03-24-2016, 08:26 AM | #11 | |
Join Date: Jun 2013
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Re: Why isn't better limb armor available at TL8?
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03-24-2016, 08:37 AM | #12 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Why isn't better limb armor available at TL8?
As a tangent, if I wanted to mess around with this, what would be a good multiplier for 'effective' weight?
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03-24-2016, 08:51 AM | #13 |
Join Date: Jun 2013
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Re: Why isn't better limb armor available at TL8?
This is just off the cuff, but I'd say that things on the Torso, Head, Shoulders, Upper Arms, and Thighs probably don't need a multiplier. For Elbows, Forearms, and Hands, you can probably ignore any multiplier so long as the character can keep his hands more-or-less by his sides or supported by something; otherwise, maybe x1.2? This extra encumbrance is going to penalize skill use and cause additional FP loss, but shouldn't actually slow you down or drop your Dodge. In combat, it may be appropriate to add this extra encumbrance to the weight of any weapons for purposes of determining MinST (but not for purposes of determining MinST-based damage caps, breakage thresholds, etc), although that's probably too fiddly to mess with. For the Knees, Lower Legs, and Feet, not moving around (or simply being carried) let you ignore any multiplier, but typically you're going to have some issues - you have to shift any weight on the legs a lot more than weight anywhere else while moving. I'd be tempted to go with x1.2 for Knees and Lower Legs, x1.5 for Feet. This extra encumbrance is going to function just like normal encumbrance.
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03-24-2016, 09:02 AM | #14 | ||
Join Date: Jan 2010
Location: Brighton
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Re: Why isn't better limb armor available at TL8?
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If I was going to do it I'd go with DX penalties more than extra encumbrance penalties. There is a vague precedent for this is the rules for firing guns in body armour in TS. And I's likely allow it to be compensated for in some way (or at least only have it kick it at some threshold). Another way of doing it is if you use the AP system giving some kind of cost for gun attacks in such armour (which don't normally cost AP) but there a granularity issue there I think Another way to do it is make it a skill based technique were the default penalty is based on armour, this at least will allow troops to especially train to improve the issue |
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03-24-2016, 09:07 AM | #15 |
Join Date: Jan 2010
Location: Brighton
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Re: Why isn't better limb armor available at TL8?
Actually I like the idea of leveraging MinST in some way!
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03-24-2016, 12:41 PM | #16 |
☣
Join Date: Sep 2004
Location: Southeast NC
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Re: Why isn't better limb armor available at TL8?
Regarding the one-size-fits-all issue, if there is any rigidity, one more or less inch on an arm or leg can be crippling in a way torso armor is not. I occasionally wear a knee brace, and if it slips down at all my knee is completely immobilised.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
03-24-2016, 12:57 PM | #17 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Why isn't better limb armor available at TL8?
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http://www.engardebodyarmor.com/technology.htm : 5.3 kg/m^2 or 1.09 lb/sf. http://ballisticprotection.fi/wp-con...INSTRUCTOR.pdf : 4.7 kg/m^2 or 0.96 lb/sf. This link is interesting because it actually gives quotes for Kevlar as well -- at 4.76 kg/m^2, implying a difference between Kevlar and Dyneema of 1.3%. Oh, the other reason for not wearing limb armor is that (GURPS stats notwithstanding) flexible armor is near-useless against rifles, so if rifles are your major threat, there's not much reason to wear it. Last edited by Anthony; 03-24-2016 at 01:56 PM. |
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cutting-edge armor design, pyramid #3/85 |
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