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Can a pistol not kill you in one shot?

i see it as a combat system that is a lot better than other rpgs ( especially ones which were prominent late 70s , early 80s ) --- combat is VERY dangerous , there is a good chance of being unconscious after taking one hit , this encourages play in styles other than "hack and slay" , however your character can't be killed by the first single blow IN COMBAT , (though obviously can be killed by being shot in the back of the head etc . ) which makes it a little less deadly and helps redress the balance slightly . in addition , i think the basic 8+ to hit on 2d with mods for relevent factors is simple , elegant and all i need to run a good game ( the ref can always give extra dms according to the situation and needs of the narrative , or to keep the game balanced ) .
 
i see it as a combat system that is a lot better than other rpgs ( especially ones which were prominent late 70s , early 80s ) --- combat is VERY dangerous , there is a good chance of being unconscious after taking one hit , this encourages play in styles other than "hack and slay" , however your character can't be killed by the first single blow IN COMBAT , (though obviously can be killed by being shot in the back of the head etc . ) which makes it a little less deadly and helps redress the balance slightly . in addition , i think the basic 8+ to hit on 2d with mods for relevent factors is simple , elegant and all i need to run a good game ( the ref can always give extra dms according to the situation and needs of the narrative , or to keep the game balanced ) .
 
Originally posted by Ranger:
I went back and re-read the MT combat rules (since I hadn't read them in about a year), and they are even nastier than I remembered.
Your example case is somewhat unlikely. Most of the time I see combat tasks attempted, the difficulties end up being Routine or Difficult and with modifiers for things like target movement. So getting more than 2 over is tough. So if we go with this as a more typical representation, you'd end up with 4D to 6D of damage for a pistol (I don't know, maybe a gauss pistol is a 4 damage, I don't recall off hand). 6D of damage might kill you. 4D certainly won't unless you're feeble. If you are an average of 898 (which is closer to an adventurer average than 777), even 6D isn't likely to kill you. Especially if you don't use carry over.

Of course, a larger problem here in MT is that armour is sort of abstract too. Cloth armour protects almost entirely from guns (except for minmal damage rules). And some folks seem to think you can do this while having something concealable as normal clothing or a trenchcoat (ignoring the exposure of feet, hands and head).

Anyway, this thread has generated some good thoughts on how to address the issue. I think:

MT to hit, penetration and damage values. MT's doubling effects with exceptional success. And pinpoint fire.

CT dice of damage, with the first shot rule, and with carry over.

That combination ought to be sufficient.

Thanks.
 
Originally posted by Ranger:
I went back and re-read the MT combat rules (since I hadn't read them in about a year), and they are even nastier than I remembered.
Your example case is somewhat unlikely. Most of the time I see combat tasks attempted, the difficulties end up being Routine or Difficult and with modifiers for things like target movement. So getting more than 2 over is tough. So if we go with this as a more typical representation, you'd end up with 4D to 6D of damage for a pistol (I don't know, maybe a gauss pistol is a 4 damage, I don't recall off hand). 6D of damage might kill you. 4D certainly won't unless you're feeble. If you are an average of 898 (which is closer to an adventurer average than 777), even 6D isn't likely to kill you. Especially if you don't use carry over.

Of course, a larger problem here in MT is that armour is sort of abstract too. Cloth armour protects almost entirely from guns (except for minmal damage rules). And some folks seem to think you can do this while having something concealable as normal clothing or a trenchcoat (ignoring the exposure of feet, hands and head).

Anyway, this thread has generated some good thoughts on how to address the issue. I think:

MT to hit, penetration and damage values. MT's doubling effects with exceptional success. And pinpoint fire.

CT dice of damage, with the first shot rule, and with carry over.

That combination ought to be sufficient.

Thanks.
 
couple of thoughts here...

I'm not a gun-tech expert so excuse me if I have some of my rounds and loads a bit off the mark. I am a trained EMT so I've learned a bit about what will kill you and how long it takes. Fortunately, all an EMT has to do is keep you alive long enough for a Paramedic to arrive :D

1) 1 hit 1 kill with a pistol is hard to do unless you're using some behemoth like Dirty Harry. Pistol bullets don't carry an awful lot of kinetic energy. The short muzzel length and low projectile weight that essentially *mean* pistol also mean that you're not going to be packing a lot of stopping power unless the gun and ammo are specifically beefed up to do it.

But to get that kind of power you need a big bullet with a lot of powder pushing it - this is not normally the case with a pistol round. Sure your .357 magnum or Colt Desert Eagle are going to do this - but then you have a big heavy gun with big heavy bullets and recoil out the waz.

