Importing P.V. weaponery and armors to A.R. Robotech?
Posted: Sun Aug 23, 2020 5:30 am
So, long story short, we've just had our Gm and a player falling randomly on a copy of "The Compendium of Contemporary Weapons".
Since we're still in 1998, and with the GCW in full gears, they thought this would be a great addition. And for some of the stuff in there, it is.
I'd wager it'll also come in handy when we finally arrive at Master Saga and New Generation.
The weapons list for damages, bullets numbers, shooting style and range might get used a lot. I also am pretty happy that my own tank variants stays in balance, more or less, with those published in that book.
However, Penetration Values and Armor Ratings are more or less mutually exclusive, as it stands out.
I already knew about the issue before our game began, and I had built up some generic armour stats to use in our game.
Mostly variants on the UEDF flight suit toned down -25% for infantry and tank crews armour, and -50% for actual flight suits pre-dating the reverse engineering of alien materials.
This gave us a generic A.R. value of 10 to 13 for that era, with kevlar reduced to 7 against bladed weapons.
We also had the joys of converting each weapons the players had manually, from Wikipedia, and using the parameters from Shadow Chronicles' skills.
But this didn't prevent the impulse buy, prior to their discovery of the full meaning of that fact.
And to be fair, there is some pretty interesting stuff we might want to use in there. It's just that it seems weird to globally change the way armor works in the middle of a campaign, to abandon it most of the time later.
So...
Is there anyone else out there who has worked out a way to convert all this old P.V. "realistic" stuff to the more "anime style", and second edition accurate, A.R.?
I don't even know if such a thing would be possible for bullet types... And it's only one stat lost upon many other modifiers.
At least these rules gives us information about stoping power. With the odd omission of the rubber bullets for crowd control, which are still only mentioned in passing by RUE at 2 S.D.C. fixed.
But most of that stuff could technically be learned and applied only when relevant.
Meaning only when it actually hits a player, not the armour, or when a called shot is done successfully at S.D.C. scale.
In any case, I figure the General Damage Rating can be used to reverse engineer most of the rules using P.V. for malus inflicted upon the reception of a wound.
Without having to keep track of one more stat, reacting differently to every armour, for every shot fired in a game.
On the other hand though, the armours all mostly refers to generic armour classes.
So if one were to ditch the P.V. in favor of A.R., how would one convert the information of one into the other, and deduct the S.D.C. of the given armor classes from there? If at all possible?
Or did any more recent compendium settle that issue by giving the armour classes proper A.R. and S.D.C. ranges?
Since we're still in 1998, and with the GCW in full gears, they thought this would be a great addition. And for some of the stuff in there, it is.
I'd wager it'll also come in handy when we finally arrive at Master Saga and New Generation.
The weapons list for damages, bullets numbers, shooting style and range might get used a lot. I also am pretty happy that my own tank variants stays in balance, more or less, with those published in that book.
However, Penetration Values and Armor Ratings are more or less mutually exclusive, as it stands out.
I already knew about the issue before our game began, and I had built up some generic armour stats to use in our game.
Mostly variants on the UEDF flight suit toned down -25% for infantry and tank crews armour, and -50% for actual flight suits pre-dating the reverse engineering of alien materials.
This gave us a generic A.R. value of 10 to 13 for that era, with kevlar reduced to 7 against bladed weapons.
We also had the joys of converting each weapons the players had manually, from Wikipedia, and using the parameters from Shadow Chronicles' skills.
But this didn't prevent the impulse buy, prior to their discovery of the full meaning of that fact.
And to be fair, there is some pretty interesting stuff we might want to use in there. It's just that it seems weird to globally change the way armor works in the middle of a campaign, to abandon it most of the time later.
So...
Is there anyone else out there who has worked out a way to convert all this old P.V. "realistic" stuff to the more "anime style", and second edition accurate, A.R.?
I don't even know if such a thing would be possible for bullet types... And it's only one stat lost upon many other modifiers.
At least these rules gives us information about stoping power. With the odd omission of the rubber bullets for crowd control, which are still only mentioned in passing by RUE at 2 S.D.C. fixed.
But most of that stuff could technically be learned and applied only when relevant.
Meaning only when it actually hits a player, not the armour, or when a called shot is done successfully at S.D.C. scale.
In any case, I figure the General Damage Rating can be used to reverse engineer most of the rules using P.V. for malus inflicted upon the reception of a wound.
Without having to keep track of one more stat, reacting differently to every armour, for every shot fired in a game.
On the other hand though, the armours all mostly refers to generic armour classes.
So if one were to ditch the P.V. in favor of A.R., how would one convert the information of one into the other, and deduct the S.D.C. of the given armor classes from there? If at all possible?
Or did any more recent compendium settle that issue by giving the armour classes proper A.R. and S.D.C. ranges?