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Stuff! Armor thickness on vehicles?
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TOPIC: Stuff! Armor thickness on vehicles?

Stuff! Armor thickness on vehicles? 2 months, 3 weeks ago #1159

Hi Guys,

I'm trying to mess around a little bit with making tanks and such with Stuff! It seems pretty good, not to complex actually -- but then, I'm used to GURPS vehicles

Anyway, I was wondering about armor thickness in say, mm or inches. I generally need to express the vehicle in real world terms, which Stuff! does just fine generally. Weapons you can sort of figure out the 'real world' characteristics of the gun sort of based on comparing it to other weapons of the same size, period and function. Thats not so bad.

But armor is a bit trickier. Say, a Tiger tank has something around 4.7 inches of armor on the front of it.. how would I know what that would be like in stuff? Any ideas?

Alternatively, being able to convert Stuff! armor values to GURPS values would help too, but that not might be any simpler

Cheers!
SD

Re: Stuff! Armor thickness on vehicles? 2 months, 3 weeks ago #1160

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I think you can reverse engineer the numbers you want from the body armor guide in Stuff on page 3.46 and following.

For instance, 4.7 inches is 119mm. If we start with an Early Atomic Era armor (+16 for 10mm), and apply:

heavy armor material +2
x2 thickness +3 (20mm)
x2 thickness +3 (40mm)
x2 thickness +3 (80mm)
x8/5 thickness +2 (128mm)

This is a grand total of +29, or 9d+2 armor. This seems a little low, only comparable to something like a modern 40mm, so I suspect you will need to add a fudge factor, either a slight multiple or a fixed amount. If you know the damage of a weapon the Tiger 1 can resist on two different facings, you should be able to determine the proper scaling adjustment for WWII-era armored vehicles.
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