Mordel's Bar & Grill
Marauder armor
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Seraph
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PostPosted: 18-Aug-2004 15:19    Post subject: RE: Marauder armor Reply to topic Reply with quote

Ahh... don't you love the smell of 7018 fluxx burning in the morning?
Ahh...the memories.
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DarkAdder
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PostPosted: 18-Aug-2004 15:58    Post subject: RE: Marauder armor Reply to topic Reply with quote

You call it a memory, I call it a fume-induced migraine.

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SaberDance
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PostPosted: 18-Aug-2004 16:03    Post subject: RE: Marauder armor Reply to topic Reply with quote

The strength of the weld is actually a liability in itself. The weld won't bend or flex like the metal around it. This isn't normally a problem, but high heat or extreme cold can cause the metal around the weld to break.

It was such a large problem with the WWII Liberty Ships they finally had to rivet a belt around the hull to keep them from snapping in half in the frigid North Atlantic.

M"SD"H


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Ruger
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PostPosted: 18-Aug-2004 18:55    Post subject: RE: Marauder armor Reply to topic Reply with quote

Quote:

On 2004-08-18 05:02, Seraph wrote:
Actually the weld is going to be stronger than the material that was welded.



That all depends on the quality of the weld...as we've learned at work several times...

I have seen welds in tubing unzip long before any other part of the driveline failed...

Ruger
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Seraph
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PostPosted: 18-Aug-2004 20:55    Post subject: RE: Marauder armor Reply to topic Reply with quote

Then it wasn't lain by a welder. It was placed by what I've refered as a "sparker". Someone who knows enough about welding to make some sparks and get the seperate pieces of metal to stick together. It may look good, it may not. But when it comes down to it; it is merely crap on metal and is in no way considered a weld. I have fired many "sparkers" in my relatively short time as a welder. (9 years)
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Seraph
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PostPosted: 18-Aug-2004 21:00    Post subject: RE: Marauder armor Reply to topic Reply with quote

True the weld is more rigid than the surrounding metal. But them, again it depends on what metal you are welding. The mild steel in use then and now is flexible to a degree. And the weld is much more rigid than the base material. However, in an armor application the rigidity is not as much of a factor considering what abuse it's going to take. Two, the actual composition of mech armor is an unknown. It is known that when it debuted on the Mackie it was COMPLETELY unpenetratable by the main tank guns of that era. So we aren't dealing with mild steel. I would make the dreaded assumption that the armor composites on mechs are harder than any armor composite in use today or in the near future (BTech future that is).

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jfox61
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PostPosted: 18-Aug-2004 21:24    Post subject: RE: Marauder armor Reply to topic Reply with quote

I agree with a couple of other postings. It would bog down into a bookkeeping excercise. Needing to keep track of every section of armour that was welded and where and by whom and what the quality of the weld was like would be a complete nightmare to keep track of.
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SaberDance
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PostPosted: 18-Aug-2004 22:29    Post subject: RE: Marauder armor Reply to topic Reply with quote

Quote:

On 2004-08-18 21:24, jfox61 wrote:
I agree with a couple of other postings. It would bog down into a bookkeeping excercise. Needing to keep track of every section of armour that was welded and where and by whom and what the quality of the weld was like would be a complete nightmare to keep track of.



Isn't it fascinating when the young (as in, you've only got 5 posts) tell everyone else what to do?

Isn't it even more fascinating when they're right. Out of the mouths of babes -metaphorically speaking.

Yes, though this may be a discrepency in accuracy, it is also one less head-ache that is simply not worth the trouble, especially since marauder armor is such a "patchwork" to begin with. You'd need the BT equivalent of carfacts.com.

M"SD"H
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DarkAdder
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PostPosted: 19-Aug-2004 02:00    Post subject: RE: Marauder armor Reply to topic Reply with quote

Why not try a house rule, or some thing. If youre going from slab to round, or round to slab, tack on an extra 30 minutes to make the adjustments.
Just a thought.

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Ronin
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PostPosted: 19-Aug-2004 10:21    Post subject: RE: Marauder armor Reply to topic Reply with quote

I remember reading somewhere for repair rules (at least in the original Mechwarrior RPG manual) that a partially successful repair resulted in some permanently lost armor available on the section of mech. Would this be a rule that would cover this situation somewhat? At least without getting bogged down in details?
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-Mud
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PostPosted: 19-Aug-2004 11:18    Post subject: RE: Marauder armor Reply to topic Reply with quote

That's essentially what I do. Using non-Lamallar armor to repair a marauder, you only get 12 points of armor per ton, due to the impossibility of fitting the armor plate sections properly onto the Marauder's carapace, and to account for the inevitable gaps and weak points created by the patchwork armor.
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SaberDance
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PostPosted: 19-Aug-2004 11:22    Post subject: RE: Marauder armor Reply to topic Reply with quote

In the words of one of my gamers...

"Meh."

This is one of those rare house rules that I won't touch with a ten foot pole. I'm not even a big fan of the mechwarrior partial repair rules, just because I figure that anything a tech can break can either be fixed or replaced if they have the right parts.

As for Marauders, I think this is probably getting a little too detailed, but if people want to do it, go nuts.

If my GM wanted to do this, I'd probably just stay away from Marauders. The coolness factor does not mitigate the post-game head ache factor.

M"SD"H
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-Mud
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PostPosted: 19-Aug-2004 11:47    Post subject: RE: Marauder armor Reply to topic Reply with quote

But what happens when you don't have the right parts?
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Oafman
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PostPosted: 19-Aug-2004 14:06    Post subject: RE: Marauder armor Reply to topic Reply with quote

Then you get all sorts of halfbreed mechs. Ever seen a Phoenix hawk with the head of a Wasp?

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PostPosted: 19-Aug-2004 17:52    Post subject: RE: Marauder armor Reply to topic Reply with quote

There is the Phoenix Hawk/Wasp head combination, but I was meaning that a "partial repair" to armor results in permanent loss of armor. Why? Next time the tech has a spare chance he can redo the job right. And if he has damaged the armor lugs, how hard is it to bolt on new lugs?

And if everything else fails, there is the option to jurry rig until the right parts come along.

I figure that nothing you do to a mech as a technician is going to be irreversable (at the very least a particle cannon will make a great eraser). If it is reparable before the tech has a chance at it, it should be reparable after.

And if you don't have the parts, you jury rig and wait for the next parts shipment.
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