Design Rules (General) - Armour Conversions (HG, TNE, T4)
By: Derek Wildstar <wildstar@qrc.com>
Robert Flammang <FLAMMANG@vms.cis.pitt.edu>
Derek Wildstar <wildstar@qrc.com>
sinbad@dfw.net <sinbad@dfw.net>
From: traveller@mpgn.com [Digest 631, 633, 914, 928]
Dated: Tue, 29 Oct 96
_____________
Subject: [Traveller Answer] Armor Values
[Derek's comments, 631]
Robert Flammang <FLAMMANG@vms.cis.pitt.edu> wrote:
> Thanks for your very informative post on converting armor and penetration from QSDS to T4 personal combat.
You're welcome! It's always nice to hear feedback about the answers I give; I often wonder if they are too detailed or not detailed enough.
> But I would like to ask on behalf of the Striker and High Guard holdouts on the list how to convert these armor values too.
OK, sure ... To hook things into everyting else, here's the Striker (original, 1981 edition) and High Guard (second edition) data:
High Guard
USP |
Striker
Armor |
CM Steel
Equivalent |
0 |
40 |
33.6 |
1 |
64 |
269 |
2 |
67 |
349 |
3 |
70 |
453 |
4 |
72 |
538 |
5 |
74 |
640 |
6 |
76 |
761 |
7 |
77 |
830 |
8 |
78 |
905 |
9 |
79 |
987 |
A |
80 |
1080 |
B |
81 |
1170 |
C |
82 |
1280 |
D |
83 |
1400 |
E |
84 |
1520 |
F |
85 |
1660 |
For lower amounts of Striker armor (such as personal and vehicle armor), the following table should assist you with conversions:
Striker
Armor |
CM Steel
Equivalent |
1 |
0.25 |
2 |
0.50 |
3 |
0.75 |
4 |
1.00 |
5 |
1.25 |
6 |
1.50 |
7 |
1.75 |
8 |
2.00 |
9 |
2.25 |
10 |
2.50 |
15 |
3.86 |
20 |
5.95 |
25 |
9.17 |
30 |
14.1 |
35 |
21.8 |
> Actually, if you could just tell us how to convert from T4 armor/penetration to the equivalent centimeters of steel plate, we could do the rest ourselves.
There are three (yes, three) armor scales running around in T4. They are all related, and relatively easy to convert to centimeters of steel.
1) the Quick Ship Design System uses the USP armor rating (note that the T4/QSDS USP number is different from the old High Guard USP number). These convert into hard steel using the following table:
T4 USP |
CM Steel |
0 |
10 |
10 |
20 |
20 |
40 |
30 |
80 |
40 |
120 |
50 |
160 |
60 |
200 |
The QSDS/T4 armor scale exists because the mechanics of the T4 basic space combat system require it. It's not related to the personal and vehicle combat system because that would have complicated the design of the game at a time when more complications would have made parts of it (probably the starship design sequence) too late to be included.
Future starship combat systems may use the USP armor value directly, or may use it divided by 10. For T:TNE owners out there, the T4 value divided by 10 is the same as the Battle Rider armor value.
2) The Standard Ship Design System (in the forthcoming Starships book)
uses an "armor level" or "armor value" for the hull that is chosen when the hull is designed (this armor level is multiplied by factors relating to the hull chosen to determine the armor volume and mass). Although it is not described in the SSDS design sequence, this "armor level" is the armor's equivalent in centimeters of hard steel.
SSDS should also use the USP armor rating system as the final result, and the table given above for the QSD system is also approximately correct for SSDS-designed hulls.
The SSDS armor level exists as an easy interim unit for performing calculations; it is not currently being used by any T4 combat rules. This value is also the same as the Fire, Fusion, and Steel armor value, which was expressed in equivalent cm of hard steel.
3) The personal-scale and vehicle-scale combat system uses a different armor value scale, designed to mesh well with weapon and attribute values in the personal combat system. Vehicle armor using this scale is detailed in the forthcoming Central Supply Catalog book.
