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Mercenary and Military Unit Tactics

Originally posted by Anthony:
I have no idea what makes you think that grav belted infantry can compensate for their own drag. Generally speaking, the speed at which they can compensate for their own drag is equal to their max unassisted speed.

In any case, sure, you can drag grav belt infantry behind another grav vehicle. At high speeds it might well be uncomfortable or dangerous, however; at 600 mph (typical max velocity for a grav tank in GT) drag force would be upwards of a ton, which in combination with turbulence could result in some pretty serious injuries from collisions.
Much would depend on their Coefficient of Drag. Since you have the Thrust of the Tank added to the thrust of the Grav belt it is theoretically possible. Attitude of the trooper(s) behind the tank would definitely be a factor. (Not as in gung-ho but as in upright vs. horizontal.) Also the distance behind the towing vehicle would also be a factor. (Where the air gets back together behind the tank.) Also air density would be a major factor, and should affect the maximum speed of Grav vehicles at least as much as surface gravity does. On a Vacuum World there is no drag so there is no reason it couldn't be done.
 
Originally posted by BetterThanLife:
Hi Bill, (big snip of the exceptions I expected)
BTL,

Combat Armor and battledress act as vacc suits, but is combat armor - the one I specifically referred to - a good choice for deorbit operations? We know that players can wear vacc suits aboard air/rafts for orbit/deorbit operations. Although it is open-topped, the air/raft must provide some sort of protection. Is it the same with combat armor? I'd say no. We already know your answer.

Also, does vacc suit-1 or 0 automatically mean you're familiar and/or competent with unprotected deorbit operations? Again I'd say no and, again, we already know your answer.

Finally, just how transferable are the skills between each? You can wear combat armor without having a vacc suit skill but you can't wear BD without either BD skill or vacc suit skill. Apparently there is some sort of difference. (And, no, most characters do not end up with vacc suit-1 in chargen even with MT's expanded skill base.)
Second, I never suggested that they go from orbit directly into combat.
No, but your question certainly suggested it.

But there is little reason that they deploy half a planet away from the target zone.
Which is why I wrote: there is no real reason for a military unit to funnel all it's forces through a starport that may be a hemisphere away from the fighting.

Just because they deploy onto the same continent doesn't mean they will be giving the enemy all that much time to deal with them.
What is a grav-belt's speed at NOE? Remember, "If It Flies, It Dies". You won't be operating your grav assets, be they vehicles or infantry, at high speeds near the enemy because high speeds require higher altitudes than NOE and higher altitudes mean more chances for them to be targeted.

Third, Deploying from the Starport and going to a target zone half a planet away, will take the same time for G-Carrier equipped Infantry as it will for Grav Belt Infantry.
Nonsense. Compare and contrast grav vehcile speeds with grav belt speeds. Next, take a 400km trip at 100kph first on a motorcycle, then in a car, and tell me which is more physcially exhausting. Your infantry is going to 'naked' to the physical effects of travelling at a relatively high speed through the atmosphere. That will have consequences.

... but in most versions of Traveller, excepting CT, you can also build a faster Grav Belt.
Increased speed will only wear your troops out faster.

Sixth, Coming in on Grav Belts out of a combat zone is not the same as marching 8 hours.
See my motorcycle analogy above.

As a former Light Infantry Soldier, (oops didn't I mention that I am one of those COTI infantry vets, I am sure I did.)
Ooops, didn't I write combat vets? Let's see: We could ask the actual infantry combat vets... Yes, it seems I did.

(And BD troops with Grav belts are effectively driving with no load, whether on the ground or using Grav belts.)
My post dealt with non-BD troops.

Seventh, Coming down from orbit taking 8 hours, to put you in the neighborhood, is better than landing at the starport, flying NOE for several days to get to the target area.
Which of course is why I wrote: Even if they're operating on a friendly world, there is no real reason for a military unit to funnel all it's forces through a starport that may be a hemisphere away from the fighting.

