QUOTE=HG_B;494320]In MgT Merc Book: "Because starship-scale weaponry is so lethal to
ground force targets
it is not often that a vehicle or heavy infantry would ever want to
make a stand against a starship. Most ground force weaponry
simply cannot muster enough damage potential to do anything
but scratch the paint of a starship. Starships are shielded from the
void of space and layered in armour designed to withstand raw star
radiation and absolute zero temperatures"
So that carries over what you noted from CT and MT. So the armor you give in MgT is to protect against ship scale weaponry. As in past editions, the example ships are not always well (read wisely) designed.
Gypsy, good catch. My spread sheet had a glitch. Add MCr.0.8 for streamlining. Total is MCr.43,287,300
instead of MCr.42,467,300 In the grand scheme no significant change.
So, by your own quote, Starships are not completely immune to ground fire like your original assertion. MOST is not ALL. MOST weapons won't penetrate a tank. Some will. Like the Missile I originally proposed.
A zero armor value gives you nothing to use to degrade the performance of an inbound anti armor missile, or an inbound anti aircraft missile. Or a PGMP-15 hit. OR...
It will withstand small arms fire. But kinetic energy kill weapons like a sabot round? Specifically designed to penetrate several inches of armor, when your ship has NONE?
All your armor-0 means is that the hull is thick enough to stay pressurized and has anti radiation properties. Does not protect against EVERY ground weapon. Therefore I am maintaining that the design is not a good one for a frontier shipping craft. After all, anti armor missiles are available to purchase readily for settlements to protect themselves from rogue Merc units.[/QUOTE]
According that (MgT:LBB1: Mercenary, page 73), in MgT, the damage from personal to starships change by a factor of 50. Even so, in the example it gives, the damage of various weapons is commulative , as it tells about firing various wepons (9 FMGP, 15 lasers, and one AT gun) that sum 122d6 damage, and then divide it by 50, so making 2d6 damage to the ship.
That surprised me, for this way, even a company of flintstock muskets (or archers, or even throwing stones, if enough of them) firing at a ship could seriously damage it...