> Erm I thought that sealed armor protected with the square of it's DR. If > that's the case, re-do your calculations.
There are two kinds of damage, and neither type is the true killer for a vehicle with DR in the hundreds or thousands. Armor is squared against concussion, which is quartered every range increment. 10 kT at 1,280 yards (5 increments) average 820,312.5 points of damage, while the square of the side armor is 810,000. A small variation in the roll of the dice could mean a few thousand points going through or not. At 4 increments, destruction is all but certain, while at 6 increments it is unlikely. Armor is applied normally against flash, which starts lower and which is divided by the square of the range. 10 kt at 1,280 yards average a measly 102.5 points. That is also the number of rads from the pulse. Either way, concussion is more lethal than the flash. Then there is the hazard roll, whose outcome is affected by the ratio of raw damage (before DR) and vehicle mass, the stability rating, and the piloting skill. The average damage-to-mass ratio at 1,280 yards is 8,545:1, which falls into the "500 or more" category. A hazard roll at -12, and failure by more than 9 means TOTAL disaster. How good is the pilot? At 2,048 yards, the roll is at -8, and at 2,560 yards it is at -0. _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