To convert T4 personal-scale or vehicle-scale armor ratings to the equivalent in centimeters of steel, divide the armor value by 6, and cube the result. The following table summarizes a variety of useful armor values:
T4 Armor |
CM Steel |
1 |
0.005 |
2 |
0.04 |
3 |
0.13 |
4 |
0.30 |
5 |
0.58 |
6 |
1.00 |
7 |
1.59 |
8 |
2.37 |
9 |
3.38 |
10 |
4.63 |
15 |
15.6 |
20 |
37.0 |
25 |
72.3 |
30 |
125 |
35 |
198 |
40 |
296 |
I hope this helps you with all of your conversions; and it should also explain how I generated the table I gave in my last post, which related T4 USP values to T4 personal and vehicle armor ratings.
I should close by noting that High Guard starships may turn out to have radically different armor values (when converted to equivalent centimeters of hard steel) than T4 starships. I recommend choosing one system and sticking with it, instead of trying to mix starship design sequences.
Guy "wildstar" Garnett
Traveller Answer Team
_____________
Subject: CT to T4 armor conversion
[Robert's comments, 633]
Hi.
Guy Garnett was kind enough to give us some values for converting T4
armor ratings into thicknesses of steel plate. I asked him to do this
and promised this list a table for converting High Guard and Striker
armor values to T4's. Here it is.
This is for those of us who want to run T4 games with all the
equipment we used in previous (CT) games.
Note that my High Guard armor values are different from those that Guy
posted. This is because the language used in the Striker errata was
ambiguous; it can be interpreted in two different ways.
The columns are:
1) The striker penetration value. This number is roughly compatable to
the penetration value found in MegaTraveller.
2) The High Guard armor USP rating as interpreted by me (Rob).
3) The High Guard armor USP as interpreted by Guy (Wildstar).
4) The T4 personal armor rating (in dice).
5) The QSDS and RPSC armor rating from T4's Universal Ship Profiles.
(Note: This table contains Tabs. Tabbing is set to 8 spaces.)
Striker |
HG USP |
HG USP |
T4 |
T4 USP |
pen. |
(Rob) |
(Guy) |
(pers.) |
(QSDS) |
1 |
|
|
4 |
|
2 |
|
|
5 |
|
3 |
|
|
5 |
|
4 |
|
|
6 |
|
5 |
|
|
6 |
|
6 |
|
|
7 |
|
7 |
|
|
7 |
|
8 |
|
|
8 |
|
9 |
|
|
8 |
|
10 |
|
|
8 |
|
11 |
|
|
8 |
|
12 |
|
|
9 |
|
13 |
|
|
9 |
|
14 |
|
|
9 |
|
15 |
|
|
9 |
|
16 |
|
|
10 |
|
17 |
|
|
10 |
|
18 |
|
|
10 |
|
19 |
|
|
11 |
|
20 |
|
|
11 |
|
21 |
|
|
11 |
|
22 |
|
|
12 |
|
23 |
|
|
12 |
|
24 |
|
|
12 |
|
25 |
|
|
13 |
|
26 |
|
|
13 |
0 |
27 |
|
|
13 |
1 |
28 |
|
|
14 |
3 |
29 |
|
|
14 |
4 |
30 |
|
|
14 |
5 |
31 |
|
|
15 |
6 |
32 |
|
|
15 |
7 |
33 |
|
|
16 |
9 |
34 |
|
|
16 |
10 |
35 |
|
|
17 |
11 |
36 |
|
|
17 |
13 |
37 |
|
|
18 |
14 |
38 |
|
|
18 |
15 |
39 |
|
|
19 |
16 |
40 |
0 |
