• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

What works? How are ships and vehicles armed?

Ah, I see the problem.
It's the assumption that is being made.
The PROBLEM is that the 10 ton ship is only 3 meters in radius, so the idea that 21 cu.m. of armor protection in ANY configuration is equal to 210,000 cu.m. of armor protection in any configuration is nonsensical. It is the argument that a PT Boat and a Battleship will both stop a 16" shell with 15% of their mass dedicated to armor!
 
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.
To be more correct, you should be subtracting the armour volume from the total volume to get the unarmoured volume, calculating the radii of the total and unarmoured volumes - the difference between the radii is the armour thickness.

10 dTon: volume = 140 m^3, radius = 3.22 m
Armour 14 = 15% = 21 m^3; unarmoured volume = 119 m^3, unarmoured radius = 3.05 m
Armour thickness = 0.17 m

100,000 dTon: volume = 1400000 m^3, radius = 69.40 m
Armour 14 = 15% 210000 m^3; unarmoured volume = 1190000 m^3, unarmoured radius = 65.74 m
Armour thickness = 3.66 m
 
It is the argument that a PT Boat and a Battleship will both stop a 16" shell with 15% of their mass dedicated to armor!
Well, maybe a PT boar could stop a 16" shell with armor, but I guess it will be shaken (probably to the point of capsizing and sinking) to stop it...
 
And yet, this absolute immunity exists (meson fire excluded), though in larger ships...
If "nigh invulnerability" (meson guns excepted) did not exist at large hull sizes then those larger hull sizes would not be used, because they would be too vulnerable for the expense of constructing, crewing and maintaining them. Giant glass cannons have their uses, but they tend to be ... expendable/disposable.

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
And now we can have a TRUE debate about the semantics (and intent) of the RAW. :cool:
  1. Should that single sentence be interpreted to mean that all DMs modifying the results get dropped or otherwise nullified?
  2. Should that single sentence be interpreted to mean that all DMs modifying the results remain in effect ... unchanged ... and carry over "unmodified"?
  • Option 1 works best if the way that armor works is "surface only" like a hard candy shell, but offers no protection "inside" against interior explosions.
  • Option 2 works best if the way that armor works is "defense in depth" such that it offers protection "inside" against interior explosions, preventing even more catastrophic results.
Considering the fact that only nuclear missiles and spinal mounts can actually achieve these "cascade to another table" results against UNarmored (or just barely armored) craft in the first place, it's almost a moot point (almost) in most gameplay. Still, put me down for wanting a cascade of Surface Explosion to Interior Explosion to allow armor to still be a +DM on the results of the Interior Explosion damage table throw.
The PROBLEM is that the 10 ton ship is only 3 meters in radius, so the idea that 21 cu.m. of armor protection in ANY configuration is equal to 210,000 cu.m. of armor protection in any configuration is nonsensical.
What you're referring to is basically the effects of the square cube law in action, but only if you put ALL of the armor on the outside, with none going to the interior. Start spending some of that displacement in m3 in the interior (on thicker bulkheads, etc.) and the amount "left over" for slathering onto the surface changes.
 
Well, maybe a PT boar could stop a 16" shell with armor, but I guess it will be shaken (probably to the point of capsizing and sinking) to stop it...
It’s also likely to sink. Metaphor limit reached.

More relevantly, armor thick enough to repel 16” shells is going to not leave much room for crew, weapons or the much larger engine required to move all that weight. It will be the best armored machine gun platform money can buy.
 
And now we can have a TRUE debate about the semantics (and intent) of the RAW.

Well, not being English native speaker, I’m at disadvantage on any discussion about English semantics, but to me, “rolls (description of which ones) are unmodified” means you roll the dice, add the result and apply as such, without any DM.

Of course I may be missing some semantic hue here…
 
What you're referring to is basically the effects of the square cube law in action, but only if you put ALL of the armor on the outside, with none going to the interior. Start spending some of that displacement in m3 in the interior (on thicker bulkheads, etc.) and the amount "left over" for slathering onto the surface changes.
Yes, but for the sake of argument, let's place 90% of the armor interior and 10% on the surface ... that still means 1.6 cm = 34 cm of protection ... with the same ratio holding for every interior bulkhead. The only thing that would make sense would be 16 cm on the 10 dTon craft and a 3D honeycomb of 16 cm armored 10dTon spaces comprising the 100,000 dTon ship. Is EVERY wall and floor a hull-armor bulkhead and no space larger than 10 dTons?

