bit clumsy to wear. Every hour a character spends in Combat Armor, their DEX drops by one. Any DEX-related checks must be done with this adjusted value. If a character hits 1 DEX wearing armor, they are now considered fatigued. A character who takes off their combat armor will be back to full DEX instantly - but the "suit fatigue" of wearing combat armor goes away more slowly, it drops by a 1 for every hour spent outside of the suit; if the wearer puts a suit back on, any remaining penalties come back (rounding up). For instance, Sue has 7 DEX. She spends 4 hours in her combat armor so she has 3 DEX. Feeling hot, claustrophobic, and needing a break, she takes off her combat armor to stretch her limbs. The moment she takes off her combat armor, she has 7 DEX again, however if she were to put the armor back in, she'd be back to 3 DEX. If she waits an hour before putting the suit back on, she'll have 4 DEX when she puts it back on. Only by not wearing it for 4 hours total will she get 7 DEX in her combat armor.
* Armor stands out.
There's a reason why heavy armor is illegal on many worlds. "But it's not weapon" you say. It doesn't seem like it would be a weapon, but it effectively is. If the cops can't stop you, it's essentially a weapon. You could simply walk into a bank, grab the manager and threaten to turn their face into a bloody deformed pulp with your unarmed but armored fists until they open the vault, grab whatever you can carry and fly off with your grav belt - if the cops only have 9mm pistols to shoot at you, you're immune. You can walk into a bar and demand free drinks, if they don't give them to you, you can simply walk behind the counter and grab whatever you want. How are they going to stop you? For these kinds of reasons, people are nervous around people wearing obvious armor. No matter what the "armor rights" people say, everyone knows that if you're wearing armor ... you're going to cause trouble or you're expecting trouble. Nobody wants these types in their communities.
What if your character is a witness to a mob hit, and you testified in court and now the mob wants you dead, and you ask for permission to wear heavy armor, and the police say no, we'll protect you, but you suspect some of those cops are being paid off by the mob, and you don't trust them to protect you, so you'd just rather wear heavy armor. So you wear the armor, and now both the police and the mob are after you, the mob because they want you dead, the police because you are breaking the law by wearing heavy armor. Pretty absured isn't it?