0 |
19 |
17 |
41 |
0 |
0 |
20 |
19 |
42 |
0 |
0 |
21 |
20 |
43 |
0 |
0 |
21 |
21 |
44 |
1 |
0 |
22 |
23 |
45 |
1 |
0 |
22 |
24 |
46 |
1 |
0 |
23 |
25 |
47 |
2 |
0 |
24 |
26 |
48 |
2 |
0 |
24 |
28 |
49 |
2 |
0 |
25 |
29 |
50 |
3 |
0 |
26 |
10 |
51 |
3 |
0 |
27 |
12 |
52 |
4 |
0 |
27 |
14 |
53 |
4 |
0 |
28 |
16 |
54 |
5 |
0 |
29 |
18 |
55 |
5 |
0 |
30 |
21 |
56 |
6 |
0 |
31 |
24 |
57 |
7 |
0 |
32 |
27 |
58 |
8 |
0 |
33 |
30 |
59 |
9 |
0 |
33 |
34 |
60 |
10 |
0 |
34 |
38 |
61 |
11 |
0 |
36 |
42 |
62 |
12 |
0 |
37 |
47 |
63 |
13 |
0 |
38 |
52 |
64 |
14 |
1 |
39 |
57 |
65 |
15 |
1 |
40 |
63 |
66 |
16 |
1 |
41 |
70 |
67 |
17 |
2 |
42 |
77 |
68 |
18 |
2 |
43 |
85 |
69 |
19 |
2 |
45 |
94 |
70 |
20 |
3 |
46 |
103 |
71 |
21 |
3 |
47 |
113 |
72 |
|
4 |
49 |
125 |
73 |
|
4 |
50 |
137 |
74 |
|
5 |
52 |
150 |
75 |
|
5 |
53 |
165 |
76 |
|
6 |
55 |
180 |
77 |
|
7 |
56 |
197 |
78 |
|
8 |
58 |
216 |
79 |
|
9 |
60 |
237 |
80 |
|
10 |
61 |
260 |
81 |
|
11 |
63 |
283 |
82 |
|
12 |
65 |
310 |
83 |
|
13 |
67 |
339 |
84 |
|
14 |
69 |
371 |
85 |
|
15 |
71 |
405 |
86 |
|
16 |
73 |
443 |
87 |
|
17 |
75 |
484 |
88 |
|
18 |
77 |
528 |
89 |
|
19 |
80 |
577 |
90 |
|
20 |
82 |
630 |
91 |
|
21 |
84 |
688 |
92 |
|
|
87 |
751 |
93 |
|
|
90 |
820 |
94 |
|
|
92 |
895 |
95 |
|
|
95 |
978 |
96 |
|
|
98 |
1066 |
97 |
|
|
100 |
1164 |
98 |
|
|
103 |
1270 |
99 |
|
|
106 |
1386 |
100 |
|
|
110 |
1513 |
FORMULAS:
There are formulas for converting these armor values to the equivalent
thickness in steel plate. I used these formulas to make these tables.
"A" is the armor value. "T" is the thickness in centimeters of steel.
*** Striker Penetration:
Striker uses 1 inch steel plate as its standard. For armor less than 1 inch
thick, Striker uses a linear progression with A=10 equal to 1 inch. So
A=1 is one tenth of an inch and so on. For armor thicker than an inch,
Striker uses an octave binary progression (it doubles in steps of eight)
so 18 = 2 inches, 26 = 4 inches, 34 = 8 inches, etc.
For penetration values less than ten, the thickness in cm of steel
is:
T = 0.25 * A
For values of "A" larger than 10, then "T" is:
T = 2.5 cm * 2^( (A - 10)/8 )
where the "^" sign is the exponential operator (like in BASIC),
equivalent to FORTRAN's "**".
*** High Guard:
High Guard uses a one to one correlation with Striker as shown on
the tables. Because of vaguely worded errata, there are (at least)
two interpretations for conversion, as was noted above.
*** T4 personal combat
As Guy mentioned, T4 uses the following formula:
T = (A/6)^3
*** QSDS Armor
For values of "A" smaller than 30:
T = 10 * 2^(A/10)
For values of "A" larger than 30:
T = 4 * A - 40
*********************************
Hope this helps all the other old CT holdouts on this
list 8^).
