QUOTE (Falconer @ Aug 23 2012, 06:08 PM)

Remote does not take extra slots. Adding Manual control adds +1 modification... adding remote control adds +0 modification.
And in the end, you end up with extra slots taken and extra costs.
QUOTE ( @ Arsenal p.148)
If for some reason a character wants to have a weapon mount that can both be manned and fired remotely, he can combine both options, adding them together.
QUOTE (Falconer @ Aug 23 2012, 06:08 PM)

In fact the vast vast majority of published weapon mounts are either remote only, or remote + manual. (armored or not really isn't relevant to this... an internal remote mount for example armors the weapon... but not the gunner so it's completely off target). Once again read the example vehicles, and you'll see remote is the most common followed by remote + manual. Manual-only is very rare.
Let's take MilSpecTech for example. Ferrari Appaloosa has an external turret armoured manned. LAV-98 - external flexible manned. LAV-103 - external turret armoured manned. BAE Centurion - external turret armoured manned. Four out of five ground vehicles have purely manual weapon mounts. And I can't think of any remote+manual weapon mounts coming in standard off the top of my head.
QUOTE (Falconer @ Aug 23 2012, 06:08 PM)

Bigger heavier shells don't derive their power from their KE (that's purely kinetic penetrators which is why I used them as my baseline for anti-vehicle). Those derive their power from high explosives, high explosives which in anti-tank rounds get -6DV/m damage degradation for anti-armor shaped charges.
I guess the explosives do not add the energy generated in the course of a chemical reaction to their kinetic energy, they just substitute it. And the kinetic energy disappears into the vast nothingness.
QUOTE (Falconer @ Aug 23 2012, 06:08 PM)

The rules ALREADY COVER THAT!!! (page 171, damage and passengers; In the case of Ramming, full-auto and area-effect attacks, both passengers and vehicles resist the damage equally).
Do you really think that a better rule than what I suggest? Seriously?
QUOTE (Falconer @ Aug 23 2012, 06:08 PM)

Anti-tank missile strikes side of tank... both driver and gunner are say 2m away from impact point... since it's an area attack... they already soak damage as if it were a grenade.
Why two and not anywhere from zero to nine (a length of a tank)? Are you ready to argue the distance to the players who'd prefer their characters to soak the DV reduced by 36 and not 8? What mechanical arguments will you possibly produce?
QUOTE (Falconer @ Aug 23 2012, 06:08 PM)

The passengers gain the protection of the vehicles armor WHICH YOU IGNORE.
Oh, and where is that written in the rules? In that "resist the damage
equally" bit?
QUOTE (Falconer @ Aug 23 2012, 06:08 PM)

in fact something like an abrams is actually heavier than 50tons. (they're closer to 60). I kept the numbers round just to show the sheer order of magnitude differences in momentum. Since the impacts aren't 100% elastic all that extra KE goes into deforming the penetrator, the armor, or deflecting the shell.
Your optional rule is BS because we regularly see guys in abrams hit by anti-tank rounds which bounce, and the crew might be shell-shocked for a second, but this isn't stun damage. (it won't knock out the crew).
So what you're saying there's no shockwave inside the vehicle after it's hit by a shell, and everyone proceeds as if nothing has happened? The accounts I've read differ a lot from that description, including blood from ears and other such niceties. Anything to contradict that?
You can, of course, suggest some mechanical representation of constant ringing in the ears, headache and aforementioned ear bleeding other than Stun damage.