And so armor is useless for smaller ships, except against the smallest batteries (which may be good or bad, depending on your view of space combat)...
Yes and no ... it really depends on the threat matrix.
Depending on what you're up against, armor can make "all the difference in the world" or be inadequate to the task of protection, or anywhere in between on a continuum of possible outcomes.
Not every engagement is going to be TL=15 vs TL-15, after all.
If the threat matrix is "1 turret batteries" then the highest weapon code factors you can face will be:
- Missiles code: 3 @ TL=13+
- Beam Lasers code: 4 @ TL=13+
- Pulse Lasers code: 3 @ TL=13+
- Plasma Guns code: 3 @ TL=12+
- Fusion Guns code: 5 @ TL=14+
- Particle Accelerators code: 2 @ TL=15
Since small craft can only mount 1 turret, in 1v1 combat between 2 small craft these are the "highest threats" that can be encountered at any TL.
Therefore, Armor: 10 is sufficient to protect Hull: 0 small craft from automatic critical hits when taking fire from weapons of up to code: 5.
Whether the small craft are equipped with enough Agility and Relative Computer Size to be able to attack and NOT MISS each other is a different issue. When dealing with tech level mismatches (TL=11 vs TL=13, for example), there can be design choices that favor different strategies (armored/slow vs glass cannon/nimble, for instance).
There is a limit to how powerful a computer model can be (usefully) installed into a small craft, due to the demands for EP by the computer, maneuver drive agility and weapon systems. As computer models get bigger, they not only require more tonnage (and get more EXPENSIVE) but require more EP to sustain them ... which in turn requires larger and larger power plants (which get EXPENSIVE too!) ... until reaching a breaking point where you just can't continue the progression to higher tech levels and still "make things fit" into a small craft form factor anymore.
At that point, you have to start making compromises ... because you can't have everything in a single package.
The LBB S9, p26 Heavy Fighter exemplifies this thinking and these compromises in action.
In fighter on fighter 1v1 action, an opponent is unlikely to have any weaponry exceeding code: 4 (as explained above). Plasma Guns and Fusion Guns can be "safely discounted" as small craft weapons due to their short range, making them "ineffective offensively" in LBB5.80 combat at Long Range ... and all LBB5.80 combats start at Long Range, regardless of who wins initiative. Against code: 4 weaponry in a Hull: 0 small craft, Armor: 8 is "adequate to the task" of preventing automatic critical hits from TL=13+ triple beam laser turrets organized as single batteries each.
In other words, the Heavy Fighter, as written, has "just enough" armor for its most likely mission tasking ... and no more.
The Heavy Fighter also has a model/7 computer (but no bridge to keep the tonnage down, so it functions as a model/6 computer) which will be sufficient to overmatch "most" opposition the TL=15 Heavy Fighter might encounter in the small craft displacement regime. Even though a model/6 computer has a minimum tech level of 12, it would be exceedingly difficult for a small craft to be able to mount a model/6 computer + bridge @ TL=12-14 and still have sufficient EPs for maneuver agility and weapons so as to carry out the fighter mission role. Therefore, the TL=15 Heavy Fighter with its (effectively) model/6 computer is very likely to overmatch lower tech level fighters in Relative Computer Size ... which is thus a tremendous advantage.
Take that same 50 ton Heavy Fighter up against a 1k+ ton Destroyer of almost any variety and the Heavy Fighter will be pretty seriously outclassed (as it should be in a 20+ to 1 displacement disparity). The threat matrix of 10+ turrets (coupled with model/7+ computers) changes rather dramatically the possible threat matrix for the Heavy Fighter when it comes to "shoot to kill" engagements. So it can be
somewhat fairly assumed that the mission role of the Heavy Fighter is to deal with "ACS type threats" rather than to be used against "BCS type threats" in whatever capacity the Heavy Fighter is being employed. So long as the mission tasking is against "lower end" threat matrix stuff, the Heavy Fighter will excel. As soon as you start pitting the Heavy Fighter against "higher end" threat matrix stuff, it starts losing effectiveness as a combatant rather rapidly.
However, even if a Heavy Fighter can't (reasonably) be expected to go 1v1 with 1k+ Destroyer classes as a combatant, it can still perform all kinds of Fleet Useful roles, including patrol, deep strike, reconnaisance and system defense support missions quite effectively ... because
Knowing Is Half The Battle.
Do you accept there's a possibility of armor not being penetrated and fully stopping a hit (or several ones)? If you do, how is this represented in game, if not by the "no effect" result on the table, as there's no table to penetrate armor?
That's why for every 2 factors of armor code, 1 automatic critical hit from an overmatch of weapon code vs hull size code is negated ... except against meson guns (which ignore armor). This has been cited multiple times from LBB5.80, p41, which I will quote here again for the benefit of anyone who does not have easy access to LBB5.80.
Critical Hits: All batteries whose weapon code exceeds the size code of the target ship will inflict (if they hit and penetrate) automatic critical hits equal to the size difference. For example, if a missile battery of factor 9 hits a size 4 ship, it will (in addition to any other damage) inflict 5 critical hits. These critical hits are reduced in number by one for each two factors of armor the target ship has; round odd numbers down. Meson gun hits are not reduced by armor.
In a lot of combats, the hull size code will tend to exceed the weapon code.
200 ton Traders (Hull: 2) versus mixed triple turrets (sand/laser/missile) in ACS type "merchant on pirate" engagements, where the weapons are unlikely to exceed battery code: 2 @ TL=13+ for each turret. In such encounters, the number of automatic critical hits will be
zero ... so rolling zero times on the critical hit table
(first) before proceeding to Surface Explosion/Radiation/Interior Explosion results
(second) makes perfect sense.
However, for some combats, the weapon code is very likely to exceed the hull code.
50 ton
Modular Cutters (Hull: 0) with no armor (Armor: 0) will take 1 automatic critical hit from even a code: 1 mixed turret (sand/laser/missile) weapon battery hit ... or 2 automatic critical hits from a code: 2 @ TL=13 mixed turret (sand/laser/missile) weapon battery hit. These automatic critical hits need to be resolved before rolling on the Surface Explosion/Radiation/Interior Explosion results tables.
Consequently, unarmored small craft are extremely vulnerable to weapons fire in ways that unarmored big craft are not.
There are
two (well, two and a half) possible solutions to this problem:
- Sufficient agility plus relative computer size to make successful hits "almost impossible" to achieve.
- Sufficient armor to make automatic critical hits "not happen" and most Surface Explosion damage results survivable.
- A mix of both (this is the most difficult to achieve, hence why it's something of a "half option").
Armor
can help mitigate the risks of automatic critical hits as well as the "severity" of damage taken via "normal" Surface Explosion/Radiation/Internal Explosion rolled results ... but there is a LIMIT (tech level divided by 2) to how much armor can protect against these threat factors in a small craft (Hull: 0) form factor.
So the moral of the story is ... don't stick a laser on a
Modular Cutter and think you've suddenly got the ultimate fighter
ready to take on the
galaxy local star system. You DON'T have a purpose built combat fighter ... you've got an armed transport ... which are very different things. Getting those two things confused can end ... rather badly ...