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Armour for LBB2 - again

My idea about accomodating the new system to the old HG formula is to make every two points of HG armor factor into one armor point. Weapon "hits" (damage table rolls) would then be:

Beam Laser: 1.
Pulse Laser: 2.
HE (standard) Missile: 3.
Focused Blast/AP Missile (double cost): 3, but ignores 2 points of armor.
Heavy Missile (triple cost, slower): 6, ignores 2 points of armor.
Nuclear Missile: 8 hits, 2 criticals, 2 radiation, ignores 4 points of armor.
Plasma: 2, ignores 1 point of armor.
Fusion: 4 hits, 1 radiation, ignores 2 points of armor.

Each point of armor reduces the number of hits by one. Any successful attack (i.e. hits the target) causes atleast one "hit" (damage roll), regardless or armor, UNLESS the armor rating, modified by the AP ("damage-ignoring") characteristics of the attack, is double or more of the basic number of hits the attack does. Radiation hits are reduced last by armor, and are included in the number of hits for the calculation of Armor stopping the hit altogather.

For example, a Pulse Laser does 2 hits to an unarmored ship; 1 hit to ships with Armor Rating 1 to 3; and no damage to ships with Armor 4+. A Plasma Cannon does 2 hits to an unarmored ship or ships with Armor 1; 1 hit to ships with Armor 2 to 4; and no damage to ships with Armor 5+.
 
Ahem . . . monkey wrench time.
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Look at page 22 of LBB #2 see the drive table. Use that as your armor value table.


With a 400 ton hull to get armor value 4 you need armor “H”
How much does it cost? Co-incidentally it costs as much as a jump drive of the same value (H=MCr 80). This keeps armor from getting out of hand. Nobody will be able to armor up to become invincible and we get to continue to use the same tables we all have so anybody who has the LBBs can just look it up. What does it do to jump and maneuver drives? Ummmmm well the maximum armor value is only 6. Not perfect but who ever said the LBBs were perfect and it maintains game balance. :D

[edit] This assumes a Proto Traveller universe with a 5kt hull max.
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Amusingly, the drive table IS ALREADY the armor table. If I put a Drive-L into a 600 ton hull, that drive can take 2 hits BEFORE degrading a performance step.
 
My current idea about LBB2 armor is similar to the one in my previous post - each point of armor will remove one "hit" from each attack - but I think I'll use a simpler formula for armor. Tonnage will be TL-dependant and based on the following table:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">TLs Hull Percentage per Armor Point
7-9 15%
10-12 10%
13-15 5%</pre>[/QUOTE]Armor Cost is given on the following tables:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">TLs Armor Cost in MCr per Armor Point
7-9 1
10-12 2
13-15 4</pre>[/QUOTE]The rationale behind this is higher-tech armors using more exotic and expensive materials to provide the same amount of protection for smaller space.
 
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