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What works? How are ships and vehicles armed?

You are inside a dustbin made of bonded supedense. The shell can not penetrate and no energy is transferred to the inside of the dustbin. By what mechanism do you take damage?
sufficient kinetic energy can cause accelerations that result in damage even tho' the outer shell survives.
For example, if I put an egg in a metal can, and drop it 20 feet, I expect the can to survive, but the egg to be a mess.
If I put a high quality mechanical watch with a steel case under a 500 lb crate, it may survive; if I drop it 30 feet, I fully expect the innards to have rearranged in manners that prevent function, even tho' that case is likely intact.
Or a more sensible analogy (than the SD dustbin) - you are in a reinforced concrete bunker that the shells can not penetrate. Do you die because the shell detonated harmlessly above you?
Bunkers are LESS sensible, at least for missiles; Bunkers dissipate the energy into the ground, where a ship, that KE either moves the ship, or moves only parts of the ship; either way, there is an acceleration, and it can, if large enough, cause a variety of acceleration induced failures.
Lasers? well... the armor is partly distributing the beam energy by conduction, but likely far more via ablation. Ablation generates acceleration forces, too...

But Traveller Lasers are borderline magic anyway.
 
Up to 6G ... I seem to remember from accident data that an Automobile Crash can involve over 100 G of force ... so Acceleration Compensation would reduce it to 94 G of acceleration/deceleration felt by the occupant. That equates to hitting a wall at 940 m/s instead of 1000 m/s ... will it make a difference?
Rules dependent, CT and HG don't limit the lateral g compensation.
 
sufficient kinetic energy can cause accelerations that result in damage even tho' the outer shell survives.
For example, if I put an egg in a metal can, and drop it 20 feet, I expect the can to survive, but the egg to be a mess.
If I put a high quality mechanical watch with a steel case under a 500 lb crate, it may survive; if I drop it 30 feet, I fully expect the innards to have rearranged in manners that prevent function, even tho' that case is likely intact.
Which is covered by the surface-internal-crittical pathway/
Bunkers are LESS sensible, at least for missiles; Bunkers dissipate the energy into the ground, where a ship, that KE either moves the ship, or moves only parts of the ship; either way, there is an acceleration, and it can, if large enough, cause a variety of acceleration induced failures.
Lasers? well... the armor is partly distributing the beam energy by conduction, but likely far more via ablation. Ablation generates acceleration forces, too...
Does a spinal mount cause the firing ship to recoil?
But Traveller Lasers are borderline magic anyway.
Agreed.
 
As has been stated before, critical hits, in addition to any other effects, reduce armor.
Reduce armor.
There's your missing surface damage.
 
Rules dependent, CT and HG don't limit the lateral g compensation.
I don't recall them ever mentioning it at all. It's a explicit feature in FF&S that you have to put in a ship. Prior to that to my recollection it's existence is a matter of whether the referee thinks it fits the tone they want in their TU or not.
 
Yes, well there's a reason I don't use HG and MT spaceship combat. Small craft and small military spaceships can't hit each other, massively armoured small ships are immune to anything but spinal mounts (and meson guns, but meson screens trash anything but spinal meson guns), and so on. HG works okayish for medium-large ships of about TL9-13, bit it's not particularly exciting even then, being mostly an exercise in statistics.
imho ... the REAL problem lies in 10 cm of armor on a small ship being equal to 10 meters of armor on a giant ship for ARMOR FACTOR and thus negating penetration. [some hyperbole, but sadly, not much]. THAT was the simplification that went 1 step too far and broke verisimilitude.
 
Yes, well there's a reason I don't use HG and MT spaceship combat. Small craft and small military spaceships can't hit each other, massively armoured small ships are immune to anything but spinal mounts (and meson guns, but meson screens trash anything but spinal meson guns), and so on. HG works okayish for medium-large ships of about TL9-13, bit it's not particularly exciting even then, being mostly an exercise in statistics.
It can be fixed with house ruling.
 