I am also not saying that would always be practical, but it would definitely be preferable, where practical...
I knew you'd say that, which is why I wrote: (These are going to be general observations, observations that take into account most and not all. You'll be able to come up with specific situations under which the observations won't work. In fact, I'm betting you'll do just that. You won't, however, be able to come up with situations in which they don't work most of the time.)

... because all of your comments about taking 8 hours is even more evident when taking 4 days.
Which I didn't suggest at all, because I actually wrote: Even if they're operating on a friendly world, there is no real reason for a military unit to funnel all it's forces through a starport that may be a hemisphere away from the fighting.

I also brought this point up, a point you have repeatedly failed to address: However, there is also no real reason for a military unit to spend eight hours dropping nonspecialized troops individually from orbit...

The kicker here is non-specialized. The rules and descriptions we have across every version point to real differences between vacc suits and combat armor. Even vacc suit skill has it's limits. Simply having a skill level in vacc suit doesn't make you automatically competent in all areas of vacuum activity; there is a zero-gee environment skill for instance. Simply wearing combat armor, for which there is no skill, doesn't automatically give you vacc suit-1 either.

Also, while it seems that some versions of combat armor can act like a vacc suit, but it doesn't necessarily follow that combat armor is exactly like a vacc suit. Comabt armor doesn't automatically require PLSS units like every version of Traveller vacc suit does.

Your next reply will point out you're 'only' talking about merc units, how those units will only hire personnel with the additional skill levels required, etc., etc., etc. I will save time by directing you in advance to CT's Veterans supplement and the many mercenary hirelings detailed therein. Please note just how many have vacc suit skills, yet all somehow can wear combat armor.

YM will of course V.


Have fun,
Bill
 
Originally posted by BetterThanLife:
Much would depend on their Coefficient of Drag.
Unless rather unusually shaped, the Cd of a battlesuit is going to be pretty similar to the Cd of a human, which means it's pretty crappy. It doesn't help that the tank may not be terribly well streamlined either (GT tanks don't go at 600 mph because they're streamlined, they go at 600 mph because they have enormous weight and thrust compared to their surface area).

This does mean that they can probably bull along with battlesuits trailing behind. It will just be remarkably unpleasant for the people in the suits.
 
Originally posted by Bill Cameron:
</font><blockquote>quote:</font><hr />Originally posted by BetterThanLife:
Hi Bill, (big snip of the exceptions I expected)
BTL,

Combat Armor and battledress act as vacc suits, but is combat armor - the one I specifically referred to - a good choice for deorbit operations? We know that players can wear vacc suits aboard air/rafts for orbit/deorbit operations. Although it is open-topped, the air/raft must provide some sort of protection. Is it the same with combat armor? I'd say no. We already know your answer.
</font>[/QUOTE]You know what my answer is. Well how about this answer instead. MT: TL12 Combat Armor, Armor rating 10. TL 14 Combat Armor, Armor rating 18, and air/raft Armor value 4. I would say that based strictly on that that Combat armor provides superior protection in all circumstances to an air/raft.
Your opinion is based on what? (I would have used CT sources but Striker doesn't rate the air/raft.)

Also, does vacc suit-1 or 0 automatically mean you're familiar and/or competent with unprotected deorbit operations? Again I'd say no and, again, we already know your answer.

Finally, just how transferable are the skills between each? You can wear combat armor without having a vacc suit skill but you can't wear BD without either BD skill or vacc suit skill. Apparently there is some sort of difference. (And, no, most characters do not end up with vacc suit-1 in chargen even with MT's expanded skill base.)
From LBB1
Vacc Suit The individual has been trained in and has experience with use of the standard vacuum suit (Space Suit), including armored battle dress and suits for use on various planetary surfaces in the presence of exotic, corrosive or insidious atmospheres.
It goes on into rules mechanics and modifiers and that part finishes up with.

Battle dress and combat armor
are special forms of armored vacc suit and require at least vacc suit-1 to wear at all.
So as to how transferable the skills are, it is one skill. I just spent quite a bit of time and haven't found a skill that lists orbital insertion of a Grav Vehicle, Ship or any other object. Can you point me to someplace where the skill lists something other than Grav Vehicle and/or air/raft?

