View Single Post
  #189  
Old 06-27-2024, 11:20 PM
ChalkLine's Avatar
ChalkLine ChalkLine is offline
Registered User
 
Join Date: Oct 2008
Posts: 765
Default

Slat Armour

I don't know if this is covered in any rules or house rules such as Paul Mulcahy's.

A vehicle must have at least 5mm of RHA-equivalent to mount slat armour effectively.
Vehicles mounting slat armour are no longer amphibious. It takes one hour per ton of slat armour to mount or dismount the slat armour package.
1) Slat Armour (as fitted standard or by divisional-level workshops)) usually weighs 15% of vehicle mass, extends 0.5m from the vehicle hull. This armour weight must be subtracted from the vehicle cargo weight (including external cargo weight).
2) Light Ad Hoc Slat Armour (LAHSA) weighs 10% of vehicle weight but is one level less effective (covered below)
3) Medium Ad Hoc Slat Armour (MAHSA) weighs 20% of vehicle weight and is as effective as pre-war slat armour (entry #1)
4) Heavy Ad Hoc Slat Armour (HAHSA) is an urban survival package made in the field that covers the entire surface of the vehicle above the belly. It weighs 30% of vehicle weight and also protects against top-attack. No pre-war slat armour protected against top-attack.
Slat Armour adds 500mm of armour vs HEAT rounds to areas protected by the hull. LAHSA provides 350mm of armour. Slat armour does not cover the rear of the vehicle unless it is HAHSA.
Slat armour increases the difficulty of drive rolls by one level unless the driver elects to disregard the slat armour's survival.
On a failure roll 1d6;
1-5 = usual fail result.
6-6 = slat armour in that sector of the vehicle is damaged.
On a fumble that sector is physically ripped off the vehicle or two adjoining sectors are damaged, GM's choice.
Damaged slat armour is scrunched against the vehicle side, dragging on the ground or similar. It provides no armour benefit on that side.
Slat armour usually covers the front and hull sides of the vehicle as well as all around the turret if any.
To work out sectors on the hull roll 1d10:
1-2 = Hull front.
3-6 = Left hull side
7-0 = Right hull side
To work out sectors on the turret roll 1d4:
1 = Front
2 = Right Side
3 = Left Side
4 = Rear
Most failed driving roll damages are only to the hull.

I should note that ad hoc armours are field expedients. The might be bed springs, chain link fences or similar scrounged material. They require a scrounge roll for each sector covered.

For every 10% a vehicles external cargo weight is exceeded subtract 10% from speed and fuel endurance. Reduce mobility by another level.
Each ton of slat armour requires a man/period to create with a minimum of one period per sector.

Repairing a sector of slat armour that survives a HEAT strike requires one period and a mechanical roll. The materials required require one scrounge roll.
Reply With Quote