Head or torso hits are going to be very deadly with that type of round. Obviously, if you're looking for the quick kill you want to be putting enough kinetic energy on the victim to cause golfball or baseball sized exit wounds... this works by imparting so much kinetic energy at impact that a hydrostatic pressure wave forms ahead of the bullet - producing much, much more trauma than the actual round.

Under more normal pistol conditions (6mm to 9mm round)- head shots in anything other than 'execution mode' are tough for the average pistoleer to make, and anything besides a center hit will get you a knock down but not an instant fatality. Skull fractures and brain penetrations kill - but again, not instantly.

Torso shots are also problematic in that you've basically got to sever a major blood vessel to stop someone cold with a pistol round. You don't have that huge hydrostatic pressure wave shredding tissue all over the place - chances are that the bullet is going to go through (with an exit wound around the size of the entry wound) or hit something like a rib and stop. Either way you've got a good sized hole pushed through your victim, but ultimately something not much worse than an arrow wound.

So you're looking for a heart hit or a major blood vessel that's going to drop the target's cranial blood pressure hard and fast. Anything else in the torso will kill eventually - but in the meantime your target is probably going to be concious, pissed and shooting back.

2) The human body is very resilient - for an hour or so. If you're in better shape you get a bit more time, and there's no guarentee that you're going to be FUNCTIONING - but most things (trauma wise that is) that don't kill you instantly take about an hour as the body tries to compensate for the nasty things you've done to it. Agressive, TL7 or TL8 medical intervention within that 'golden hour' can make a huge difference unless something irreversable (like a shredded heart or severed aorta) has been done.

Interesting side note: I've seen some pretty convincing arguments made that the murder rate is down in the US over the last ten years because EMS is getting very good at saving gunshot victims. The *attempted* murder rate is not down.

3) As has been noted, trauma and wounding are highly variable events. Physical condition can make a big difference - a strong cardiovascular system can keep your brain alive in marginal situations where an out of shape person would have died.

There is a lot of psychology involved as well. if a patient thinks he is going to die he is much more likely to do so. Someone whose only exposure to gunplay is via TV is likely to expect to go down and stay down from a single hit - unless he thinks he's Jason Voorhees. There are people that will faint at the sight of blood - theirs or anyone else's - so I'm sure that there are also people who will go into arrest from any gunshot hit. Possibly from a perceived gunshot hit - but that's the nature of the matrix
file_22.gif


So... I don't see that it's necessary to use a combat system that does anything more than let you know if the guy is still coming after a hit - dead, unconcious, knocked flat - whatever. You can work the details out after - you just need to know if he's 'mission killed' or not. After the fight you can figure out whether it's worth while to start CPR.

Just my cr0.02 - enjoy, discuss

--michael
 
couple of thoughts here...

I'm not a gun-tech expert so excuse me if I have some of my rounds and loads a bit off the mark. I am a trained EMT so I've learned a bit about what will kill you and how long it takes. Fortunately, all an EMT has to do is keep you alive long enough for a Paramedic to arrive :D

1) 1 hit 1 kill with a pistol is hard to do unless you're using some behemoth like Dirty Harry. Pistol bullets don't carry an awful lot of kinetic energy. The short muzzel length and low projectile weight that essentially *mean* pistol also mean that you're not going to be packing a lot of stopping power unless the gun and ammo are specifically beefed up to do it.

But to get that kind of power you need a big bullet with a lot of powder pushing it - this is not normally the case with a pistol round. Sure your .357 magnum or Colt Desert Eagle are going to do this - but then you have a big heavy gun with big heavy bullets and recoil out the waz.

Head or torso hits are going to be very deadly with that type of round. Obviously, if you're looking for the quick kill you want to be putting enough kinetic energy on the victim to cause golfball or baseball sized exit wounds... this works by imparting so much kinetic energy at impact that a hydrostatic pressure wave forms ahead of the bullet - producing much, much more trauma than the actual round.

Under more normal pistol conditions (6mm to 9mm round)- head shots in anything other than 'execution mode' are tough for the average pistoleer to make, and anything besides a center hit will get you a knock down but not an instant fatality. Skull fractures and brain penetrations kill - but again, not instantly.

Torso shots are also problematic in that you've basically got to sever a major blood vessel to stop someone cold with a pistol round. You don't have that huge hydrostatic pressure wave shredding tissue all over the place - chances are that the bullet is going to go through (with an exit wound around the size of the entry wound) or hit something like a rib and stop. Either way you've got a good sized hole pushed through your victim, but ultimately something not much worse than an arrow wound.

So you're looking for a heart hit or a major blood vessel that's going to drop the target's cranial blood pressure hard and fast. Anything else in the torso will kill eventually - but in the meantime your target is probably going to be concious, pissed and shooting back.