As for frequency, in LBB1, on Navy, Marine, Scout and Merchant service skills list, 1 chance in 6. LBB4, Off the bat, provided that you are in a Tl12+ military, 1 chance in 6 of getting Vacc Suit (Army) or Battledress (Marine) as part of basic training. Everytime you roll on the MOS table that chance is there. Protected Forces Training, 2 chances in 3 for Vacc Suit, Shipboard 1 chance in 3, Commando School 1 chance in 3 (BD). (And 1 in 6 on the commando MOS table for BD.) OCS 1 chance in 6 if you are infantry, Marine or Commando. If you go to the Naval Academy (Marine) you have 3 chances in 6 for Vacc Suit.

I'd say the odds were pretty good to come away with at least one level in the skill. Is it guaranteed? No. But after 3-4 terms quite likely.

As for how often this comes up, I suggest you take a look at Supplement 13 Veterans. (Stats listed below.)

MT makes a couple of changes, Marine Infantry gets Vacc Suit instead of Battle Dress. Shipboard service gives you an additional table with a 50% chance for one of the two but it is basically the same.

T20 gives most starting characters the required Feat for Combat Armor, and anyone can choose to have Battle Dress.


</font><blockquote>quote:</font><hr />Second, I never suggested that they go from orbit directly into combat.
No, but your question certainly suggested it.

But there is little reason that they deploy half a planet away from the target zone.
Which is why I wrote: there is no real reason for a military unit to funnel all it's forces through a starport that may be a hemisphere away from the fighting.

Just because they deploy onto the same continent doesn't mean they will be giving the enemy all that much time to deal with them.
What is a grav-belt's speed at NOE? Remember, "If It Flies, It Dies". You won't be operating your grav assets, be they vehicles or infantry, at high speeds near the enemy because high speeds require higher altitudes than NOE and higher altitudes mean more chances for them to be targeted.
</font>[/QUOTE]Depends on your rule system. But in the neighborhood of 200kph for all of them.

</font><blockquote>quote:</font><hr />Third, Deploying from the Starport and going to a target zone half a planet away, will take the same time for G-Carrier equipped Infantry as it will for Grav Belt Infantry.
Nonsense. Compare and contrast grav vehcile speeds with grav belt speeds. Next, take a 400km trip at 100kph first on a motorcycle, then in a car, and tell me which is more physcially exhausting. Your infantry is going to 'naked' to the physical effects of travelling at a relatively high speed through the atmosphere. That will have consequences.</font>[/QUOTE]Got a rule for that? Air/rafts and G-Carriers in CT have the same speed as Grav Belts. In MT the NOE speed is higher for the G-Carrier and air/raft is higher than the Grav Belt, but the Grav Belt has a higher cruise and top speed. In T20 they are equal.

Wearing Combat Armor, Battle Dress or even a Vacc Suit, by definition shields you from the elements.

</font><blockquote>quote:</font><hr />... but in most versions of Traveller, excepting CT, you can also build a faster Grav Belt.
Increased speed will only wear your troops out faster.

Sixth, Coming in on Grav Belts out of a combat zone is not the same as marching 8 hours.
See my motorcycle analogy above.
</font>[/QUOTE]Again, got a rule citation for that?

</font><blockquote>quote:</font><hr />As a former Light Infantry Soldier, (oops didn't I mention that I am one of those COTI infantry vets, I am sure I did.)
Ooops, didn't I write combat vets? Let's see: We could ask the actual infantry combat vets... Yes, it seems I did.</font>[/QUOTE]And the practical difference is? I didn't have real bullets being fired at me. But I actually trained under higher intensity than many of our combat veterans actually experienced in combat. (A good principal actually.) All of the combat veterans went through the same training. Further the training I went through and taught, is more like the type of conflict we are discussing instead of what most living combat veterans served through under fire. What we are describing, is mid intensity combat, most living combat veterans served in combat that would be classified as low intensity combat. (Last mid intensity combat in the world that I am aware of was the Iraq-Iran war. 1973 Arab-Israeli, the Thet-Offensive, and the Korean conflict would all qualify though.) That limits our actual list of possible people to discuss this quite a bit. But if you want to apply LIC experience to MIC situations, that is your right, but they will probably rely on the same training that I went through and taught. Good luck with that.

