Right as written there are some problems i can see with the Re-Entry rules (P.364-365). We will take a standard Scout/Courier TL=11 (11AV) trough all the Re-Entry types.
Fast Boost/Re-Entry does 2000 Friction damage modified by the Friction value for the ship, in this case /5 for Lifting Body hull. This means that Heat-400 damage is done to the Scout even with minimum damage (400) the ship is wiped out. Everything over 11 points is damage to components going from compartment to compartment using up the points.
Slow Boost/Re-Entry does 200 Friction modified down to Heat-40 for the Scout and again we see that minimum damage would destroy our Scout ship.
Safe Boost/Re-Entry does no damage and is therefore completely safe, but does take 5x the World size to complete.
Now if the Scout had an Ablative Coating applied to the Hull then its AV=11 is now AV=1100 versus the Heat but it would still struggle to survive the Fast Boost/Re-Entry since average damage is likely 1200 from 400d6.
Now it has been mentioned several times on the forums that Starship armour is 10x more effective against damage than normal armour, and that seems fair, since if we look at combat armour and Battledress AV ratings why would you bother with hull armour at all you would make spaceships from Battedress and strap them to engines to move about which breaks the internal consistency of the setting, well in my opinion.
If we do that to the Previous Examples then the Fast Boost/Re-Entry is still out , the Slow Boost/Re-Entry is possibly survivable if you roll lowish on 40d6 (average 120 against AV=110).
So basically unless you have multiple layers of armour or the Ablative Coating applied the only Re-Entry type anyone can use without committing suicide is the Safe one. Now i actually like the concept of the Re-Entry doing possible damage but i think it should be influenced by pilot skill as well as the basic factors presented. The Task for Re-Entry/Boost is Difficult (3d), if the task is successful then double the Friction factor from the Hull and for every 1d you choose to make the task harder you may double it again giving the really good pilots a chance to land on world faster than not so good pilots without all the damage and flaming death.
This would then make, assuming the pilot made the basic roll, Fast Boost/Re-Entry doing Heat-200, Still unsurvivable without Ablative Coating. The Pilot would have to take a 2d penalty to make it possible to survive making the task 5d in total but providing /40 (/5 double to /10, then doubled for the first penalty die to /20 and then double to /40 for the 2nd penalty die) so Heat-50 from Re-Entry.
Slow Boost/Re-Entry doing Heat-20 for the Scout, now possible also assuming the 10x rule, which gets our Scout to World surface in World Size hours, more like the times presented in CT and MT.
What do you guys think.
Fast Boost/Re-Entry does 2000 Friction damage modified by the Friction value for the ship, in this case /5 for Lifting Body hull. This means that Heat-400 damage is done to the Scout even with minimum damage (400) the ship is wiped out. Everything over 11 points is damage to components going from compartment to compartment using up the points.
Slow Boost/Re-Entry does 200 Friction modified down to Heat-40 for the Scout and again we see that minimum damage would destroy our Scout ship.
Safe Boost/Re-Entry does no damage and is therefore completely safe, but does take 5x the World size to complete.
Now if the Scout had an Ablative Coating applied to the Hull then its AV=11 is now AV=1100 versus the Heat but it would still struggle to survive the Fast Boost/Re-Entry since average damage is likely 1200 from 400d6.
Now it has been mentioned several times on the forums that Starship armour is 10x more effective against damage than normal armour, and that seems fair, since if we look at combat armour and Battledress AV ratings why would you bother with hull armour at all you would make spaceships from Battedress and strap them to engines to move about which breaks the internal consistency of the setting, well in my opinion.
If we do that to the Previous Examples then the Fast Boost/Re-Entry is still out , the Slow Boost/Re-Entry is possibly survivable if you roll lowish on 40d6 (average 120 against AV=110).
So basically unless you have multiple layers of armour or the Ablative Coating applied the only Re-Entry type anyone can use without committing suicide is the Safe one. Now i actually like the concept of the Re-Entry doing possible damage but i think it should be influenced by pilot skill as well as the basic factors presented. The Task for Re-Entry/Boost is Difficult (3d), if the task is successful then double the Friction factor from the Hull and for every 1d you choose to make the task harder you may double it again giving the really good pilots a chance to land on world faster than not so good pilots without all the damage and flaming death.
This would then make, assuming the pilot made the basic roll, Fast Boost/Re-Entry doing Heat-200, Still unsurvivable without Ablative Coating. The Pilot would have to take a 2d penalty to make it possible to survive making the task 5d in total but providing /40 (/5 double to /10, then doubled for the first penalty die to /20 and then double to /40 for the 2nd penalty die) so Heat-50 from Re-Entry.
Slow Boost/Re-Entry doing Heat-20 for the Scout, now possible also assuming the 10x rule, which gets our Scout to World surface in World Size hours, more like the times presented in CT and MT.
What do you guys think.