Traveller : Stellar Ship Armour

Never underestimate the power of a one in a million chance....

Under normal circumstances I would agree with your statement that small weaponry has little damage effect on any 'tough' armor. However, let us not forget the possibility, be it ever so small, that a bullet might hit a very critical part of the ship and cause damage that will not be noted until it’s too late….
For example:

A GM rolls for damage cause by a simple assault rifle. His roll indicates that one of the bullets hits the engine causing a small fuel leak in one of the fuel lines. When the ship pressures up to full throttle half way up in the atmosphere to escape the planet the damaged pipe ruptures a large amount of raw fuel directly in the engine with a resultant explosion that shuts down if not blowing up part of the ship. Result: loss of power, crash, possible manditory total party kill caused by the one in a million chance of a single bullet hitting a critical part of the ship going unnoticed.

Of course this would be a one in a million chain of events BUT STILL you have to also remember that winning the lotto is also less than a one in a million chance as well and people still do win the lotto eventually.

And TOO you also have the Game Master who goes all out for the honor of a Total Party Kill every now and then just to keep the players on their toes.

Can this one in a million happen???? Heck yea it can. Two years ago in a D D Campagne my character, always marching in the middle of the party of 7, got hit by fire, a big rock or something to JUST ME marching in the middle not once but FOUR weeks in a row. AND, it was all honest rolls by the GM I went an entire month not doing anything except eating the snacks. And it was all happening due to a random roll of the dice. So I am a believer that the one in a million chance can and does happen despite what the makers of any game rule system incororate in their rules.
 
That does not make sense. Armor/shielding is armor/shielding and does not change its charistics just because the armor/shielding just happens to be in atmo as opposed to the vacume of space.

They are not 'changing their characteristics' - ship combat and ground combat are on different scales - ship weapons are an order of magnitude large and more powerful, hence on the rare occasions a ground-based weapon is shooting at a ship, or vice-versa, a x50 multiplier (or divisor) puts the two systems on the same scale.
 
Here lies the question that makes the rule that defies the real world..

In the real world a thermo nuke does more damage than a hand grenade. Making weapons equal is the deliberate nurfing of weaponry.

There is a certain excitement to the ever present chance of instanteous death with no chance of a save.

yea yea I know its just a game, you dont have to say it. But too much nurfing killls the excitement and challenge to defeat death in a good RPG game and takes it to the level of a "Strawberry Shortcake" RPG.
 
And if using the armor piercing rounds from the Central Supply Catalog, divide the result of each round type's formula by 50 as well then apply that result to negating a ship's armor rating.
 
locarno24 said:
That does not make sense. Armor/shielding is armor/shielding and does not change its charistics just because the armor/shielding just happens to be in atmo as opposed to the vacume of space.

They are not 'changing their characteristics' - ship combat and ground combat are on different scales - ship weapons are an order of magnitude large and more powerful, hence on the rare occasions a ground-based weapon is shooting at a ship, or vice-versa, a x50 multiplier (or divisor) puts the two systems on the same scale.

I wish I would have seen this thread earlier. I finally have the answer for a question I had with a mining laser...

Ok... take two guys in body armor firing at each other with assault rifles. What happens? The body armor absorbs some damage and what ever gets through gets applied to his End.
Now take the guy and fire at an Abrams M1 Tank or a British Challenger, and what happens? Not much. Now have one of the tanks fire at a guy wearing the body armor. What happens? Scaled up damage... big badda boom!

One factor higher.... Take the Abrams or Challenger and have them fire at an Iowa Class Battleship. What happens? Not much. Now have the Iowa fire it's 16" gun at one of the tanks. What happens? Big badda boom!

Now take a guy in body armor with and assault rifle and have him fire at the Iowa Class Battle ship.
Divide by 50 (or more)
The Iowa fires at the guy in body armor (multiply by 50 or more)

GURPS Traveller rolls LOTS AND LOTS OF DAMAGE because points are points. A laser rifle Does 4d6 damage in GURPS but a ships laser does 50d6 damage. The points of armor are also treated the same. Typical Body armor might have a DR of 10 but ship Armor might have DR of 1000.

Mongoose simply includes a scale factor so you wont have to roll entire bags of dice for damage etc... :)

Hope that helps.
 
havercake lad said:
I,m trying to ask what armour value ( comparable to ground vehicles) something like a shuttle or heavy freighter has if in dock etc and is targeted by a shoulder arm or rocket launcher.

I'm going from memory, but way back in the day, the Striker rules dealt with this. They assigned an armor value of 60 I believe to a standard unarmored starship hull. (using the newer AHL/Striker armor values and weapons penetration). This was way beyond what even a FGMP-15 could penetrate (14). It was more than what a modern tank had as I recollect...
 
Back
Top