AnotherDilbert
SOC-14 1K
This was discussed long ago, and, while I agree with you, most people seem to think it was meant TLx5 limit to be over 40 (so, the first 40 armor points not counting). That gives truly invulterable ships (except to MG), as it does not use tonnage....
It's incoherent either way:
Interpretation A:
Max _0 + TL × 5, we can't achieve effectively infinite armour (DM -20). [Good!]
Max 50 + TL × 5 for planetoid, we can achieve infinite armour at TL-10 (earlier with buffered).
Planetoids are presumably not intended to add Armour 50 (DM -10)
Interpretation B:
Max 40 + TL × 5, we can achieve effectively infinite armour (DM -20) already at TL-12 (earlier with planetoids).
Max 50 + TL × 5 for planetoid, we can achieve infinite armour at TL-10 (earlier with buffered).
What's the point of having a max if we can almost always use as much as we want anyway?
Creative Interpretation C (informed by CT HG):
Max _0 + TL × 5, we can't achieve effectively infinite armour (DM -20). [Good!]
Max 10 + TL × 5 for planetoid, for an additional DM -3 as in HG. Still can't achieve infinite armour. [Good!]
Definitely not what the rules actually say.
Creative Interpretation D (informed by CT HG):
Max 40 + TL × 3, we can't achieve effectively infinite armour (DM -20). [Good!]
Max 50 + TL × 3 for planetoid, for an additional DM -3 as in HG. Can achieve infinite armour at high TL.
Definitely not what the rules actually say.
It is effectively an academic discussion as very heavy armour makes the craft extremely heavy, precluding useful agility, making the craft a sitting duck to mesons.