10-22-2021, 11:51 AM | #11 | |
Join Date: Jun 2013
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Re: Crew and Passenger positions and suits/powered armor
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Note that doesn't invalidate issuing even crewmembers powered armor, however. Perhaps the culture involved considers it to be a malicious disregard for your own soldiers' lives to not issue everyone with such impressive protection. Perhaps powered armor is so cheap it's almost a waste to not issue it to everyone, even if you need slightly-larger crewstations (and more fuel, considering you're shifting more mass around). Perhaps some politicians got some really good kickbacks when the military signed a deal with the powered armor manufacturers to provide enough suits, replacement parts, etc to equip and maintain their entire fighting force.
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GURPS Overhaul |
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10-22-2021, 11:54 AM | #12 | |
Join Date: Aug 2007
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Re: Crew and Passenger positions and suits/powered armor
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The 150 lb Battlesuit has DR70/50 or 105/75 and stops them even better. 500lbs is overkill unless everyone shoots the best AP rounds all the time. If they do that 14D+2 becomes 14D+16(3) and penetrates the 500 lb Battlesuit in UT and its' DR150/100. Mostly though you 're talking about suits for vehicle crew. What kind of combat vehicle doesn't protect its' crew better than the armor they're wearing?
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Fred Brackin |
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10-22-2021, 04:27 PM | #13 | |||
Join Date: Jun 2020
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Re: Crew and Passenger positions and suits/powered armor
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This is why the US military has been pushing with the new 6.8x51mm high-velocity round. Quote:
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In addition, due to the proliferation of personal body protection (something that we're seeing today), we're looking at requiring something on the order of 112DR because everyone is loading their guns with AP rounds. Note, the PA in question looks like this child of Tau Firewarrior body armor and Battletech's Nighthawk Mk XXI. Last edited by GURPS Fox; 10-22-2021 at 04:34 PM. |
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10-22-2021, 05:01 PM | #14 | |
Join Date: Jul 2008
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Re: Crew and Passenger positions and suits/powered armor
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Increasing the damage dice of the guns doesn't really make any difference there. They're already thoroughly lethal.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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10-22-2021, 07:21 PM | #15 | |
Join Date: Jun 2020
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Re: Crew and Passenger positions and suits/powered armor
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I'm a very pro-transhumanist by heart, so that means various cybernetics and gene-mods are going to be a thing. That means an increase in durability at the bog-standard level. In addition, at least one of my settings has humanity having a +1TL to its armor. So instead of TL8 armor, they've got TL9, and so forth. To give you an idea, my future-history setting's armor evolved rather similarly to Battletech after the mid-21st century, creating a situation where guys in (comparatively) primitive power armor are modifying HMGs as assault rifles because other small arms couldn't do the job. As the minimal energy required to ablate the armor is so great, weapons had to increase their Ke immensely to even hope to penetrate this armor, causing pistols to be HMG grade in Ke output. In addition to this armor, the various cybernetic and genetic mods have drastically improved the hardiness of troops, causing them to require said kinetic energy to harm them. Basically, a situation in Ghost in the Shell where anyone with MilSpec augmentations requires hypervelocity (so, well, 3km/s) rounds to even hope to achieve wounding, let alone a kill. It isn't as prominent as in other situations but the general problem is there, so to speak. |
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10-22-2021, 08:53 PM | #16 | |
Join Date: Aug 2007
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Re: Crew and Passenger positions and suits/powered armor
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Also as a Real World note at over 2200 meters per second even depleted uranium will not penetrate like a solid object. It wil shatter into very small pieces and crate shallowly. At over 3000 meters per second you'l see the lower end of meteoric explosions. The projectiles would also start to burn up in an Earth-like atmosphere like meteors. It would be a very poor way to try and penetrate armor. The military isn't even interested in projectile velocities over 2200 meter per second.
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Fred Brackin |
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10-22-2021, 09:26 PM | #17 | ||
Join Date: Jun 2020
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Re: Crew and Passenger positions and suits/powered armor
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10-22-2021, 09:36 PM | #18 | |
Join Date: Aug 2007
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Re: Crew and Passenger positions and suits/powered armor
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<shrug>If you want evidence of extremely fast projectiles exploding like meteors look at the Moon.
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Fred Brackin |
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10-22-2021, 10:12 PM | #19 | ||
Join Date: Jun 2020
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Re: Crew and Passenger positions and suits/powered armor
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Add ADS systems proliferating and, well, have fun being infantry with HEAT rounds... Quote:
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10-22-2021, 10:55 PM | #20 |
Join Date: Aug 2007
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Re: Crew and Passenger positions and suits/powered armor
It would only prove that someone thought the thinner armor on top would make up for the reduced size of the warhead or the longer flight path.
All ther more lightly armored sides of tanks are attractive targets. Indeed it is (and has been for a long time) one of the biggest problems of tanks. However, even more common than top attack missiles are warheads that have been growing ever larger. That shows that there are people who think goign through the front armor is easy enough. Also, you're misunderstanding that foamed metal armor story. Even if it was leading to BattleTeach Endo-Steel was the structural material for interior frames. "Ferro-Fibrous" was the Star League/Clan armor. In Gurps it's just "metal-matrix composits" or "Metallic Laminate" in Spaceships and has been figured into the various tech books.
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Fred Brackin |
Tags |
calculations, crew stations, passengers, power armor, vehicles 2e |
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