That is not how I pictured a HG Dreadnaught. (YMMV)
 
Well, not being English native speaker, I’m at disadvantage on any discussion about English semantics, but to me, “rolls (description of which ones) are unmodified” means you roll the dice, add the result and apply as such, without any DM.

Of course I may be missing some semantic hue here
Nope, you have the normal meaning of that phrase.
 
Yes, but for the sake of argument, let's place 90% of the armor interior and 10% on the surface
You can simplify things to that extent ... but unfortunately it doesn't scale properly for all volumes (let alone all configurations of hull exterior). Granted, the latter concern is mitigated by the fact that you're comparing small spheres to big spheres, but the fixed percentage when dealing with a sliding scale of the square cube law remains a problem at the critical starting point when thinking about the problem.

The way that I think of this problem is that if Armor-14 requires 17cm of Bonded Superdense armor ... then it requires 17cm of Bonded Superdense bulkheads all over the outside and interior spaces of the craft, regardless of hull size. The "huge" craft has more surface area, but it also has more interior than the small craft.

Trying to "solve" the displacement equation using only the surface of the hull is the wrong way to start thinking about the issue.
And I can prove it ... just by changing the configuration of the hull. :oops:

Let's switch from a sphere to a cube.
We'll use @TamasinP's method of volumetric bounding to work out our dimensions for surface armor.
100,000 dTon: volume = 1400000 m^3, radius = 69.40 m
Armour 14 = 15% 210000 m^3; unarmoured volume = 1190000 m^3, unarmoured radius = 65.74 m
Armour thickness = 3.66 m
So there's the 100k ton sphere ... 366cm exterior hull thickness with NO armor inside the interior.
What happens with a cube? :unsure:

100,000 dTons volume = 1,400,000m3, 111.87m per side of cube
Armor 14 = 15% = 210,000m3 ... therefore ... unarmored volume = 1,190,000m3, 105.97m per side of cube
Armor thickeness = 111.87-105.97 = 590cm exterior hull thickness with NO armor inside the interior

Same displacement, different configuration (sphere vs cube).
366 * 1.612 = 590

So what's the difference between a sphere and a cube then?
Well, a sphere has a higher volume per unit of surface area ... and a cube has a higher surface area per unit of volume.

But the armored exterior hull is supposed to be the same thickness for all configurations of the same displacement tonnage ... and isn't! :mad:

Yes, I know.
Curses, foiled again ... and all that. 😅

Ask the wrong question ... get a wrong answer.
And why do I say that?
Because armor isn't "just" about the exterior (surface area) ... it's about the interior too ... and overly simplistic surface area to volume equations are not going to tell you how much armor is occupying interior volume spaces, because it (by definition) CAN'T. And because of how the square cube law "works" you can't just stick a constant fraction on it (like 10/90) and think you've solved for everything in all contexts and circumstances.

That's why the better answer to the problem of "how thick are the bulkheads?" at different armor code values is to work out what the thickness "ought to be" ala CT Striker armor value table and then work backwards from that based on the toughness of the armor material used (for TL=14-15 that's Bonded Superdense). That gives you the thickness of armor for ALL craft of ALL displacements ... from 10 tons to 1M tons. Where it "goes" and how "compartmentalized" the interior volume becomes is an Interior Decorator™ problem when drawing up deck plans. My assumption is that as armor values go up, the number of interior partitions comes down ... until reaching a point where EVERY wall is a bulkhead (whether it "needs" to be or not!) when approaching the point of max armor code value for any given tech level.

Maximum armor means maximum compartmentalization of interior spaces to limit the propagation of damage to adjacent interior compartment volumes (go figure, eh? :rolleyes:).
 
