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Vehicle Armour Values

First let me apologise for what might be seen as a noob question.

Examining 101 Vehicles I am having a problem with some of the stats, eg;

TL10 Horronon ATV
Hull: 10/26 Armour 16E
Power 1/2
Loco 2/5

My questions are these;

Armour 16E? My question is what is this in decimal? An online converter makes it 367!! No weapon is ever gonna get through that so I must be converting incorrectly? I also assume that this armour rating covers the locomotion, power and anything else on the vehicle?

The hits for each location are multiplied by 10 I believe but I can't find that written down anywhere, am I right? Thus making the hull 100 points of damage to render non-functioning and a further 260 to destroy it.

Any help appreciated.
 
First let me apologise for what might be seen as a noob question.

Examining 101 Vehicles I am having a problem with some of the stats, eg;

TL10 Horronon ATV
Hull: 10/26 Armour 16E
Power 1/2
Loco 2/5

My questions are these;

Armour 16E? My question is what is this in decimal? An online converter makes it 367!! No weapon is ever gonna get through that so I must be converting incorrectly? I also assume that this armour rating covers the locomotion, power and anything else on the vehicle?

The hits for each location are multiplied by 10 I believe but I can't find that written down anywhere, am I right? Thus making the hull 100 points of damage to render non-functioning and a further 260 to destroy it.

Any help appreciated.
 
First let me apologise for what might be seen as a noob question.

Examining 101 Vehicles I am having a problem with some of the stats, eg;

TL10 Horronon ATV
Hull: 10/26 Armour 16E
Power 1/2
Loco 2/5

My questions are these;

Armour 16E? My question is what is this in decimal? An online converter makes it 367!! No weapon is ever gonna get through that so I must be converting incorrectly? I also assume that this armour rating covers the locomotion, power and anything else on the vehicle?

The hits for each location are multiplied by 10 I believe but I can't find that written down anywhere, am I right? Thus making the hull 100 points of damage to render non-functioning and a further 260 to destroy it.

Any help appreciated.
 
The entry for "16E" is not a single number, but actually two separate values. The 16 is the armor rating that you would use for calculating penetration. The "E" represents the type of armor as given on the list in the Referee's Manual, page 63, Step 7 of Craft Design (Hull). E refers to Crystaliron armor, the best kind you can get at TL10. It's not meant to be hexadecimal, exactly, since the values range from A-H. For combat purposes, this value has no real meaning.
 
The entry for "16E" is not a single number, but actually two separate values. The 16 is the armor rating that you would use for calculating penetration. The "E" represents the type of armor as given on the list in the Referee's Manual, page 63, Step 7 of Craft Design (Hull). E refers to Crystaliron armor, the best kind you can get at TL10. It's not meant to be hexadecimal, exactly, since the values range from A-H. For combat purposes, this value has no real meaning.
 
The entry for "16E" is not a single number, but actually two separate values. The 16 is the armor rating that you would use for calculating penetration. The "E" represents the type of armor as given on the list in the Referee's Manual, page 63, Step 7 of Craft Design (Hull). E refers to Crystaliron armor, the best kind you can get at TL10. It's not meant to be hexadecimal, exactly, since the values range from A-H. For combat purposes, this value has no real meaning.
 
Originally posted by Yabusama:
The hits for each location are multiplied by 10 I believe but I can't find that written down anywhere, am I right? Thus making the hull 100 points of damage to render non-functioning and a further 260 to destroy it.

Any help appreciated.
Murdoc has already answered the armour type part of your question,

The multiplying hits by 10 rule appeared in the MT Referees' Gaming Kit and was mentioned in DGP's errata IIRC.
 
Originally posted by Yabusama:
The hits for each location are multiplied by 10 I believe but I can't find that written down anywhere, am I right? Thus making the hull 100 points of damage to render non-functioning and a further 260 to destroy it.