I calculated for a spherical ship - a 10dt ton AF 14 is 17cm thick, for the same configuration AF 14 100,000dt ship it is 360cm
So that is why the ruling makes no sense, even if you honestly conclude the RAW works that way.

Done too much ballistic gaming with personal weapons, tanks and wet navy warships to accept an armor mechanic that is primarily about having a value in a USP and results in bad battles.
 
I calculated for a spherical ship - a 10dt ton AF 14 is 17cm thick, for the same configuration AF 14 100,000dt ship it is 360cm

Show your work. :cautious:
Don't just make an assertion and expect us to "take your word for it" (or mine, for that matter) without evidence, proof or opportunity for peer review of the methodology that produced the conclusion(s) being asserted.
After all, it is difficult to learn from ... and consistently use elsewhere in other contexts ... "answers only" that provide no process for how those answers were arrived at.

Here's my work on the subject of how thick bulkhead walls need to be @ Armor: 0.
During the run of CT, to my knowledge there was never a specific thickness for bulkhead walls given in starship deck plans. The visual language used for deck plans was symbolic, rather than wargamer millimeter accurate.

The MT starship design system came along later and specified Armor Rating 40 as computed by CT Striker to be the protection value of starship hull metal @ USP armor code zero.

CT Striker Book 4, p5 specifies that Armor Rating 40 is the equivalent of 33.6cm of hard steel.
  • TL=6 Hard Steel = x1 toughness
  • TL=7-9 Composite Laminates = x2 toughness
  • TL=10-11 Crystaliron = x4 toughness
  • TL=12-13 Superdense = x7 toughness
  • TL=14-15 Bonded Superdense = x14 toughness
Which means that in order to achieve the necessary Armor Rating, different tech levels require the following hull metal bulkhead thicknesses:
  • TL=6 Hard Steel = 33.6cm
  • TL=7-9 Composite Laminates = 16.8cm
  • TL=10-11 Crystaliron = 8.4cm
  • TL=12-13 Superdense = 4.8cm
  • TL=14-15 Bonded Superdense = 2.4cm
Obviously the thickness of the bulkhead walls will increase as the Armor Factor goes into the 1+ range, but that isn't something which is Hull Size Code modified. It's just that larger craft have proportionately more volume to enclose, so they "spend more" construction tonnage "beefing up" all the bulkheads (and adding ruggedizing plus redundancy work to systems in order to withstand hits/concussion/shocks/outages better) which all has a "cost" on the construction spreadsheet (in tonnage and MCr).
 
So what sorts of ships/weapons are actually useful in Traveller? There are a dizzying array of options, sizes, weapons, and it all seems to go in a circle. I'm looking at Mongoose 2007 rules, so other systems will have different answers, but the answers will help tremendously with worldbuilding.

It seems, in Mongoose at least, like almost all fights come down to who shoots first wins. Is that the intent?
Hey everyone,

This topic started on our Traveller rules, so I will stick with those - YMMV as to how this applies to other editions, though I might humbly submit this is how Traveller works 'now'. Whatever that may mean around your own tables.

A couple of things before we get into the nitty-gritty.

1. Who shoots first wins - in an environment where one side may not even be aware of the other (detection ranges, sensor quality, etc), that will always be very much a factor. Not always the main factor, as we do not have that much in the way of stealth (and it tends to be limited to small ships), but a factor nonetheless.

2. And this one is important... we have yet to touch on fleet combat in any meaningful way :) Big ships in the game are currently constructed to reflect how they interact with Travellers and Adventure Class ships, not necessarily one another. I think that when we do (finally) tackle large scale fleet combat, it will be as a miniatures game. Until that happens, things will remain... fuzzy. At least in areas.

One thing that struck me in this discourse was the nature of critical hits, and this is something we have had to tackle before, outside of Traveller. It absolutely makes sense for a non-penetrating hit to cause critical damage, and this is something we will very much be taking a look at in a future (far future!) revision of the current Traveller rules.

I'll explain...

