Radiation Shielding, fusion guns et al

Chas

Mongoose
Okay, so we have the Radiation Shielding as follows:
Radiation Shielding (TL 7): Radiation shielding improves the crew’s protection against radiation from both natural sources (such as solar flares and pulsars) and artificial (including nuclear bombs and meson weapons). A ship with radiation shielding decreases the amount of rads absorbed by all crew by 1,000, treats the bridge as if it is hardened and provides an extra Armour +6 against radiation damage from nuclear weapons, particle beams and fusion guns. Radiation shielding costs Cr25000 per ton of hull.

What I'd like to confirm with folks is just how the +6 extra Armour against radiation damage is supposed to be applied. As I read it I might assume that any nuclear weapon, particle beam or fusion gun, has to deal with the ship's armour with +6 to it i.e. A 13 armor ship + 6 for radiation shielding will deduct 19 from the damage of these weapon attacks. Is this correct?

I note that while the fusion barbette has the radiation trait, this has been left of the fusion bays. While the particle weapon keeps the radiation trait through the tables. A typo?

(Which we can note does specifically include meson weapons per our other discussion Nerhesi)
 
This is a legacy item from the previous system. There would be no need for +6 armour in any way now as armour value doesnt interact with radiation.
 
A perfect reason for energized armor - a honeycomb laminate that combines standard armor with active-state shielding similar to what protects a ships crew from being cooked by their fusion plant.
 
phavoc said:
A perfect reason for energized armor - a honeycomb laminate that combines standard armor with active-state shielding similar to what protects a ships crew from being cooked by their fusion plant.

With total armour value still capped at TL right? Because we dont want more than 15 armour in OTU unless we want to start revisiting all damage values on all weapons - especially when you will then get Reflec, Energized armour with effective values of:

15 vs railguns
18 vs lasers
21 vs fusion and particle
 
Nerhesi said:
phavoc said:
A perfect reason for energized armor - a honeycomb laminate that combines standard armor with active-state shielding similar to what protects a ships crew from being cooked by their fusion plant.

With total armour value still capped at TL right? Because we dont want more than 15 armour in OTU unless we want to start revisiting all damage values on all weapons - especially when you will then get Reflec, Energized armour with effective values of:

15 vs railguns
18 vs lasers
21 vs fusion and particle

Something like that, yeah. It essentially means your armor acts like a screen against certain attacks, and just armor against others. So it would provide additional rad protection against say a PA strike, but no extra protection beyond it's armor factor from a laser strike.

I do wish the new Trav would have adopted more of a Renegade Legion style weapons and armor style, with clear ideas behind different kinds of weapons and protections. Some punched deep holes while others sanded off your armor. The rules are perfect for player vs. player combat, not so much for fleet vs. fleet. I always found the dice rolls to find out just where that incoming damage was going to be applied to be nail biting. Just a little to the left and I'm ok, a little to the right and he's gonna punch right through into my innards and just ruin my day.
 
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