Any help appreciated.
Murdoc has already answered the armour type part of your question,

The multiplying hits by 10 rule appeared in the MT Referees' Gaming Kit and was mentioned in DGP's errata IIRC.
 
Originally posted by Yabusama:
The hits for each location are multiplied by 10 I believe but I can't find that written down anywhere, am I right? Thus making the hull 100 points of damage to render non-functioning and a further 260 to destroy it.

Any help appreciated.
Murdoc has already answered the armour type part of your question,

The multiplying hits by 10 rule appeared in the MT Referees' Gaming Kit and was mentioned in DGP's errata IIRC.
 
That 16E is also Striker/AHL AV=16, BTW. So if you have either one of those, it's pretty straightforward.

PERSONAL ARMOR TABLE
Tvoe Value
Jack (1)
Mesh 1
Flak Jacket 2
Cloth 3
Ablat 1 [6]
Reflec [10]
Vacc Suit-8 5
Vacc Suit-12 6
Vacc Suit-14 7
Body Pressure Suit 1
Hostile Environ Vacc Suit-8 6
Hostile Environ Vacc Suit-9 7
Hostile Environ Vacc Suit-12 8
Hostile Environ Vacc Suit-13 9
Hostile Environ Vacc Suit-14 10
Combat Environment Suit 6
Combat Armor-1 1 8
Combat Armor-12 10
Combat Armor-14 18
Battle Dress-13 10
Battle Dress-14 18
 
That 16E is also Striker/AHL AV=16, BTW. So if you have either one of those, it's pretty straightforward.

PERSONAL ARMOR TABLE
Tvoe Value
Jack (1)
Mesh 1
Flak Jacket 2
Cloth 3
Ablat 1 [6]
Reflec [10]
Vacc Suit-8 5
Vacc Suit-12 6
Vacc Suit-14 7
Body Pressure Suit 1
Hostile Environ Vacc Suit-8 6
Hostile Environ Vacc Suit-9 7
Hostile Environ Vacc Suit-12 8
Hostile Environ Vacc Suit-13 9
Hostile Environ Vacc Suit-14 10
Combat Environment Suit 6
Combat Armor-1 1 8
Combat Armor-12 10
Combat Armor-14 18
Battle Dress-13 10
Battle Dress-14 18
 
That 16E is also Striker/AHL AV=16, BTW. So if you have either one of those, it's pretty straightforward.

PERSONAL ARMOR TABLE
Tvoe Value
Jack (1)
Mesh 1
Flak Jacket 2
Cloth 3
Ablat 1 [6]
Reflec [10]
Vacc Suit-8 5
Vacc Suit-12 6
Vacc Suit-14 7
Body Pressure Suit 1
Hostile Environ Vacc Suit-8 6
Hostile Environ Vacc Suit-9 7
Hostile Environ Vacc Suit-12 8
Hostile Environ Vacc Suit-13 9
Hostile Environ Vacc Suit-14 10
Combat Environment Suit 6
Combat Armor-1 1 8
Combat Armor-12 10
Combat Armor-14 18
Battle Dress-13 10
Battle Dress-14 18
 
Thanks for the quick responses. It looks like my players can look forward to being overrun with tanks very shortly, and them armed only with grenade launchers
file_22.gif
 
Thanks for the quick responses. It looks like my players can look forward to being overrun with tanks very shortly, and them armed only with grenade launchers
file_22.gif
 
Thanks for the quick responses. It looks like my players can look forward to being overrun with tanks very shortly, and them armed only with grenade launchers
file_22.gif
 
The multiplying hits by 10 rule appeared in the MT Referees' Gaming Kit and was mentioned in DGP's errata IIRC.
What's this now? I don't think I have the Referee's Gaming Kit, so I may not have heard of this. Is it important?
 
The multiplying hits by 10 rule appeared in the MT Referees' Gaming Kit and was mentioned in DGP's errata IIRC.
What's this now? I don't think I have the Referee's Gaming Kit, so I may not have heard of this. Is it important?
 
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