</font><blockquote>quote:</font><hr />(And BD troops with Grav belts are effectively driving with no load, whether on the ground or using Grav belts.)
My post dealt with non-BD troops.</font>[/QUOTE]And when dealing with Grav Belts the difference is what, exactly? (Rule citation again please.)

</font><blockquote>quote:</font><hr />Seventh, Coming down from orbit taking 8 hours, to put you in the neighborhood, is better than landing at the starport, flying NOE for several days to get to the target area.
Which of course is why I wrote: Even if they're operating on a friendly world, there is no real reason for a military unit to funnel all it's forces through a starport that may be a hemisphere away from the fighting.</font>[/QUOTE]However you were commenting on my comments asking why, if the starport is half a world away why you would go through the starport.

</font><blockquote>quote:</font><hr />I am also not saying that would always be practical, but it would definitely be preferable, where practical...
I knew you'd say that, which is why I wrote: (These are going to be general observations, observations that take into account most and not all. You'll be able to come up with specific situations under which the observations won't work. In fact, I'm betting you'll do just that. You won't, however, be able to come up with situations in which they don't work most of the time.)</font>[/QUOTE]Well since the conversation is primarily the distinction between Grav Belt equipped Infantry and Grav APC, Lift Infantry, what is this middle ground you are supposedly holding? They reach the
target at the same time from the same LZ or point of departure. I guess I am missing where you stand here.

</font><blockquote>quote:</font><hr />... because all of your comments about taking 8 hours is even more evident when taking 4 days.
Which I didn't suggest at all, because I actually wrote: Even if they're operating on a friendly world, there is no real reason for a military unit to funnel all it's forces through a starport that may be a hemisphere away from the fighting.

I also brought this point up, a point you have repeatedly failed to address: However, there is also no real reason for a military unit to spend eight hours dropping nonspecialized troops individually from orbit...
</font>[/QUOTE][/qb]

So given the choice between bringing them down using integral grav equipment and landing at a starport half a world away, what is the third alternative?

The kicker here is non-specialized. The rules and descriptions we have across every version point to real differences between vacc suits and combat armor. Even vacc suit skill has it's limits. Simply having a skill level in vacc suit doesn't make you automatically competent in all areas of vacuum activity; there is a zero-gee environment skill for instance. Simply wearing combat armor, for which there is no skill, doesn't automatically give you vacc suit-1 either.
Actually you have this backwards. Your no skill is clearly incorrect. Vacc Suit 1 is required for use with Combat armor. (See citations above.) Further Vacc Suit skill, Battle Dress skill, and Zero-G combat are the only skills in CT that have anything to do with Zero-G or being in space.

Zero-G Combat:
The individual has been trained to fight in a 2ero-G environment.
Now the rule mechanics, talk about compensation of recoil, and swinging of weapons.

MT does have a Zero-G environment skill. It deals with recoil, swinging things and orienting yourself in Zero-G. But how does that relate to use of a Grav vehicle or Grav Belt? In that situation you are not in freefall you are conducting a powered descent.

Also, while it seems that some versions of combat armor can act like a vacc suit, but it doesn't necessarily follow that combat armor is exactly like a vacc suit. Comabt armor doesn't automatically require PLSS units like every version of Traveller vacc suit does.
Bill, what version of the rules are you talking about? What Combat Armor, or Battle Dress is something other than an armored (and in the case of BD, powered) Vacc Suit? Are you even talking about Traveller?