100,000 dTons volume = 1,400,000m3, 111.87m per side of cube
Armor 14 = 15% = 210,000m3 ... therefore ... unarmored volume = 1,190,000m3, 105.97m per side of cube
Armor thickeness = 111.87-105.97 = 590cm exterior hull thickness with NO armor inside the interior
100,000 dTons volume = 1,400,000m3, 111.87m per side of cube
Armor 14 = 15% = 210,000m3 ... therefore ... unarmored volume = 1,190,000m3, 105.97m per side of cube
Armor thickeness = 111.87-105.97 = 590cm exterior hull thickness with NO armor inside the interior

I’m afraid something is wrong here (or I read something wrong).

If the cube side is 105.97 m, each side surface would have 105.972 m2, so, as the cube has 6 equal sides, total surface would be 6 times so, so 105.972x6=67377.85 m2

As armor is 210.000 m3, divided the 67377.85 m2 surface, we have 3.11 m thickness armor, a little less than the sphere (logical, as the volume is the same and the surface larger)
 
100,000 dTons volume = 1,400,000m3, 111.87m per side of cube
Armor 14 = 15% = 210,000m3 ... therefore ... unarmored volume = 1,190,000m3, 105.97m per side of cube
Armor thickeness = 111.87-105.97 = 590cm exterior hull thickness with NO armor inside the interior
Ermmm, you need to halve that to get the armour thickness for a cube, unless the armour is only on three faces ;)

Besides, we weren't discussing how the armour might be distributed, but the discrepancy between the thickness of it between small and large vessels.
 
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.
As I recall, the toughness of bulkheads and doors does not scale with ship size or armour. If they did, you'd think that the AHL game would have mentioned it (or MegaTraveller, later).
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.
But they don't. HG80, p.48 "DMs for the Ship Damage Tables" states:
Note.5 said:
5. Rolls resulting from other rolls (for example interior explosion caused by surface explosion) are unmodified.

If Interior armour is significant, meson gun explosions should be at least somewhat affected by it, but they utterly ignore physical armour.
 
Respectfully, a 100,000 dTon Dreadnought fires PROJECTILES the size of a 10 dTon fighter [metaphorically - it fires salvos of missiles from 100 dTon bays and beams from 10,000 dTon Spinal Weapons], so the thought that a 100,000 dTon Dreadnought could be armored (HOWEVER IT IS ACCOMPLISHED) to withstand a "10 dTon warhead" is reasonable. The thought that a 10 dTon Fighter could be armored (HOWEVER IT IS ACCOMPLISHED) to withstand a warhead as large (or larger) than itself is not reasonable.

Thus, the CT:HG-1981 system is BROKEN on a far more fundamental level than when, where, how and if "critical hits" are applied to that armor.

EDIT:
Back to the US Army advice ... I "STOOD UP" and joined the conversation, I "SPOKE UP" and said what I had to say, so now it is time for me to "SHUT UP" and stop repeating myself. Some will agree and some will disagree and that is PAR for this course. ;)
 
Last edited:
If the cube side is 105.97 m, each side surface would have 105.972 m2, so, as the cube has 6 equal sides, total surface would be 6 times so, so 105.972x6=67377.85 m2
See that if we consider the exterior surface (so including armorm as I guess it should be, but I am not an expert)), then total surface (with an edge of 111.87 m) would be 75089.38 m2, and thickness would be 2.79 m, even quite less
 
1,400,000 cube subtract the 210,000 for the internal cube. = 1,190,000
111.9 ext length of side
106.0 int length of side difference is 3.9m

A cube has a greater surface area than a sphere of equal volume so to have an identical volume of armour the thickness is different.

See FF&S, GT:ISW for a simplification of this.
 
Last edited:
1,400,000 cube subtract the 210,000 for the internal cube. = 1,190,000
111.9 ext length of side
106.0 int length of side difference is 3.9m

A cube has a greater surface area than a sphere of equal volume so to have an identical volume of armour the thickness is different.

See FF&S, GT:ISW for a simplification of this.
I think you mean 5.9 m (111.9 minus 106.0), which makes the armour thickness 2.95 m.
 
