Spinward Flow
SOC-14 5K
There is a ... dichotomy ... between how to interpret the "concept" of armor in gaming.Please explain your reasoning, I have never found anyone who thinks it makes any sort of sense.
The classical (and era concurrent) way was how D&D did it with THAC0 and AC ... it's a modifier that determines hit or miss. If you don't make the hit threshold on the dice roll to hit, you deal no damage/miss. For storytelling purposes, if the roll fell into the range that the armor was modifying the roll, you could say that the armor "took the hit" and shrugged it off.
Another way of dealing with the concept is that it doesn't make any difference to hit/miss rolls, but does make a difference to damage results. The armor "soaks" a portion (or all) of the incoming damage, reducing the amount of damage that takes effect/needs to be recorded. LBB5.80 armor, as a game mechanic, is oriented around this damage reduction axis, rather than on a hit/miss type of modifier axis.
After that, it's simply a matter of deciding "how much damage reduction" do varying game statistical values of armor yield ... including the notion that extremely high levels of armor protection produce "nigh invulnerability" to incoming damage.
In Traveller, particularly for small/big craft, armor is about damage REDUCTION, in order to bias damage result yields in the direction of No Effect even when weapons successfully hit to deal damage. From that standpoint, hull size is substantially irrelevant (10 tons vs 1M tons) ... what matters is how much reduction does the armor rating on a craft offer.
The one BIG difference between 10 ton vs 1M ton craft comes with the Automatic Critical Hits rule (LBB5.80, p41 and p48).
A small craft (Hull: 0) with Armor-15 can take hits from weapon batteries (that aren't meson guns) of up to code: 7 without suffering Automatic Critical Hits.
Small craft (Hull: 0) with Armor-15 takes 1 Automatic Critical Hit from code: 8 weapon batteries (that aren't meson guns) ... and that Critical Hit reduces the Armor value by -1 (from 15 to 14). Against code: 9 weapon batteries (that aren't meson guns), the small craft takes 2 Automatic Critical Hits ... and loses -2 Armor (from 15 to 13).
So against "powerful" batteries that concentrate a lot of firepower onto a small craft, even with "nigh invulnerability" to surface explosion and radiation table damage results, it's still possible to "burn through" Armor-15 and achieve "mission kills" because of the Automatic Critical Hits factor.
That vulnerability to Automatic Critical Hits does not happen with larger hulls.
A 900 ton big craft (Hull: 9) with Armor-0 will take NO Automatic Critical Hits from weapon batteries of code: 9-, thanks to it's hull size.
The surface explosion results will be bad (with no armor), but the craft won't be taking Automatic Critical Hits from anything short of a Spinal Mount.
Larger hull sizes (all the way up to 1M tons) likewise will be "bigger enough" to soak some/most/all of the incoming damage from Spinal Mounts in ways that prevent Automatic Critical Hits. So in that respect ... 300,000 tons (Hull: T) is the minimum displacement needed to NOT receive Automatic Critical Hits from Spinal Mounts ... which is a property NOT shared with small craft, because of how the Automatic Critical Hits system works.
What this means is that heavily armored small craft are HIGHLY RESISTANT to incoming damage ... until they're NOT ... and the sheer power being directed at them overwhelms their armor protection yielding Automatic Critical Hits from sufficiently massed battery fire. This means that code: 9 Particle Accelerator Bays are extremely effective anti-small craft batteries (60 EP, TL=14+ under LBB5.80), as are 10x triple beam lasers (30 EP @ TL=13+) or 10x dual fusion guns (40 EP @ TL=14+) ... with the particle accelerator bay NOT being disadvantaged by Long Range engagement, unlike lasers (-1 to hit at long range) and fusion guns (short range only).
Direct enough firepower at small craft and even with Armor-15, they can be "mission killed" by powerful weapon batteries ... because they're SMALL craft and "lots of armor" can only do so much to protect them against incoming firePOWER. Against "low power" battery code values, small craft can be nigh invincible, because their armor is just that tough.
The same is NOT true for increasingly large big craft with Armor-15, so hull size DOES make a difference that is rarely appreciated (mainly because people conveniently forget about the Automatic Critical Hits rule that disfavors small hull sizes).
Your turn.