2) The human body is very resilient - for an hour or so. If you're in better shape you get a bit more time, and there's no guarentee that you're going to be FUNCTIONING - but most things (trauma wise that is) that don't kill you instantly take about an hour as the body tries to compensate for the nasty things you've done to it. Agressive, TL7 or TL8 medical intervention within that 'golden hour' can make a huge difference unless something irreversable (like a shredded heart or severed aorta) has been done.

Interesting side note: I've seen some pretty convincing arguments made that the murder rate is down in the US over the last ten years because EMS is getting very good at saving gunshot victims. The *attempted* murder rate is not down.

3) As has been noted, trauma and wounding are highly variable events. Physical condition can make a big difference - a strong cardiovascular system can keep your brain alive in marginal situations where an out of shape person would have died.

There is a lot of psychology involved as well. if a patient thinks he is going to die he is much more likely to do so. Someone whose only exposure to gunplay is via TV is likely to expect to go down and stay down from a single hit - unless he thinks he's Jason Voorhees. There are people that will faint at the sight of blood - theirs or anyone else's - so I'm sure that there are also people who will go into arrest from any gunshot hit. Possibly from a perceived gunshot hit - but that's the nature of the matrix
file_22.gif


So... I don't see that it's necessary to use a combat system that does anything more than let you know if the guy is still coming after a hit - dead, unconcious, knocked flat - whatever. You can work the details out after - you just need to know if he's 'mission killed' or not. After the fight you can figure out whether it's worth while to start CPR.

Just my cr0.02 - enjoy, discuss

--michael
 
Originally posted by theSea:
couple of thoughts here...

So... I don't see that it's necessary to use a combat system that does anything more than let you know if the guy is still coming after a hit - dead, unconcious, knocked flat - whatever. You can work the details out after - you just need to know if he's 'mission killed' or not. After the fight you can figure out whether it's worth while to start CPR.

Just my cr0.02 - enjoy, discuss

--michael
This is basically the logic behind the MT system that only totals up dice of damage durring the fight, then calculates actual hit points afterwards.

That works fine for short, sharp fights, but if you get into any kind of protracted combat, it does start to matter how badly hurt someone is and if they need medical attention. It can totally change the nature of the encounter if one or more of the party has a wound that needs immediate attention. The focus changes from everyone attacking the enemy to getting someone with medical skill treating the casualty while others carry on the fight.

Practically, it only matters in a fight that lasts more than 10 minutes or so (40 CT combat rounds or 20 Striker turns) because that is when a charactor starts taking damage if they arn't treated. And, technically, you need to start aid in 1D minutes to keep a 'dead' charactor alive until they can be treated by advanced medical care. Most fights don't last that long in Traveller, but some do, and you never know for sure when it starts.

To be honest, I'm not sure if it is worth taking the time to calculate detailed damage during the fight unless you really enjoy detailed combat resolution. I think it probably just comes down to what type of campaign you want to run and your players enjoy. If you're just having an occasional bar room brawl, then it probably doesn't matter, but if you're getting into military style fire fights, it probably does.
 
Originally posted by theSea:
couple of thoughts here...

So... I don't see that it's necessary to use a combat system that does anything more than let you know if the guy is still coming after a hit - dead, unconcious, knocked flat - whatever. You can work the details out after - you just need to know if he's 'mission killed' or not. After the fight you can figure out whether it's worth while to start CPR.

Just my cr0.02 - enjoy, discuss

--michael
This is basically the logic behind the MT system that only totals up dice of damage durring the fight, then calculates actual hit points afterwards.

That works fine for short, sharp fights, but if you get into any kind of protracted combat, it does start to matter how badly hurt someone is and if they need medical attention. It can totally change the nature of the encounter if one or more of the party has a wound that needs immediate attention. The focus changes from everyone attacking the enemy to getting someone with medical skill treating the casualty while others carry on the fight.

Practically, it only matters in a fight that lasts more than 10 minutes or so (40 CT combat rounds or 20 Striker turns) because that is when a charactor starts taking damage if they arn't treated. And, technically, you need to start aid in 1D minutes to keep a 'dead' charactor alive until they can be treated by advanced medical care. Most fights don't last that long in Traveller, but some do, and you never know for sure when it starts.

To be honest, I'm not sure if it is worth taking the time to calculate detailed damage during the fight unless you really enjoy detailed combat resolution. I think it probably just comes down to what type of campaign you want to run and your players enjoy. If you're just having an occasional bar room brawl, then it probably doesn't matter, but if you're getting into military style fire fights, it probably does.
 