Ask the wrong question ... get a wrong answer.
And why do I say that?
Because armor isn't "just" about the exterior (surface area) ... it's about the interior too ... and overly simplistic surface area to volume equations are not going to tell you how much armor is occupying interior volume spaces, because it (by definition) CAN'T. And because of how the square cube law "works" you can't just stick a constant fraction on it (like 10/90) and think you've solved for everything in all contexts and circumstances.

That's why the better answer to the problem of "how thick are the bulkheads?" at different armor code values is to work out what the thickness "ought to be" ala CT Striker armor value table and then work backwards from that based on the toughness of the armor material used (for TL=14-15 that's Bonded Superdense). That gives you the thickness of armor for ALL craft of ALL displacements ... from 10 tons to 1M tons. Where it "goes" and how "compartmentalized" the interior volume becomes is an Interior Decorator™ problem when drawing up deck plans. My assumption is that as armor values go up, the number of interior partitions comes down ... until reaching a point where EVERY wall is a bulkhead (whether it "needs" to be or not!) when approaching the point of max armor code value for any given tech level.

Maximum armor means maximum compartmentalization of interior spaces to limit the propagation of damage to adjacent interior compartment volumes (go figure, eh? :rolleyes:).
For this to work, the exterior armour has to be the same thickness as the interior armour. It also implies that a 2 DTon cube (like a small stateroom, say) at TL-9 can have about 20cm of armour all over.

There's one flaw in this - it is not consistent with later versions of Traveller (TNE/FF&S, T4/FF&S2), and one of these was written by some of the original authors and the other overseen by another so if the 'conglomeration of armoured boxes' was what Miller, Chadwick, et al. had in mind around 1980, you'd think that they'd have modelled it in FF&S.

On the other hand, MegaTraveller perhaps does follow something like what you suggest - it's tables for hulls have weird and inconsistent scaling, but it's roughly to the 5/6th power for space vessels which implies a lot of internal structure and not much skin. It's more like 3/4 power for small craft and most vehicles, implying more skin (sensible), but for small vehicles it's linear, implying all structure which is about the opposite of what you'd expect for armouring something of a few cubic metres or less volume.

GURPS Traveller assumed armour was a skin, and had a separate structure that helped determine hit points (or rather the underlying Vehicles rules did, and that transferred over to GT). I see T5 distinguishes between frame plus skin and frameless 'shell' hulls, but uses a percentage of displacement per layer of armour, which is presumably a simplifying choice, because it doesn't make sense mathematically.

MgT2 is also back to plain percentage of displacement, but it has a specific option for armoured bulkheads that provide protection to specific system, implying that normally they do not get tougher armour as the ship's armour value increases. Also, the modular hull option doesn't allow armour in modules, and nor does it require it, implying that armour does not involve massive armoured sub-division.

It looks to me like the authors, insofar as we can tell working back from their works, saw armour as being primarily a surface skin, and the use of linear volume for armour was simply a simplification used in many rulesets.
 
You can simplify things to that extent ... but unfortunately it doesn't scale properly for all volumes (let alone all configurations of hull exterior). Granted, the latter concern is mitigated by the fact that you're comparing small spheres to big spheres, but the fixed percentage when dealing with a sliding scale of the square cube law remains a problem at the critical starting point when thinking about the problem.

The way that I think of this problem is that if Armor-14 requires 17cm of Bonded Superdense armor ... then it requires 17cm of Bonded Superdense bulkheads all over the outside and interior spaces of the craft, regardless of hull size. The "huge" craft has more surface area, but it also has more interior than the small craft.

Trying to "solve" the displacement equation using only the surface of the hull is the wrong way to start thinking about the issue.
And I can prove it ... just by changing the configuration of the hull. :oops:

Let's switch from a sphere to a cube.
We'll use @TamasinP's method of volumetric bounding to work out our dimensions for surface armor.

So there's the 100k ton sphere ... 366cm exterior hull thickness with NO armor inside the interior.
What happens with a cube? :unsure:

100,000 dTons volume = 1,400,000m3, 111.87m per side of cube
Armor 14 = 15% = 210,000m3 ... therefore ... unarmored volume = 1,190,000m3, 105.97m per side of cube
Armor thickeness = 111.87-105.97 = 590cm exterior hull thickness with NO armor inside the interior

Same displacement, different configuration (sphere vs cube).
366 * 1.612 = 590

So what's the difference between a sphere and a cube then?
Well, a sphere has a higher volume per unit of surface area ... and a cube has a higher surface area per unit of volume.

