capnhayes
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Cage Armor for Strykers

Thu 03 Jul 2025, 00:23

Mechanically how would those work against like RPG-7 and other anti-tank rockets.?
 
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Fenhorn
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Re: Cage Armor for Strykers

Thu 03 Jul 2025, 00:43

An idea that I have is to rate the various anti-"heat ammo" protections with A, B, C and D.
A and B represent reactive armour of some kind, while C and D represent various variants of slat armour. If the vehicle is hit by a heat ammo (not the various versions of AP ammo), you roll 2d12 for A, 2d10 for B, 2d8 for C and 2d6 for D. Any success counts as an extra armour rating, while a 1 means that the reactive/slat armour decreases in quality one step (since you roll two dice, both can happen at the same time). Reactive armour can't be repaired, except with other reactive armour (it doesn't matter if the rating has gone down to C or D, it still counts as reactive armour). Slat armour can be repaired by using generic spare parts, but can never be higher than C.

This draft is simple to use. There are probably more advanced rules out there on the workshop, but I am more interested on rules that are simple and even though the rule is abstract its effect does the job.
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paladin2019
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Re: Cage Armor for Strykers

Thu 03 Jul 2025, 11:39

Slat or cage armors are a technology that is effective against one type of fusing. If the weapon doesn't use that fusing, as American AT systems do not, it isn't effective against them.

How to implement them? Slat armors work by physically breaking the hardware involved in the ignition of the HEAT charge, preventing an electrical ignition circuit from being completed. For a game mechanic, this is closer to a saving throw against a susceptible weapon. My recommendation would be to assign an A value to the armor package and any success defeats the weapon. You might also give it a Reliability 5 and each collision and hit by a non-susceptible weapon has a chance to reduce the reliability and effectiveness of the armor package.

Reactive armor would be similar in rule mechanics, though against a wider range of threats at the cost of having an explosive radius that threatens any supporting infantry; external cargo is a no go. In this case, the armor properly functioning will also degrade its reliability as it is essentially an ammo-based system; block go boom -> no more block -> gap in the protection. Like any ammo in the setting, there probably isn't a lot of reactive armor left but having a system for a well-equipped system or a different setting without the scarcity theme can be useful.
 
TiasDK
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Re: Cage Armor for Strykers

Wed 30 Jul 2025, 10:22

An idea that I have is to rate the various anti-"heat ammo" protections with A, B, C and D.
A and B represent reactive armour of some kind, while C and D represent various variants of slat armour. If the vehicle is hit by a heat ammo (not the various versions of AP ammo), you roll 2d12 for A, 2d10 for B, 2d8 for C and 2d6 for D. Any success counts as an extra armour rating, while a 1 means that the reactive/slat armour decreases in quality one step (since you roll two dice, both can happen at the same time).

This came up in our game since an S-Tank / Stridsvagn 103 rolled out of the forest floor and started attacking the team, with the characteristic grille-style anti-HEAT armour in front. I can't recall exactly how we ruled it, but I think it was 2D10 and the slat being blown off if it absorbed a frontal hit.

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