Originally posted by theSea:
I'm not a gun-tech expert so excuse me if I have some of my rounds and loads a bit off the mark. I am a trained EMT so I've learned a bit about what will kill you and how long it takes. Fortunately, all an EMT has to do is keep you alive long enough for a Paramedic to arrive
Most of my learning is at the other end of the spectrum. I have emergency combat first aid (lifesaver-ish) training, but I learned a lot more about how to inflict injury than to repair/treat it.

1) 1 hit 1 kill with a pistol is hard to do unless you're using some behemoth like Dirty Harry. Pistol bullets don't carry an awful lot of kinetic energy. The short muzzel length and low projectile weight that essentially *mean* pistol also mean that you're not going to be packing a lot of stopping power unless the gun and ammo are specifically beefed up to do it.
That's part of the picture. Part of the picture is how much tissue damage, hydrostatic shock/pressure you can inflict, and the efficiency of the transfer of kinetic energy, which is a larger factor than most people probably suspect.

But to get that kind of power you need a big bullet with a lot of powder pushing it - this is not normally the case with a pistol round. Sure your .357 magnum or Colt Desert Eagle are going to do this - but then you have a big heavy gun with big heavy bullets and recoil out the waz.
A Colt M1911A1 in .45 ACP isn't a *huge* gun (no desert eagle) but with the right load, it'll leave an exit wound the size of my fist. The furrow it blows through what's in the middle looks like a nasty little cone of sorts.

A lot has to do with your load. Caliber matters, but the load type probably matters as much.

Head or torso hits are going to be very deadly with that type of round. Obviously, if you're looking for the quick kill you want to be putting enough kinetic energy on the victim to cause golfball or baseball sized exit wounds...
Which most pistols can manage with non-standard (by our standards) loads. Dum-dum, hollowpoint, explosive, or other rounds or oddballs like the Glaser can put enough damage onto your target to cause that kind of impact. Also, using softer metals or fragmenting designs can increase the effects. Most of this is at the cost of penetration, however.

this works by imparting so much kinetic energy at impact that a hydrostatic pressure wave forms ahead of the bullet - producing much, much more trauma than the actual round.
Fragmentation, tumbling, having a round that deforms more easily - these aren't all *power* related. Power is one way to get more damage, efficiency of energy transfer or various shot/fragmenting designs is another.

Under more normal pistol conditions (6mm to 9mm round)- head shots in anything other than 'execution mode' are tough for the average pistoleer to make,
Intentionally.

But they do happen by accident.

And in military conflicts, you see them more often as people tend to fight from covered positions, so hits tend to hit things like your head. (Hands and arms and feet tend to get hit a bunch too).

and anything besides a center hit will get you a knock down but not an instant fatality. Skull fractures and brain penetrations kill - but again, not instantly.
But many of these hits may partially impair you - make your vision blurry, cost you an eye, make breathing difficult, without rendering you hors-de-combat.

And brain hits *can* kill you instantly, in some cases (instantly meaning within a moment or two). There are a lot of data points from WW1 through the later half of the 20th century that suggest that head hits and other kinds of wounds do transpire in those kind of settings. It is a bit much after the fact to sort out who died 'right then' and who died for not getting aide, but when someone says his body dropped beside him, he stopped to help him, and he was dead, they might have been wrong, but we'll never really know exactly if he was dead or just looked that way to an inexpert viewer.

Torso shots are also problematic in that you've basically got to sever a major blood vessel to stop someone cold with a pistol round.
I believe this is why the SAS and Canadian JTF2 have a 'rapid fire' technique that involves emptying a whole magazine rapidly into different areas on a target to score the quick kill for guys like bomb-triggermen and such instead of the old double tap.

A shot through the spine might not kill you outright, but it will put you down and out. Or at least the part of you beyond that point....

You don't have that huge hydrostatic pressure wave shredding tissue all over the place - chances are that the bullet is going to go through (with an exit wound around the size of the entry wound)
This is the result of using copper jacketed bullets in part and using the high muzzle velocity of the 9mm. 9mm are renowned for overpenetration in typical North American urban conditions. They go through walls far easier than some larger rounds. High muzzle velocity and a jacketed round tends to lead to shoot-through.

But a 9mm with a soft lead or hollowtip bullet is going to do a lot more damage. Load it a bit lighter in the powder department and you may actually get a more damaging round, less prone to fire-through and collateral damage.

or hit something like a rib and stop. Either way you've got a good sized hole pushed through your victim, but ultimately something not much worse than an arrow wound.
I concur that this is generally the effect from modern 9mm pistol ammunition.