But the armored exterior hull is supposed to be the same thickness for all configurations of the same displacement tonnage ... and isn't! :mad:

Yes, I know.
Curses, foiled again ... and all that. 😅

Ask the wrong question ... get a wrong answer.
And why do I say that?
Because armor isn't "just" about the exterior (surface area) ... it's about the interior too ... and overly simplistic surface area to volume equations are not going to tell you how much armor is occupying interior volume spaces, because it (by definition) CAN'T. And because of how the square cube law "works" you can't just stick a constant fraction on it (like 10/90) and think you've solved for everything in all contexts and circumstances.

That's why the better answer to the problem of "how thick are the bulkheads?" at different armor code values is to work out what the thickness "ought to be" ala CT Striker armor value table and then work backwards from that based on the toughness of the armor material used (for TL=14-15 that's Bonded Superdense). That gives you the thickness of armor for ALL craft of ALL displacements ... from 10 tons to 1M tons. Where it "goes" and how "compartmentalized" the interior volume becomes is an Interior Decorator™ problem when drawing up deck plans. My assumption is that as armor values go up, the number of interior partitions comes down ... until reaching a point where EVERY wall is a bulkhead (whether it "needs" to be or not!) when approaching the point of max armor code value for any given tech level.

Maximum armor means maximum compartmentalization of interior spaces to limit the propagation of damage to adjacent interior compartment volumes (go figure, eh? :rolleyes:).
Actually on that last point, I did some work on that with the idea that some navies might prefer internal bulkhead improvements to especially mitigate meson hits.

I called it nautilus armor, after the mollusk.

Also, studies on differentiating armor based on critical vs non critical spaces like the wet navy American armor system, and hull slope arrangement and presented aspect vs incoming fire.


Ended up not doing any of it, cause not enough play value for player agency even if it scratched my itch.
 
Last edited:
I’m afraid something is wrong here (or I read something wrong).
Ermmm, you need to halve that to get the armour thickness for a cube, unless the armour is only on three faces ;)
Yes, I missed a step (the divide by 2 to get 6 sides, not just 3).

However, the point still stands that the displacement tonnage devoted to armor will cause armor thickness to vary for different configurations of hull that have identical displacements (such as 10 vs 10 or 100k vs 100k). So trying to use the tonnage fraction as a way to determine outer hull thickness of the "armored shell" variety is something of a fool's errand. Using that methodology will arrive at the wrong conclusions with extreme accuracy and confidence (as demonstrated above).

After all, the point of the exercise was to find a consistent "hull thickness" that would be true for all craft of the same displacement which can then be scaled to all craft of any displacement ... and it doesn't work like that if you start with displacement volume. You aren't going to get a "one size formula fits all" solution to the question of how thick an armored hull ought to be from the tonnage fraction devoted to it and then working backwards.

Instead what you need to do is look up the armor table in CT Striker, cross-check the Armor Rating on the table with the thickness of material equivalence that yields that armor rating and then work backwards from there using the armor Toughness rating for the different materials (as I've now said repeatedly by this point). THAT methodology will give you a consistent, hull size agnostic answer to the question of how thick the bulkheads (and thus the outer hull of a craft) ought to be.
For this to work, the exterior armour has to be the same thickness as the interior armour.
Yup.
Bulkheads, wherever they are placed, ought to be the same thickness in all locations.
If you look at any deckplans for starships and small craft in CT (pick a book, any book), they all use the same thickness of lines for the habitable compartment spaces as they do for the lines of the outer hull. Coincidence? I think not. :rolleyes:

If a craft is armored, ALL of the bulkheads used in the construction get thicker, not just the ones on the outer skin.
Pretty simple, really.
it is not consistent with later versions of Traveller (TNE/FF&S, T4/FF&S2)
And ...?
Are later versions of Traveller written for different systems retroactively "binding" on earlier systems?
The fact that many of the same authors worked on both is "nice to know" (for historical reasons), but is not germane to what is written for how LBB5.80 works and why.

