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

_____________