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Personal / Vehicular / Ship Damage

JFGarber

SOC-12
Help. Can anyone point me to a discussion in the book of the relationships between the damage dice of the man-portable fusion gun carried by Our Plucky Hero and the armor value of the Type S scout at which she's firing?

thanks,
 
Help. Can anyone point me to a discussion in the book of the relationships between the damage dice of the man-portable fusion gun carried by Our Plucky Hero and the armor value of the Type S scout at which she's firing?

thanks,

I haven't wandered too far beyond personal combat, but I'm pretty sure the short answer is no, because there is no such discussion.

As far as I know the Type S isn't detailed in the book, only the rules for building a version of one.

I don't see any rules for scaling damage, so presumably it doesn't scale, it simply is what it is. Starship AV seems to default to TL x 10. Can't find a default TL for the Type S anywhere but I'd guess at TL 12 x 10 = 120. An 'unqualified' Fusion Gun (FG-13) dishes out Pen-6 Burn-4 or Hits (v1) 10D. Any way you slice it, none of those are getting through 120 points of armour.

If anyone would care to provide a more qualified answer, I'd be as delighted to read it as JF.
 
I haven't wandered too far beyond personal combat, but I'm pretty sure the short answer is no, because there is no such discussion.

[...]

I don't see any rules for scaling damage, so presumably it doesn't scale, it simply is what it is.

If so, then there's another errata item. Last I heard, Starship AV = 10 x Personal AV, and Personal AV == Vehicle AV.

Thus a sufficiently powerful personal-combat weapon could penetrate certain starship armors. Though the type of starship armor will indicate the type of attack it's more protected against.
 
If so, then there's another errata item. Last I heard, Starship AV = 10 x Personal AV, and Personal AV == Vehicle AV.

Thus a sufficiently powerful personal-combat weapon could penetrate certain starship armors. Though the type of starship armor will indicate the type of attack it's more protected against.

You're probably right Rob, p.342 expresses turrets in turns on 1,2 or 3D, and I can't imagine that's supposed to equate to the 1, 2 and 3Ds of pistols and rifles.

So ignore me JF.
 
Looking at the T5 BBB I see that 'starship armor = TL x10' for Armor Value (AV) on page 620 (Construction Materials) ....
 
You're probably right Rob, p.342 expresses turrets in turns on 1,2 or 3D, and I can't imagine that's supposed to equate to the 1, 2 and 3Ds of pistols and rifles.

So ignore me JF.

My ignore list is empty. However I confess that I scroll right past some posts, unread. :smirk:

Your point about the non-equivalency of 1D pistols and 1D turret lasers is the basis of my question. Robject's ratio is reasonable--I've just been unable to find that in the Tome. I will post it as errata.
 
If so, then there's another errata item. Last I heard, Starship AV = 10 x Personal AV, and Personal AV == Vehicle AV.

Thus a sufficiently powerful personal-combat weapon could penetrate certain starship armors. Though the type of starship armor will indicate the type of attack it's more protected against.

You were right Rob, found it in the Beta, Starship Armor, p.309

"Space AV x 10 equals each Personal AV:"

So presumably 1d6 of turret in space is 10d6 of turret on the ground when applied to that charging nutter with the FG-13, and Your Plucky Heroine's FG-13 goes from 10D to 1D.

Convenient.
 
See that's when our plucky heroine pulls out our mad scientist's Gatling FGMP-14...or any other multibarrel FGPM :devil:
 
See that's when our plucky heroine pulls out our mad scientist's Gatling FGMP-14...or any other multibarrel FGPM :devil:

The FGa-14?

Not screamingly 'MP' at 92 kilos, particularly cruel in light of it's 1 additional Pen and no additional Hits.

I'm laughing on the inside.

No, really.
 
Its not made any clearer, but look at page 393 and specifically the Massive Explosion Adjustments bit. This does imply that that weapons of different sizes inflict more or less damage against Starships and if carried over into personal combat would influence the amount of damage from them.

I did write about this on another thread but can't find it at the moment.
 
Now just to throw a spanner in the works what about starship and vehicle weapons. Now a starship missile is Size-5 and is the benchmark for Damage. (Page 393). A Size-4 missile does 1/10th damage and Size-6 does double, but both can cause massive explosion (100d damage). Now this is in relation to starship combat, but what about against ground personnel and vehicles.

A Size-1 missile is a bullet
Size-2 is a Slug Launcher or Slug
Size-3 is a SAlvo Rack or Vsmall Missile
Size-4 is Ortillery or Small Missile
Size-5 our benchmark
Size-6 a KK Missile or rail gun.

does this mean that a bullet does 1/10,000th of damage against starships a Slug does 1/1000th, a Vsmall Missile 1/100th, and the Small Missile the 1/10th as implied. And then from there shouldn't the Artillery weapons in Gunmaker be doing 10x the damage that is stated. And are the Launchers just a bit underpowered then in comparison to bullets? In my opinion wouldn't the launcher munitions be Size-3 missiles at the least, and the Artillery rounds Size-2? I realize that Marc wants a combat system that flows well and shouldn't be the be-all and end-all, but with the stuff thats already here there is a lot of great potential for a really good combat system, if things could be explained a bit more thoroughly.

This is my previous post
 
This is my previous post

I can understand the train of logic based on what explanation is there but I'd rather stick with "Space AV x 10 equals each Personal AV" and everything that implies.

But as you know LK, I never enough trouble interpreting the PCS without considering ACS to PC combat.
 
To further clarify, how do the damage types move back and forth? A starship laser would be as a hand laser: about 3/4 burn dice and the remainder penetration dice when applied to character armor.

Would all dice from the personal weapon be summed, or would only certain types? Clearly, stench damage is out. Bang? Bullet should be in, as should penetration.

Other thoughts?
 
All the types that must affect Armour should be included. Apparently Starship armour is 100x more effective against Friction damage and against the cold of vacuum, so presumably anything that affects insulted or sealed ratings could be used. RAD and EMP can be bought as Anti Layers so they are in as well. Actually they would all be applicable, its a question of whether they can really affect a ship.
 
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