Kind of like how later versions of D&D have Feats ... but the first editions of D&D did not.
The first versions of D&D used the THAC0 system ... which was (fortunately) later revised into the DC system.
Yes, the later versions "grew out of the former" ... but you can't just backport everything 1:1 and expect nothing to go wrong when it comes to reconciling everything involved.
On the other hand, MegaTraveller perhaps does follow something like what you suggest
For what it's worth, on the "historical precent" scale, MegaTraveller is "closer" to CT (game mechanically speaking) than TNE/FF&S, T4/FF&S2 in terms of "lineage" when it comes to how many "generations apart" the game mechanics are, and the concepts that they are founded upon.

If it helps, think about it a bit like plate tectonics. Hundreds of millions of years ago (because of geologic time scales) the continents on the surface of the Solomani homeworld were in different locations than they are in the present day. Same continents, different arrangement, different topography ... so a map for one era is not necessarily a good guide in a different era, because the terrain doesn't match up 1:1.
GURPS Traveller assumed armour was a skin
To be fair, GURPS in general treats armor like a skin.
Even CT Striker treated armor like a skin (at vehicle scale), since it was something applied to all 6 sides (front/rear, left/right, top/bottom) of a box shape.

When you get to the scale of small craft/big craft, you're not really dealing with "vehicle scale" stuff anymore, it's more like "building architecture" (like skyscrapers that go into space!) and everything gets a lot more complicated (to gloss over a LOT of factors very quickly).
MgT2 is also back to plain percentage of displacement, but it has a specific option for armoured bulkheads that provide protection to specific system, implying that normally they do not get tougher armour as the ship's armour value increases.
I am not familiar with MgT2, but it sounds like a way to selectively armor certain high value systems, rather than just doing a "one size fits all" blanket armor value for everything (like was done in CT).
If Interior armour is significant, meson gun explosions should be at least somewhat affected by it, but they utterly ignore physical armour.
Meson guns "ignore armor" because of how they work.
The analogy is imprecise and isn't how meson guns "do their thing" ... but for simplicity of illustration purposes (and to get the idea across adequately and concisely) ... meson guns are a combination of weaponizing a transporter accident of an anti-matter warhead.

The mesons "don't interact with normal matter" until they decay (the transporter effect) and the weapon firing the mesons can control "where and when" that decay point occurs ... with the idea being that it happens inside the hull of an opposing craft (because you don't want to get any mesons on YOU). So meson guns "bypass armor" because they "skip over all matter" until they decay, creating all kinds of weaponized nuclear nastiness. Not a "true" anti-matter weapon, but certainly up there in the "poor man's antimatter" in the way that some highly energetic explosives can be described as a "poor man's nuke" ... and when it hits, it's going to be INSIDE your craft and it bypasses EVERYTHING (except meson screens and black globes) to get there and "make a mess of the place" at the critical decay point.

It's basically a high tech Sphere Of Annihilation that gets teleported inside of stuff.
If your targeting is right and a meson screen doesn't muck up the decay point, things get UGLY inside the target.

That's why meson guns "ignore armor" the way they do.
They're something of a weaponization of a transporter accident and an anti-matter warhead ... kinda sorta, if you squint hard enough.
It's not ACTUALLY that, but for the purposes of conversation on the topic there are remarkably few differences.
A TRUE (anti)matter transporter sending an ACTUAL anti-matter warhead would be MUCH MORE DESTRUCTIVE, I'm thinking.
So perhaps calling meson guns "early disintegrators" of matter would be more accurate ... kind of like how plasma guns are the precursors to fusion guns ... except that meson guns are more like "teleport disintegrators" rather than any kind of "disintegrator beam weapon" akin to a laser (that erases matter).

LBB5.80, p18:
Meson Guns create high energy mesons and direct them at targets. Mesons have short lives, which can be prolonged to precise durations by accelerating them to relativistic speeds. If the point of decay is manipulated to occur inside the target ship, the result is high energy explosions and radiation damage. Because of the nature of the meson, it can pass through armor and matter without resistance.
 
Back
Top