After spending a couple of weeks reading through the rules on the CD, I decided it was time to sit down and start putting things into practice. Since the odds of getting an honest Traveller game going are slim, and the rest of the family has been hinting at getting back into Rifts (yes, you may taunt me now), I decided to see if I could twist the T5 rules into a Rifts conversion. Since PC equipment is going to be the first order of business, I decided to start with the armor maker.
Since I've decided on a twist to the basic setting, I'm going to start with the standard bad-guy armor, the Coalition Dead Boy armor. Basically, it is a full body combat environment hard-suit somewhat akin to combat armor, not powered but sealed for post-apocalyptic battlefields. I'm going to deal with just the Armor value to start with to simplify things.
So, we'll start with a Suit - TL=5, Mass=10, Armor=2, Cr 1000.
Then we'll add Combat Environment - TL=7, Mass=2.5, Armor=7, Cr x6.
Burden = Medium, so TL=0, Mass=1, Armor=0, Cr x1.
Stage=Standard, so TL=1, Mass=1, Armor=0, Cr x1.
As I understand it, everything adds (except for Armor and Protection - according to the table and p272, Armor/Protection under Descriptors multiplies, and stage/burden mods add.)
So, with nothing else added, we wind up with
TL=13 (5+7+0+1)
Mass=14.5 kg (10+2.5+1+1)
Armor= 14 (Base 2, x 7 for CE)
Cost=Cr 6,000
Armor-14 is sufficient to stop up to 2d hits, which covers a good range of typical small arms and explosives.
So, is that even close to everyone elses read on the basics?
Another question - Burden and Stage effects Add to armor/protection - does that happen before or after multiplying? It seems the addition of burden/stage mods happens after the initial multiplication, otherwise anything with a negative mod on a suit ends up with negative armor (adding Light - base Armor = 2, -3 for light, equals -1 x 7 for Combat Environment).
So, if we make it Light armor, we wind up with TL=13, Mass=10.15 (14.5 * .7), Armor=11 (14-3 for light), Cost=6600 (6000*1.1)?

Since I've decided on a twist to the basic setting, I'm going to start with the standard bad-guy armor, the Coalition Dead Boy armor. Basically, it is a full body combat environment hard-suit somewhat akin to combat armor, not powered but sealed for post-apocalyptic battlefields. I'm going to deal with just the Armor value to start with to simplify things.
So, we'll start with a Suit - TL=5, Mass=10, Armor=2, Cr 1000.
Then we'll add Combat Environment - TL=7, Mass=2.5, Armor=7, Cr x6.
Burden = Medium, so TL=0, Mass=1, Armor=0, Cr x1.
Stage=Standard, so TL=1, Mass=1, Armor=0, Cr x1.
As I understand it, everything adds (except for Armor and Protection - according to the table and p272, Armor/Protection under Descriptors multiplies, and stage/burden mods add.)
So, with nothing else added, we wind up with
TL=13 (5+7+0+1)
Mass=14.5 kg (10+2.5+1+1)
Armor= 14 (Base 2, x 7 for CE)
Cost=Cr 6,000
Armor-14 is sufficient to stop up to 2d hits, which covers a good range of typical small arms and explosives.
So, is that even close to everyone elses read on the basics?
Another question - Burden and Stage effects Add to armor/protection - does that happen before or after multiplying? It seems the addition of burden/stage mods happens after the initial multiplication, otherwise anything with a negative mod on a suit ends up with negative armor (adding Light - base Armor = 2, -3 for light, equals -1 x 7 for Combat Environment).
So, if we make it Light armor, we wind up with TL=13, Mass=10.15 (14.5 * .7), Armor=11 (14-3 for light), Cost=6600 (6000*1.1)?