LBB1:
Combat Armor (Cr20000; TL 11 1: Combat armor is a complete vacc-suit-like array of metal and synthetic armor. Combat armor is strictly military and not available on the open market; it is issued to troop units and elite mercenary battalions.
Before combat armor can be wocn, the user must have vacc suit skill-1 or
better.
LBB4:
Combat Armor: Similar in construction to battle dress, combat armor provides comparable
Protection and (unlike the combat environment suit) may be pressurized for use in vacuum or
conditions of extremely low air pressure. Combat armor dampens heat signature in the same
fashion as the combat environment suit. Combat armor is not powered and thus troops so
equipped may not fire high energy weapons designed exclusively for use with battle dress
(PGMP-13 and FGMP-14).
Combat armor is available at tech level 11, costs CR 20000 and is treated as battle dress
when fired at. At tech level 12, combat armor is available in chameleon configuration for
CR 25000
MT Imperial Encyclopedia:
Combat armor is a complete vacc-suit-like array of metal and synthetic armor. Combat armor is strictly military and not available on the open market; it is issued to troop units and elite mercenary battalions.
T20 THB:
Combat armor is a complete vacc-suit-like array of metal and synthetic armor. Combat armor is strictly military and not available on the open market; it is issued to troop units and elite mercenary battalions.
Starting to see a pattern here?

Your next reply will point out you're 'only' talking about merc units, how those units will only hire personnel with the additional skill levels required, etc., etc., etc. I will save time by directing you in advance to CT's Veterans supplement and the many mercenary hirelings detailed therein. Please note just how many have vacc suit skills, yet all somehow can wear combat armor.

YM will of course V.


Have fun,
Bill
Actually my reply, questions what game you are referring to, because it doesn't look like Traveller. Considering how many posts you have slammed T20 as "Not Real Traveller." Are you now saying CT and MT are also not real Traveller?

Further not one person in Supplement 13 Veterans, lists Combat armor, In fact nobody in Supplement 13 has any assigned equipment. However approximately 75% of the listed "Veterans" once you reach Tl12+ are listed as Vacc Suit qualified.
 
Originally posted by Anthony:
</font><blockquote>quote:</font><hr />Originally posted by BetterThanLife:
Much would depend on their Coefficient of Drag.
Unless rather unusually shaped, the Cd of a battlesuit is going to be pretty similar to the Cd of a human, which means it's pretty crappy. It doesn't help that the tank may not be terribly well streamlined either (GT tanks don't go at 600 mph because they're streamlined, they go at 600 mph because they have enormous weight and thrust compared to their surface area).

This does mean that they can probably bull along with battlesuits trailing behind. It will just be remarkably unpleasant for the people in the suits.
</font>[/QUOTE]Actually since the suits shield them from the environment, the only issues you would have is acceleration and braking. A person, in typical clothing has a higher coef of drag than a person in something similar to a speed skater suit. There is nothing that suggests that a person in Combat armor, if traveling so that their bodies are aligned with the direction of travel and the helmet looks something like the helmets from the MT book covers or even a US WWII Steel Pot. they would have quite a bit lower coef of drag than a normal person. (Which is why these guys wear helmets.) I am not saying it would be a good idea, I was just, I suppose, thinking aloud as to the possibilities. And while it might be theoretically possible in cruise flight, at NOE it would likely be suicidal.
 
While you're asking for rule cites BTL and I have it in front of me may I chime in on my mostly overlooked observation earlier. Maybe I've forgotten, blocked, or otherwise ignored the rule but I don't recall a specific rule allowing grav vehicles to actually deorbit, as mentioned earlier. The rule that does stand out for me however is CTB3 (p23) "Grav vehicles work in any environment and are all capable of reaching orbit (eventually)." Specifics clarify the eventually as 1 hour per size digit for most grav, but within an hour for the Speeder. I'm pretty sure those rules are copied across a few later editions too but that might be where I am forgetting.

The "capable" doesn't really promote "routine" in my mind, and it's pretty clear about going one way only with the "reaching orbit" bit. There is nothing about going the other way but if you know where it says so I'd be interested. Probably wouldn't change my take on it for a dozen or so reasons but I'd still be interested
 
Originally posted by far-trader:
While you're asking for rule cites BTL and I have it in front of me may I chime in on my mostly overlooked observation earlier. Maybe I've forgotten, blocked, or otherwise ignored the rule but I don't recall a specific rule allowing grav vehicles to actually deorbit, as mentioned earlier. The rule that does stand out for me however is CTB3 (p23) "Grav vehicles work in any environment and are all capable of reaching orbit (eventually)." Specifics clarify the eventually as 1 hour per size digit for most grav, but within an hour for the Speeder. I'm pretty sure those rules are copied across a few later editions too but that might be where I am forgetting.