- -Rob
_____________
Subject: [Traveller Answer] Armor Conversions
[Derek's comments, 914]
David JAQUES-WATSON asked:
> Can you please answer my [OFFICIAL] question below
Sure! Official questions, particularly about the various design systems
(QSDS, SSDS, and VDS) can be addressed to me, wildstar@qrc.com. Though
I'm behind in my e-mail, I'll try to give "Traveller Answers" to official
questions as promptly as possible (particularly if you indicate that it's a
Traveller rules question in your subject line).
Dave, could you please forward a copy of this to David? You didn't put his
e-mail address in your reply.
> >How does the armour in CSC (Central Supply Catalog) equate with the armour
> >in QSDS/SSDS/etc? And how do the weapons equate?
Dave is quite correct: they don't really equate. However, Greg Porter (the
author of CSC, and the designer of the T4 weapons and armor) has suggested a
procedure.
Dave Golden (goldendj@usa.net) wrote:
> [The conversion procedure suggested by Dave]
Greg Porter suggests in CSC that the armor be converted on the basis of
eqiuvalent thicknesses of hard steel. This procedure is a little easier
than the one Dave outlined (*). Here's the recommended (official)
conversion procedure for armor values:
1) If using QSDS (T4 starship) values, divide by 10 to get SSDS values.
2) Convert SSDS armor to cm of steel (eqivalent) using the table in SSDS.
3) Convert centimeters of steel to CSC (vehicle/personal) armor values
by taking the cube root of this value, and multiplying the result by 6.
You can convert starship weapons to the personal/vehicle scale by taking the
short-range damage value by the same procedure. NOTE that QSDS (T4
starship) weapon damage values do NOT need to be divided by 10 (just armor
values).
I've prepared a table to handle most of the conversions you'll need in
the typical Traveller game. Use the "SSDS Armor" column to convert
weapon penetrations. See below.
David JAQUES-WATSON asked:
>If I fire my CSC heavy tank's main gun at a starship, what happens?
You can use the following table to convert the armor values.
QSDS |
SSDS |
CM |
T4 |
Armor |
Armor |
Steel |
Armor |
0 |
0 |
10 |
13 |
10 |
1 |
20 |
16 |
20 |
2 |
40 |
21 |
30 |
3 |
80 |
26 |
40 |
4 |
120 |
30 |
50 |
5 |
160 |
33 |
60 |
6 |
200 |
35 |
70 |
7 |
250 |
38 |
80 |
8 |
300 |
40 |
90 |
9 |
400 |
44 |
100 |
10 |
500 |
48 |
110 |
11 |
750 |
55 |
120 |
12 |
1000 |
60 |
130 |
13 |
1250 |
65 |
140 |
14 |
1500 |
69 |
150 |
15 |
1750 |
72 |
160 |
16 |
2000 |
76 |
170 |
17 |
2500 |
81 |
180 |
18 |
3000 |
87 |
190 |
19 |
3500 |
91 |
200 |
20 |
4000 |
95 |
Example: A starship is being fired on by a grav tank. The starship's USP
lists the armor as "20"; for purposes of resolving the fire, treat the
tank's target as (T4 personal/vehicle scale) armor value 21. If the tank
penetrates, the referee should implement an internal hit.
It's also worth remembering that starship weapons and vehicle weapons are
very different beasts (even though the converted penetration may be the
same). A laser-armed tank's main weapon fires a beam with a diameter
measured in centimeters. A starship turret weapon fires a beam nearly
a meter in diameter.
While the tank's laser may hole the starship, the starship's return fire is
going to put the tank in a whole new world of hurt. I'd suggest that small
(vehicle) weapons firing at starships:
1) Not reduce starship armor factors, and
2) Not produce critical hits.
For starships firing at vehicles, IF the vehicle's armor rating is higher
than the damage value of the weapon, then the referee should implement
massive surface damage (antennas melted, firing ports fused shut, etc) but
no penetration of the interior. If the starship's weapon penetrates the
armor of the vehicle, it's almost certainly toast.
For starships firing at personnel, the main question is wether or not there
are enough large pieces left to positively identify the casualty.
