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#1 |
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Join Date: Dec 2015
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So I'm having a problem with a TL8/9 game I am running. the UT armor at TL 9 aside from like, the combat hard suits, dose not really seem much better at all then the HT armor, and in once case is MUCH worse. the TL 8 advanced body armor is DR 35/5* and concealable. The TL 9 concealable armor dose not even begin to approach that in effectiveness. The Reflex vest is 12/4* and the tactical vest, which is not concealable is 18/7* unless you include plates.
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#2 | |
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Join Date: Dec 2007
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#3 |
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Join Date: Sep 2004
Location: Southeast NC
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I seem to recall it was based on some claims the manufacturer was never able to deliver on.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#4 | |
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Join Date: Jun 2006
Location: On the road again...
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That said, I'm having some troubles comparing the Reflex Vests in UT with the Concealable Vests in HT, given the numbers are almost identical....
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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#5 |
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Yeah, as the others have mentioned, the Advanced Body Armor stats in High Tech are generally considered rather implausible these days.
That said, it's still true that a lot of the Ultra-Tech armors are a bit lacklustre compared to High-Tech's stats. Ultra-Tech was written first by a good number of years, and some of its assumptions definitely don't match more recent GURPS books. It's a fair bit of work, but you could use the articles "Cutting Edge Armor Design" in Pyramid #3/85, and "Ultra-Tech Armor Design" from Pyramid #3/96. Together, they provide rules that should allow you to rebuild various ultra-tech armors in a way that makes them better than equivalent high-tech ones. |
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#6 | |
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Join Date: Jun 2006
Location: On the road again...
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__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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#7 |
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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#8 | |
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Join Date: Jun 2013
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Not sure why you brought back a thread that's been dead for half a dozen years to ask this, but IIRC "Cutting Edge Armor Design" doesn't have a Reflex Armor entry - rather it has two possible materials that could work as "reflex armor," each of which has a three-letter abbreviation, although I can't recall what the abbreviations/names are. One has a bit better stats (and higher price) than the other, but also requires a power cell to operate. But I don't have those numbers on me.
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GURPS Overhaul |
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#9 | |
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Join Date: Aug 2023
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Last edited by King Leonidas; 05-08-2024 at 04:40 PM. |
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#10 |
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Join Date: Feb 2005
Location: Berkeley, CA
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I would note that the other problem with high tech armors is that they really don't layer the way GURPS makes them. A level IIIa vest is DR 12, so that implies two of them (DR 24) will stop or nearly stop 7.62 ball, three of them (DR 36) will stop 5.56mm AP, and 4 of them will stop 7.62AP. In reality... not even close. This should likely also be true for ultratech armors, it's a general issue with flexible armors that doubling thickness means about twice the energy to penetrate, while doubling hard armor thickness will probably require three to four times more energy.
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| Tags |
| armor, high-tech, ultra-tech |
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