Imagine, for a moment, that you are creating a WWII naval game. Here's a good one: https://store.warlordgames.com/collections/victory-at-sea

Now, you have done all your rules for armour, big guns, and so forth, but then it occurs to you that you also need to model what smaller weapons can do against a big, fat battleship. Sub-6" guns on destroyers, perhaps, or perhaps a very early war air-launched torpedo that barely remembers to arm itself versus something with a gigantic torpedo belt.

These things may never have a hope in hell of doing actual structural damage to your shiny new battleship, and that is easy to model through armour rules. But will they have no effect?

Those small guns won't touch its Hull/Damage score, but they will be fully capable of knocking out a secondary weapon, or some AAA, and that torpedo can cause trouble for a prop... or a rudder (https://en.wikipedia.org/wiki/German_battleship_Bismarck).

How to model that? This is where critical hits come into play.

There is an argument (an attractive one, not necessarily conclusive at this stage) that your big cruisers, battleships and dreadnoughts of the Imperial Navy should almost never be destroyed by having their Hull reduced to 0, but instead should be rendered near enough non-functional through the stacking of critical hits. Spinal mounts may be the means to circumvent that.

Those are just our current thoughts on ship critical hits at the current time, to (potentially) be applied to a new Update CRB/HG, a fleet combat miniatures game and/or a spin-off/Traveller adjacent game that concentrates fully on 'bridge crew' campaigns.
 
Strangely enough, Armor (of any kind) is NOT a DM factor on the Critical Hit table (for some reason). :unsure:
It's almost as if, once a critical hit damage roll is called for/queued up ... armor DOES NOT MATTER anymore for how to resolve the critical hit(s).
Furthermore, critical hits DAMAGE armor ... something that the Surface/Radiation/Interior damage tables do not do (at all).

And the weapon code exceeds hull code means automatic critical hits rule specifically says that the automatic critical hits happen in addition to other damage ... not "contingent upon other damage" ... not "conditional upon other damage" ... not "dependent upon other damage succeeding" ... in ADDITION. Therefore, No Effect+Critical is not only allowed, it is explicitly called for in the RAW. The rules and their order of operation are explicitly designed and laid out that way to prevent "absolute immunity to incoming fire, no matter the magnitude of disparity" of the type that some people are (still) advocating for.

0+2 = 2 ... not 0 ... when doing addition.

Once you reach the Damage step in LBB5.80, Step 5E Damage Determination ... all defenses relevant to preventing damage from being rolled for have been penetrated, because the defenses to be penetrated are specifically Step 5C Defensive Fire and Step 5D Passive Defense. Once Steps 5C and 5D are complete, all defenses relevant to preventing the rolling of damage (at all) are complete.



Perhaps borrowing the mechanics and terminology of a different game system will help illuminate the contours and "shape" of the problem more easily.

In a lot of computer games, there is the concept of the Damage over Time (DoT) attack.
The attack hits and causes damage to start ticking at regular intervals for a specified duration. Once the damage starts happening, there's no way to stop it (until the duration expires or the target hit by the attack expires).

However, a wrinkle on this mechanic is the Cancel On Miss modification.
The Cancel On Miss requires each DoT tick to make a accuracy check to hit the target (anew) ... and if there's a miss on the check, the duration for the DoT ends prematurely on the miss.

In gamer parlance and understanding, these are (obviously) VERY different game mechanics.
  1. Damage over Time (DoT) with no accuracy checks per damage tick, always runs for full duration
  2. Damage over Time (DoT) with accuracy checks per damage tick, a miss on an accuracy check ends the DoT effect immediately
In other words, whether the DoT effect "keeps ticking for damage" depends on how the attack is programmed in the game mechanics ... what the "rules" are then determine how the attack works. Since this is such a foundational concept for how attacks function and operate, computer game developers are often times at pains to make clear whether a DoT attack is a full duration or a cancel on miss type of conditional.
  • No accuracy checks per DoT tick means the damage is AUTOMATIC rather than conditional after a hit
  • Accuracy checks per DoT tick that cancel on miss are CONDITIONAL rather than automatic after a hit



In LBB5.80 combat there is a "did you hit?" step (5B).
Then there is a "did you penetrate active defenses?" step (5C).
Then there is a "did you penetrate passive defenses?" step (5D).
Each step needs to be resolved in total for all batteries being fired. The way it works at the gaming table is by a sort of "winnowing" process.
  • Record hits (5B)
  • Deny hits (5C)
  • Deny hits (5D)
Once you get to Step 5E Damage Determination ... all hits have been "confirmed" as having penetrated defenses sufficiently to proceed to the damage tables.