(*) Note: there are two valid approaches to converting between the armor
systems. Dave's approach is to re-rate the armor, as if the armor had
been constructed using the CSC (vehicle) rules. This approach will
result in different amounts of protection before and after the
conversion; thus, if 100cm of some type of armor were worth (say) a
meter of steel in one system, the same 100cm of armor may be worth
750cm of steel in the other system.
Greg's approach is to maintain the reletave protection of the armor, and
ignore the actual thickness of the material. This way, if the armor
was equivalent to (say) a meter of steel in one system, it would be
equivalent to a meter of steel in the other system. Greg's conversion
method has the additional advantages of being several steps shorter,
and it is possible to use this method when you don't know the type
of material the armor is made out of.
The table I included (above) was computed using Greg's method, and is
valid for any type of armor material.
Guy "wildstar" Garnett
Traveller Answer Team
wildstar@qrc.com
- ------------------------------------------------------------------------------
Science-Fiction Adventure
In the Far Future
_____________
Subject: Re: [TML] materials
[sinbad's comments, 928]
At 08:41 PM 2/7/97 -0600, Jeff Brawley <brawleyj@UWSTOUT.EDU> wrote:
>Hello,
>
>The other day, the complete list of Materials from the CSC or other manual
>was posted. I in my infinite mindlessness forgot to save that digest.
>Could you please repost that if you read this, or send it to me direct. I
>would be very grateful.
>
>It had materials listed by toughness, price, weight, and TL.
>
>Thankyou in advance,
>
>Jeff Brawley
>
>
Jeff,
You have asked for it, I will repost it.
he following is a list of armor materials from TNE converted to CSC/VDS
armor values.
To convert your own the formula is:
ROUND(POWER((XX/TNE_Hard_Steel_Toughness),0.33)*CSC_Hard_Steel_Toughness,0.5)
XX is the TNE armor value that you wish to convert.
The formula is similar to the one that Greg used to convert from TNE to
CSC/VDS, he sent me a message on how he arrived at the armor values in CSC.
Some of these materials were aquired via web pages, and FTP sites.
Unfortunatley I do not remember them all, but Dave Golden is one of the web
pages.
Notes:
Electropolymorphic Synthetics is dual armor value due the greater armor
value is only when a 1Mw per m3 is applied.
Monodium is a crude attempt to approx the gray metal of the Ancients.
Obscenieum is armor for when your PC's need a lesson, I use it as benchmark
for obscene values.
Description |
TL |
Tough |
Mass |
Cost |
Heavy wood |
1 |
1 |
1 |
0.001 |
Iron |
3 |
3 |
8 |
0.0016 |
Soft Steel |
3 |
4 |
8 |
0.016 |
Hard Steel |
5 |
6 |
8 |
0.02 |
Fiber Laminate |
6 |
2 |
1 |
0.03 |
Fiberglass |
6 |
3 |
1 |
0.001 |
Light Alloy |
6 |
3 |
3 |
0.004 |
Aluminum Alloy |
6 |
5 |
2.7 |
0.0037 |
Hardened Steel |
6 |
6 |
7.8 |
0.0026 |
Titanium Alloy |
