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04-20-2020, 09:48 PM | #1 |
Join Date: Dec 2013
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In which I build a Monocrys Tacsuit (Pyramid #3/85: Cutting-Edge Armor Design)
Having learned that gambeson armour could reach at least 2 inches of thickness, and having recently got my hands on Pyramid #3/85, I decided to build my own Monocrys Tacsuit, with historical context and historically-reasonable weight of material. I also redid the Ultra-Tech Monocrys Tacsuit. Both of which, it seems, are either actually Nylon, or Magnetic Liquid Armour.
Name: Heavy Monocrys Tacsuit Tech Level 11 Coverage: All locations *rules details snipped* Number of Pieces: Suit (jumpsuit) Material: Magnetic Liquid Armour *rules details snipped* Construction: Optmized Fabric *rules details snipped* DR: 90/45 Time to Don: 3 seconds Concealment: No. Weight: 49 lbs Cost: $10,000 General Accessories: Biomedical Sensors *rules details snipped* Code:
TL Armour Location DR Cost Weight Don 11 Monocrys Tacsuit Suit 40/20 $4,400 22 3 11 Heavy Monocrys Tacsuit Suit 90/45 $9,800 49 3 |
04-21-2020, 05:02 AM | #2 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: In which I build a Monocrys Tacsuit (Pyramid #3/85: Cutting-Edge Armor Design)
The lack of rules for legality seem to be an oversight, which was corrected in the third of the series, Ultra-Tech Armor Design (Pyr. #3-96). It's just a shot paragraph, and says much the same as you'd get from comparing with comparable armour in UT, or using the rules for Control Rating and Legality in Campaigns (B506-507) and asking "Who is this armour intended for?". Such a heavy suit as this would probably be 'military', but the only armour in UT that's LC1 is military powered suits, so I'd give it LC2.
By the way, I think you 'don time' should be 15, not 3 (single-piece, leg and other location, non-flexible), unless they're supposed to be flexible, in which case their don time should be 6.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
04-21-2020, 05:52 AM | #3 | |
Join Date: Jun 2013
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Re: In which I build a Monocrys Tacsuit (Pyramid #3/85: Cutting-Edge Armor Design)
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Additionally, I'll note that the armor design system in general assumes a maximum of 0.2" thickness for rigid materials, 0.5" thickness for flexible ones. Going higher than this should be possible, but should probably result in DX penalties. Personally, I feel Chest and Skull should have a higher maximum thickness, but I'm not certain if this should be +1 SSR (0.3"/0.7") or +2 SSR (0.5"/1"). Optionally, the knees, elbows, and neck* should probably have a reduced maximum thickness, but again I'm not certain if this should be -1 SSR (0.15"/0.3") or -2 SSR (0.1"/0.2"). *The neck could probably cheat by having something like an armored collar a bit away from the neck, allowing for full rotation, but that should have increased weight for its protection.
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04-21-2020, 08:38 AM | #4 |
Join Date: Jul 2012
Location: A crappy state called Illinois
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Re: In which I build a Monocrys Tacsuit (Pyramid #3/85: Cutting-Edge Armor Design)
@Varyon: Letting the head, skull, and or face hit location have twice the max DR are part of the offical rules though I do agree that option should also be allowed for armor the covers the front torso as well (not so sure about the neck though. Not at lest without some DX penlty). I also agree that max DR should be read as max DR per layer, you can go higher but then get the DX penalty for layering armor.
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04-21-2020, 09:56 AM | #5 | |
Join Date: Jun 2013
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Re: In which I build a Monocrys Tacsuit (Pyramid #3/85: Cutting-Edge Armor Design)
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I did recall seeing official support for increased MaxDR for certain hit locations, but couldn't find it with a quick read-through. Digging deeper, I see that this is only mentioned in the Cutting Edge article (I previously went straight to the Ultra Tech one, assuming it would have previous rulings as well). Personally, I favor restricting the boosted MaxDR to the Skull and Chest - while Face probably could get away with it, I like the idea of the Face being more vulnerable. Sort of a gamist preference, rather than a simulationist one (indeed, applying it to Chest is largely to make the Abdomen proportionally more vulnerable).
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04-21-2020, 10:59 AM | #6 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: In which I build a Monocrys Tacsuit (Pyramid #3/85: Cutting-Edge Armor Design)
If you're doing that the hands probably should, too. Going over the 'minimum' would attract Ham-Fisted.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
04-21-2020, 12:56 PM | #7 | ||
Join Date: Dec 2013
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Re: In which I build a Monocrys Tacsuit (Pyramid #3/85: Cutting-Edge Armor Design)
Quote:
Yeah, despite being made out of flexible armour, I agree its thickness makes it effectively non-flexible. Quote:
Looking at the layering rules on Basic Set page 286, an inner layer needs to be both flexible and concealable. Looking at the Concealable rules on Pyramid #/85 page 22, armour is only concealable up to one-half of max DR. That gives us 1 inner layer each time we exceed 0.5 x max DR, or in this case, 3 inner layers and one outer layer. The armour gives -3 to DX and DX-based skills. Quick question, though: Does that total to -3 for, say, Broadsword, or -6? I've been thinking -3, but looking at it again, the wording sounds like it might be applied twice: Once to bring DX down by -3, and then an additional time to reduce, in this example, Broadsword by a total of -6? |
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04-21-2020, 05:23 PM | #8 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: In which I build a Monocrys Tacsuit (Pyramid #3/85: Cutting-Edge Armor Design)
I'm pretty sure it just means you take a -3 to all DX-based rolls. No double dipping involved.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
Tags |
armour, gurps, pyramid, ultra-tech armor |
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