Each battery that has hit (5B) and penetrated defenses (5C and 5D) now computes how many rolls need to be made on what tables before rolling on those damage tables for each battery.
  1. Batteries roll ... (code-[hull+(armor/2, round down)]), minimum zero ... times on the Critical Hits damage table.
  2. Batteries roll ... (code-8), minimum one ... times on the Surface/Radiation/Interior damage tables as required by their weapon type.
Once the total number of rolls per damage table are determined ... not the results, just the number of rolls to make on which tables ... then and only then start rolling for damage effect(s) on the tables required as determined by the above 2 constraints.



Queue up the number of rolls to be made on which tables, then start rolling on them.
  • Armor has no DM on the results of rolls made on the Critical Hit table. Armor is reduced by -1 for each roll made on the Critical Hit table.
  • Armor does have a +DM on the results of rolls made on the Surface/Radiation/Interior damage tables, except against meson guns ... unless the "armor" is from a (flickering) Black Globe screen. Armor can minimize damage below the threshold of needing to record a result (the No Effect result) pertinent to Step 6 Damage Step.
Damage results are recorded and HELD IN ABEYANCE until reaching Step 6 after ALL battery fires for ALL craft on all sides have completed Steps 5A through 5E.



Once Step 6 Damage Step is reached, all recorded damage results go into effect, modifying performance values/parameters of all craft.



If you think of it as working in computer programming terms, happening step by logically ordered step (kind of like FOR-NEXT loops) ... before repeating for the next combatant, until all craft on all sides have given and taken fires ... it all makes sense and is scalable to all situations and circumstances, from small craft to dreadnoughts (although the latter "take longer" to resolve 😫).



Once you reach Step 5E Damage Determination ... there are no "take backs" on the number of rolls to be made on damage tables. There is no rule in LBB5.80 stating that if a "No Effect" result is rolled that other damage rolls get denied, canceled or shouldn't happen.

The "take backs" thing can be done as a "made up house rule" by people who don't want to play LBB5.80 RAW as written ... but that's their own homebrew variant on the LBB5.80 combat rules as written.



Have I been sufficiently clear in my explanation of how LBB5.80 combat is supposed to work and be interpreted? :rolleyes:
I should hope so ... but you never know ... 😓
 
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I calculated for a spherical ship - a 10dt ton AF 14 is 17cm thick, for the same configuration AF 14 100,000dt ship it is 360cm
Show your work.

It is the basic SPHERE equations:

10 dt = 10 x 14 = 140 cu.m. volume = 130 sq.m. surface
100,000 dt = 100,000 x 14 = 1,400,000 cu.m. volume = 60,520 sq.m. surface

HG AF 14 = TL 14-15 = 1% + 14% = 15%

10 dt = 140 cu.m. x 0.15 = 21 cu.m. ... 21 cu.m. / 130 sq.m. = 0.161 m. thick = 16 cm
100,000 dt = 1,400,000 cu.m. x 0.15 = 210,000 cu.m. ... 210,000 cu.m. / 60,520 sq.m. = 3.47 m. thick = 347 cm

My values exclude the complication that the THICKNESS of the armor will change the surface area from the inside to the outside, however, for the point being made (AF 14 = 16 cm = 347 cm = LOGIC FLAW), the order of magnitude difference is enough to make the point.

For a DETAILED calculation ...
100,000 dt = 100,000 x 14 = 1,400,000 cu.m. volume = 69.398 m radius (outside)
CT:HG'81 AF 14 = 15% = 210,000 cu.m.
1,400,000 cu.m. - 210,000 cu.m. = 1,190,000 cu.m. volume = 65.738 m radius (inside)
69.398 m radius (outside) - 65.738 m radius (inside) = 3.66 m = 366 cm shell thickness.
 
