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So, armor ...

Carlobrand

SOC-14 1K
Marquis
Playing around with armor in CT HG. It's been mentioned that an issue is a fighter mounting the same percentage of armor as a battleship carries proportionally thinner armor - 1/15 to 1/30 the thickness - while getting the same level of protection. Several people have mentioned their methods for addressing this.

Problem starts at 0 armor. Canon sources describe it as something you can cut through with an energy weapon and some work - presumably the energy weapons have some sort of "tool" setting where they can be used as cutters rather than high-power penetrators. Then Striker comes along and says it's armor rating of 40 - equivalent to 13 inches of hard steel, almost the same as USS Missouri. That's not to say it's 13 inches of hard steel, just that it would stop the typical 8" naval gun and cut gamma ray exposure by better than a factor of a thousand or so.

Neither CT Book 2 nor CT HG assign any volume to the base hull - hull's a freebie, which is actually a bit of a headache when you consider volume plays a role in space for docked boats and in jump mechanics. Some suggest taking it from bridge volume, but then there are the boats without bridges. Maybe all the equipment has a bit of hull volume included, like your arm already comes with skin attached. (That sounded a lot less morbid when it was in my head.) At ant rate, MT does its own thing, and there you get the steel, but CT could be using ceramic heat tiles with aerogel between it and an inner hull layer to provide added heat resistance and space for a plasmafied impactor to expand before it hit the inner hull, or maybe a Whipple shield that expands out from the hull during flight in normal space but contracts tight against the hull for jumps or docking, or pretty much anything we can think of. That nonspecific volume bit does save us from having to explain why the methods they use to give civilian spacecraft the ability to repel naval artillery aren't applied to tanks, and we may yet be able to cut it with personal energy weapons and maybe a hammer for the tile.

Then we come to the armor. That 4+/3+/2+/1+ bit throws me; maybe that's the framing on which the armor is mounted, not a major issue. MT's clear that it's the same as tank armor. CT doesn't speak to what it is, just that it takes up a certain percent per rating, and the method results something like the 10-ton boat being as heavily armored as a 200 kt battleship of the same rating despite having about 1/30 the thickness of armor. When I do the math, balance point seems to be at about 100 dTons, but that's a terrible balance point since it pretty much eliminates any give-and-take in armor percentages for pretty much all the capital ships, who can max out armor with little effort. But ... tanks! Cross-pollinating versions is always fraught but sometimes interesting. That Imperial Marine APC for example is carrying equivalent of CT HG USP code 1 to 4 for armor; allowing for angled faces, call it a 1. Took roughly 38% of its volume. For something battleship-size carrying that thickness of armor, it'd be around about 1 1/2% of its volume.

Anyway, what I get from that is a table that looks like this, which is avoiding the big breakpoint jumps that show up in simpler methods and is doing more or less what I want at the fighter level - but which strikes me as overly complicated and too ambitious. I do have a bit of a problem with overcomplicating things. So, I'm interested in how other people are doing this.

Volume dT​
Multiply % by​
Volume dT​
Multiply % by​
Volume dT​
Multiply % by​
10​
27​
4,000​
4​
45,000​
2​
20​
21​
5,000​
3​
50,000​
2​
30​
19​
6,000​
3​
55,000​
2​
40​
17​
7,000​
3​
60,000​
2​
50​
16​
8,000​
3​
65,000​
1​
60​
15​
9,000​
3​
70,000​
1​
70​
14​
10,000​
3​
75,000​
1​
80​
14​
11,000​
3​
80,000​
1​
90​
13​
12,000​
3​
85,000​
1​
100​
13​
13,000​
3​
90,000​
1​
200​
10​
14,000​
2​
95,000​
1​
300​
9​
15,000​
2​
100,000​
1​
400​
8​
16,000​
2​
200,000​
1​
500​
7​
17,000​
2​
300,000​
0.9​
600​
7​
18,000​
2​
400,000​
0.8​
700​
7​
19,000​
2​
500,000​
0.7​
800​
6​
20,000​
2​
600,000​
0.7​
900​
6​
25,000​
2​
700,000​
0.7​
1,000​
6​
30,000​
2​
800,000​
0.6​
2,000​
5​
35,000​
2​
900,000​
0.6​
3,000​
4​
40,000​
2​
1,000,000​
0.6​
 
Have you ever looked at the HG armour formulae and thought to yourself "hmm, what does an armour rating of 0 cost in terms of hull %"

If you consider only the formulae you can plug a value of 0 into it and...

Tech Level7-910-1112-1415
Hull armour %4+4a3+3a2+2a1+1a
a=04+03+02+a1+0
bare hull %4321
 
I remembered that I had a house rule about armor and hull size when I ran Mongoose 1. Here it is:

Figure the armor value normally then apply the modifier. (quick system)

Hull size 10 - 99 dtons, multiply by 0.5
Hull size 100 - 2,000 dtons is no modifier.
Hull size > 2,000 up to 10,000 dtons, multiply by 1.5
Hull size > 10,000 dtons, multiply by 2.
(round down fractional results)
 
CT HG, go by the to hit size ranges and multiply when smaller.

To hit -1, double the armor tonnage, to hit -2 (small craft) are triple the armor tonnages.

+1 to hit gets a free armor level, +2 gets 2 free armor levels.
 
Ok, TNE addressed this.... Just sayin...

Next, what is armor actually? Meaning in real world ships Armor is a coupling of void/compartmentalization and actual armor plate.

Though the various of rectifying presented here are amusing.
 
Which is a shame as it was a really good game - just too different from the 2d6 version I guess. T4 almost fixed it by going back to d6 but the task system doesn't work well, quite why it wasn't dropped in favour of 'flux' for T5 is a mystery to me.

Mongoose backed a winner by giving people what they wanted.

I guess today most play some version of kitbashed 'classic', Mongoose, or a version of Cepheus.
I'll bet there are some out there who still play MegaTraveller, less who play TNE, and there must be a group somewhere still using T4 (there are bits of T4 I really like for by CT kitbash)
 
Yes, most I've run across in the last 15 years play what you just described. Matt got it right over at Mongoose
 
Which is a shame as it was a really good game - just too different from the 2d6 version I guess. T4 almost fixed it by going back to d6 but the task system doesn't work well, quite why it wasn't dropped in favour of 'flux' for T5 is a mystery to me.

Mongoose backed a winner by giving people what they wanted.

I guess today most play some version of kitbashed 'classic', Mongoose, or a version of Cepheus.
I'll bet there are some out there who still play MegaTraveller, less who play TNE, and there must be a group somewhere still using T4 (there are bits of T4 I really like for by CT kitbash)
Heh, my CT game really doesn't look much different from MtG1st and CE, and that was before either rolled out.

And honestly I probably would be using MgT2nd, but for the sunk cost in the 1st Edition.
 
Same here. I had JUST finished purchasing all the 1st Edition stuff and a month later 2nd was announced. So I went with the SRDs then Cepheus
While my investment was a little more than a month before, what you describe is one of the reasons I gave up on Mongoose. The idea of buying so many books over as they re-published and repackaged the old stuff with new specs just did not appeal to me. I was just too tired to do the version shift again. So when the group I played Traveller with broke up, I just took a vacation from it all together. Just in the last six months I have found myself missing the game and started to look at Cepheus.
 
Just in the last six months I have found myself missing the game and started to look at Cepheus.
After so many years (~44) of playing I like the simplicity yet adaptability of Cepheus. Fixes most things I had to house rule with Mongoose and I can easily add stuff from my 40 years of paid for material I already have for the game. With its free generators (that you can edit) I can create my own universe very quickly Generators
 
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