6 |
6 |
4.9 |
0.0102 |
Titanium |
6 |
7 |
8 |
0.01 |
Carbonfiber |
7 |
4 |
1 |
0.002 |
Glass Composite |
7 |
4 |
1.9 |
0.0099 |
Improved Aluminum Alloy |
7 |
5 |
2.6 |
0.0042 |
Metallic Laminate |
7 |
5 |
3.6 |
0.0042 |
Light composite |
7 |
6 |
7 |
0.07 |
Super Steel Alloy |
7 |
6 |
7.8 |
0.0052 |
Advanced Titanium Alloy |
7 |
7 |
4.7 |
0.0111 |
Carbonfiber Compound |
8 |
4 |
1 |
0.003 |
Composite Laminate |
8 |
7 |
7 |
0.08 |
Graphite Composite |
8 |
8 |
2.1 |
0.0595 |
Metalic Laminate Armor |
8 |
9 |
11.1 |
0.0122 |
Advanced Carbonfiber |
9 |
5 |
1 |
0.004 |
Aluminum Lithium Alloy |
9 |
5 |
2.4 |
0.0046 |
Advance Metallic Laminate |
9 |
6 |
4 |
0.0056 |
Metal Matrix Composite |
9 |
6 |
2.6 |
0.0154 |
Ceramic Laminated Composite(CLC) |
9 |
7 |
1.8 |
0.0500 |
Advanced Composites |
9 |
9 |
9 |
0.009 |
Boron Composite |
9 |
9 |
2 |
0.0875 |
Aluminum Lithium Foam |
10 |
5 |
1.92 |
0.0049 |
Armourplast |
10 |
5 |
1 |
0.006 |
Ceramic Matrix Composite |
10 |
5 |
1.3 |
0.0240 |
Foam Steel Alloy |
10 |
6 |
6.24 |
0.0034 |
Titanium Alloy Foam |
10 |
6 |
3.995 |
0.0117 |
Synthetics |
10 |
7 |
1.4 |
0.0804 |
Improved CLC |
10 |
8 |
1.75 |
0.0729 |
Crystaliron |
10 |
9 |
10 |
0.09 |
Composite Matrix Armor |
10 |
10 |
9.54 |
0.0252 |
Structurecomp |
11 |
3 |
1 |
0.04 |
Maxiplast |
11 |
5 |
0.9 |
0.009 |
Metal Ceramic Alloy |
11 |
7 |
2.22 |
0.0195 |
Reinforced Foam Aluminum Alloy |
11 |
7 |
2.08 |
0.0249 |
Improved Synthetics |
11 |
8 |
1.5 |
0.1125 |
Reinforced Foam Steel Alloy |
11 |
8 |
5.968 |
0.0109 |
Reinforced Foam Titanium Alloy |
11 |
8 |
3.9495 |
0.0342 |
Durallium |
11 |
10 |
12 |
0.012 |
Improved Structural Synthetics |
12 |
6 |
1.2 |
0.0213 |
Myomer |
12 |
6 |
0.8 |
0.01 |
Improved Metal Ceramic Alloy |
12 |
9 |
2.997 |
0.0311 |
Synthetic Armor |
12 |
10 |
2 |
0.1477 |
Metal Ceramic Armor |
12 |
11 |
6.4625 |
0.0406 |
Superdense |
12 |
11 |
15 |
0.014 |
Improved Structurecomp |
13 |
4 |
1 |
0.05 |
Advanced myomer |
13 |
6 |
0.7 |
0.012 |
Metal Ceramic Alloy |
13 |
6 |
2.725 |
0.0092 |
Advanced Superdense |
13 |
13 |
15 |
0.021 |
Electropolymorphic Synthetics |
13 |
8/16 |
1.5 |
0.3188 |
Polymer |
14 |
7 |
0.6 |
0.014 |
Bonded Superdense |
14 |
14 |
15 |
0.028 |
Advanced Structurecomp |
15 |
6 |
1 |
0.06 |
Chain Polymer |
15 |
7 |
0.55 |
0.016 |
Square Bonded Superdense |
15 |
15 |
15 |
0.031 |
Long Chain Polymer |
16 |
7 |
0.5 |
0.018 |
Collapsed Crytalline |
16 |
13 |
13 |
0.022 |
Cube Bonded Superdense |
16 |
16 |
15 |
0.033 |
Monomolecule |
17 |
8 |
0.4 |
0.021 |
Coherent Superdense |
17 |
16 |
15 |
0.035 |
Enhanced Coherent Superdense |
18 |
17 |
15 |
0.052 |
Exotic Alloy I |
18 |
19 |
13 |
0.1 |
Exotic Alloy II |
22 |
22 |
10 |
0.25 |
Monodium |
30 |
47 |
1 |
N/A |
Obscenieum |
40 |
100 |
0.1 |
N/A |
Thats it for now.
Let me know what you think.
"Putting On Obscenieum Armor for flame protection"
Sinbad Sam
sinbad@dfw.net
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