The "capable" doesn't really promote "routine" in my mind, and it's pretty clear about going one way only with the "reaching orbit" bit. There is nothing about going the other way but if you know where it says so I'd be interested. Probably wouldn't change my take on it for a dozen or so reasons but I'd still be interested
In CT they don't really get into the physics of the drives. In LBB4 it is implied, but not specified.

LBB4:
Tech level 15: Gunships mounting rapid pulse X guns and heavier Z guns are virtually indistinguishable from orbital craft.
In MT, I remember a place in the MT rules rules that covers the difference between Maneuver and Gravity drive that covers this, though I haven't found it yet.(It has to do with the 100D limit and Grav drives.) However I do have two examples that definitely suggest the routine capability. In MT you have to have a minimum of 20 tons displacement to mount a maneuver drive. The Light Fighters in the MT Imperial Encyclopedia, and the Rebellion Source book are both "Grav vehicles" because of this limitation and are obviously designed as Space Fighters.

And then I found this.

MT Referee's Companion, Space Transport Technology.: (Relevant sections quoted.)
Tech Level 10 (circa 2100): ... Gravitic maneuver drives replace older chemical thrust maneuver drives. However, gravitic maneuver drives have difficulty operating away from large masses (they need the strong gravity field to push against).

Tech Level 11: ... Research into the problems of gravitic drives leads to the introduction of thruster technology....

Tech Level 13: Grav vehicles merge with orbital spacecraft...
Not the citation I was looking for, but it covers it.

I stand by my earlier statement as well that there is little point in going up, if you can't come back down.
 
I know I have read the rules, but I can't find them. Where are the MT rules for Orbital insertion using Vacc Suits and reentry kits? (I am thinking it is a Challenge Magazine article.)
 
JTAS 11, pg. 16 has "The Atmospheric Re-entry Kit" by John W. Colbert

The individual atmospheric re-entry kit is a foamed ablative shield that protects an individual while re-entering an atmosphere, provided that his velocity while re-entering does not exceed 14 km/sec. This kit may only be used to land on planets with atmospheres of type 4+ because the device relies on parachutes for the final stage of the descent. (Note: the de-orbit thruster is capable of landing on size 0 planets regardless of the planet's atmosphere type. This is because the surface gravity is so small that the thruster has no problem achieving a soft-landing.)
The vacc-suited user bails out of his spacecraft, straps on the shield's plastic inflation mold, connects the foam dispenser to the mold's inlet valve if it is not already connected, and inflates the foam shield. It takes about 15 minutes for inflation and for the foam to harden to optimum consistency. ...
 
Roll 9+ on 2D to survive re-entry and the descent to the planet's surface. Before applying DMs, check the number showing on the dice: a roll of 2 is always fatal, regardless of any positive DMs. DMS: +1/2 per level of vacc suit or battle dress skill, +1 per level of computer expertise, +1 per navigation or pilot skill, +1/2 zero-G combat skill, +1 if planet is size 1 or 2, -1 if planet has type B (corrosive) atmosphere, -2 if the planet has a type C (insidious) atmosphere.
No skill is required and many skills help. A built in hand computer is reported to help simplify the 'calculations'.
 
OK I have a Platoon worked up at Tl13 or less and using only standard equipment and vehicles. I'll post it once I get things like final costs nailed down. (TL13 avionics with teh Grav Belts would equal out the NOE speeds mentioned above, but I did say stock gear.
)
 
Originally posted by flykiller:
</font><blockquote>quote:</font><hr />Much would depend on their Coefficient of Drag.
man, that's just hysterical</font>[/QUOTE]Isn't the Coefficient of Drag something to do with whether or not they wear kilts?
 