Now, you have done all your rules for armour, big guns, and so forth, but then it occurs to you that you also need to model what smaller weapons can do against a big, fat battleship. Sub-6" guns on destroyers, perhaps, or perhaps a very early war air-launched torpedo that barely remembers to arm itself versus something with a gigantic torpedo belt.

I don’t believe this example to be valid for the discussion, as you’re talking on the effect of small weapons to a large ship, and the torpedo against Bismark example, it really “penetrated” armor, by finding an unarmored critical spot (a good example of critical hit, BTW), while the whole discussion about the effect of large weapons in a small but heavily armored ship.

Frankly, as much as I tried to squeeze my brain, I cannot find a valid example in our world, as if such a small but very armored ship exists, I’m not aware of it. The closest example I can think about would be a pillbox. Small but armored to the point of being nearly invulnerable to most weapons. Could any large gun (let’s say an Iowa 16” round) hitting it but not penetrating its armor critically damage it?
 
Ah, I see the problem.
It's the assumption that is being made.

You're assuming a "crust only" type of armor on the sphere.
ALL of the armor goes on the OUTSIDE ... with none of it present on the INSIDE.
Only the outer shell gets thickened ... none of the interior structure gets any additional beefing up whatsoever.

You've got an "empty armored shell" that everything else goes into.
You're not doing a "defense in depth" where the armor affects everything inside the (outer) hull.



I think you'll find that if there are thickening bulkhead floors AND walls, not just partitions (in deck plan parlance) happening in the interior, that you won't be putting ALL of that armor volume onto the "surface" of the outer hull ... at which point, the fundamental underlying assumption of using the basic SPHERE equations that you're citing becomes the wrong process for finding a (correct) solution to the problem. :unsure:
Try this one - a 200dt ship with AV 14...
Easy enough.
Give me the CT Striker equivalent armor thickness (in cm of Hard Steel) that I'm trying to reach and I'll tell you how thick the bulkhead walls (which includes the outer hull) need to be when made of TL=14-15 Bonded Superdense armor material.

Armor doesn't just "harden the hull" ... it also "hardens" the engineering systems and equipment installed into that hull.
Armor, as a construction choice, is more of a "beef up to make everything more rugged" type of thing, rather than just putting a thicker shell onto the outside.

That's why Interior Explosions derived from the Surface Explosion and Radiation damage tables still apply armor as a +DM to damage results, because the "armor" factor goes all the way inside, not just on the outside. Meson guns are the "weirdos" because they bypass armor entirely, requiring a different solution (the meson screen). And then there's Black Globes that "act like armor" even against meson guns.
 
Frankly, as much as I tried to squeeze my brain, I cannot find a valid example in our world, as if such a small but very armored ship exists, I’m not aware of it. The closest example I can think about would be a pillbox. Small but armored to the point of being nearly invulnerable to most weapons. Could any large gun (let’s say an Iowa 16” round) hitting it but not penetrating its armor critically damage it?
Here's how I see this. High Guard large weapons cause automatic criticals against small targets. The armor works to reduce the number of these until they exceed the armor factor. At that point the armor is reduced, an Armor-1 hit if you want to see it that way. The armor itself is damaged, penetration has occurred. A critical hit ensues.

Naval guns versus pillboxes isn't a good example of a size difference critical. That match-up would fall within the normal outcomes of the damage table.
 
That's why Interior Explosions derived from the Surface Explosion and Radiation damage tables still apply armor as a +DM to damage results,

I'm afraid you may be wrong here:

HG80, page 48, on the DMs for Ship Damage Tables section:

5. Rolls resulting from other rolls (for example, interior explosion caused by surface explosion) are unmodified
 
The rules and their order of operation are explicitly designed and laid out that way to prevent "absolute immunity to incoming fire, no matter the magnitude of disparity"
And yet, this absolute immunity exists (meson fire excluded), though in larger ships...
 
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