Originally posted by Liam Devlin:
I am hereby off this topic. Carry On, but don't get carried away..

</font><blockquote>quote:</font><hr /> Isn't the Coefficient of Drag something to do with whether or not they wear kilts?
..or use a re-entry kit while wearing a Kilt ;)
file_21.gif
file_21.gif
</font>[/QUOTE]The Caeledon Highlanders might take offense.
 
Okay, so some rules systems define that you can use Battledress without any special skill.

+ How realistic is it? Or is that a artifact from the CT version that simply lacked the Battledress skill? BD is described as a complex system using force feedback to enhance the strength and needs to be specially tailored to a wearer

+ How realistic is it that the power-enhanced exoskelleton and the non-powered armor have the same armor thickness? What is the use of the complex exoskeleton system in these case?

+ What about tiring out due to the heavy weight of the non-powered armor. While GBelts (while running) negate the weight, they do not negate the mass so moving any limb still requires muscle power


IMTU/IMHO the skill Battledress will be required to make any use of the beast from moving it without ruining the environment/ripping of doors/smashing buttons all the way to interpreting the HUD/Sensors and similar systems

At the same time Combat Armor both is tiring used mainly for short term assault missions and has a lower armor value as it is shown in TNE and GT.
 
Stock Battle Dress in CT and MT offer no significant advantage, with the exception of use of certain weapons. (PGMP-13, FGMP-14, and from Challenge Magazine LRF Gauss machinegun and multi-barrel lasers.) The rules require BD skill for use of BD with the PGMP and FGMP weapons, but otherwise do not.

Just because it does more doesn't, in and of itself, make it more difficult to use. Further just because Combat Armor provides decent protection, doesn't make it either bulky or heavy. Look at how much body armor has changed between TL6 and early TL8.

Now in T20 there is a serious difference between Battle Dress and Combat Armor. And in that case Battle Dress requires a different Feat than Combat Armor. But many members of this forum don't believe that calling Battle Dress a vehicle is correct, so why should it require a different skill? (Cloth armor and Combat Environment Suits don't require any skill in CT or MT.)
 
Actually MT battledress (like the TNE and GT versions) are strength enhancing. And as soon as you get that, you need either training or a VERY sturdy environment

As for combat armor there is no TL difference in the same protecting levels, TL14 CA and BD have the same protection.

As for weight the TL14 CA weights 6kg in a system where STRx3 (max:36kg) is maximum encumbarence with -2 to all physical attributes. In GT it comes in at 22kg

Finally using skills under massiv/stiff armor (plate IRL) is different from doing the same under flexibel armor. Even a simple "Dragoons" style breastplate restricts movement (No more crunches) so you have to train with the beast to match skill and capabilities. And when it requires training, it's a skill
 
Actually BD doubles your strength for combat, and carrying capacity. It doesn't say you need a sturdier environment. (It could be something as simple as toggle switch.)

If you are going to require skill for rigid armor than both Jack and Ablat should also require a skill. They don't in CT and MT.

And that is correct that protection value of Combat Armor and Battledress in both CT and MT are equal. Just because it has servos and movement assistance doesn't mean it protects you better. Perhaps the armor is actually thinner to allow for all that crap under the plating. Meaning the Armor of Battledress is actually slightly lighter, but the other stuff protects the wearer just as well as combat armor. By the way, the least bulky armor in MT is TL12+ Combat Armor. Everything else is more bulky. At TL13 Battledress is a little larger than Combat Armor but smaller than most of the armors in the system. TL14 is even smaller. The only thing less bulky than TL-13 Battledress is TL12+ Combat armor, TL14 Battledress, Reflec and Flak jackets. Yet only Combat Armor, Vacc Suits and Battle Dress require any skill at all.

CT doesn't specify the size of body armor, in fact in CT body armor does not count against carrying capacity, with the exception of low tech Vacc Suits.

BTW, GT is ATU not OTU and the numbers for almost everything in GT tend to be so far off the rest of the rule sets that reasonable comparison is virtually impossible.
 
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