So you're looking for a heart hit or a major blood vessel that's going to drop the target's cranial blood pressure hard and fast. Anything else in the torso will kill eventually - but in the meantime your target is probably going to be concious, pissed and shooting back.
Here's where we get to my problem with MT:

He's going to shoot back unimpaired in any fashion. In CT, your stats drop off. In MT, they don't. In MT, shots in the limbs don't affect firing or movement. A shot in the belly doesn't slow you down. A shot in the spine won't stop you moving. This is one of the reasons I want some better wounding effects.

2) The human body is very resilient - for an hour or so. If you're in better shape you get a bit more time, and there's no guarentee that you're going to be FUNCTIONING - but most things (trauma wise that is) that don't kill you instantly take about an hour as the body tries to compensate for the nasty things you've done to it. Agressive, TL7 or TL8 medical intervention within that 'golden hour' can make a huge difference unless something irreversable (like a shredded heart or severed aorta) has been done.
Yep. But its the cases where this kind of damage is done I'm talking about, and in CT it was pretty much impossible to do. With MT, you *can* do it, but if you don't outright kill or the guy or knock him out, you aren't likely to impair him at all. Both systems have a weakness, IMO.

Interesting side note: I've seen some pretty convincing arguments made that the murder rate is down in the US over the last ten years because EMS is getting very good at saving gunshot victims. The *attempted* murder rate is not down.
Statistics is like a bikini - what it reveals is interesting, what it conceals is more interesting yet.

3) As has been noted, trauma and wounding are highly variable events. Physical condition can make a big difference - a strong cardiovascular system can keep your brain alive in marginal situations where an out of shape person would have died.

There is a lot of psychology involved as well. if a patient thinks he is going to die he is much more likely to do so. Someone whose only exposure to gunplay is via TV is likely to expect to go down and stay down from a single hit - unless he thinks he's Jason Voorhees. There are people that will faint at the sight of blood - theirs or anyone else's - so I'm sure that there are also people who will go into arrest from any gunshot hit. Possibly from a perceived gunshot hit - but that's the nature of the matrix
file_22.gif
Having studied this on and off for years, I think psychology plays a large and hard to quantify part in this. I've heard of or seen people cringe from slight wounds and become functionally useless, yet we all know of people or at least stories of people who have kept on functioning despite ridiculous amounts of damage. I know of people who freeze, or panic, in a crisis - I tend to react. Psychology plays a big role in human combat, but it is a bugaboo to represent fairly in a game.

One of the cases of a stupid wound killing someone - there is a case where a guy got hit in the hand by a .50 BMG. He died. I think he died instantly, or at least pretty much collapsed at the time. From my understanding, he died from the shock of the wound, it might have been a cardiac arrest. The .50 BMG has a stupid amount of kinetic energy, and it'd just go right through the hand, probably blow a big whopping helluva hole in it. But that probably wouldn't kill most people. But this case, the fellow dropped apparently stone dead.

So... I don't see that it's necessary to use a combat system that does anything more than let you know if the guy is still coming after a hit - dead, unconcious, knocked flat - whatever. You can work the details out after - you just need to know if he's 'mission killed' or not. After the fight you can figure out whether it's worth while to start CPR.
Depends on your taste. I expect to see the following states represented:

Fine
Impaired Performance
- injured limbs
- injured spine
- injured sensory organs
- concussion, etc.
Hors De Combat (Unconcious, Incoherent, etc)
Actually Dead

CT makes it hard to get to the last one (harder than it should be perhaps) and MT glosses over the second. A blend of both would give the best of both worlds.

Plus, as a GM, I like to be able to tell my player he was shot in the unarmoured arm and he now can't use it for firing his gauss pistol while hanging from the rapelling rope with the other hand and that he drops the gauss pistol. Sure I can make this up, but I prefer to have some tables and a system that makes it a bit automated so I don't have to feel each wound is a personal judgement....
 
Originally posted by theSea:
I'm not a gun-tech expert so excuse me if I have some of my rounds and loads a bit off the mark. I am a trained EMT so I've learned a bit about what will kill you and how long it takes. Fortunately, all an EMT has to do is keep you alive long enough for a Paramedic to arrive
Most of my learning is at the other end of the spectrum. I have emergency combat first aid (lifesaver-ish) training, but I learned a lot more about how to inflict injury than to repair/treat it.

1) 1 hit 1 kill with a pistol is hard to do unless you're using some behemoth like Dirty Harry. Pistol bullets don't carry an awful lot of kinetic energy. The short muzzel length and low projectile weight that essentially *mean* pistol also mean that you're not going to be packing a lot of stopping power unless the gun and ammo are specifically beefed up to do it.
That's part of the picture. Part of the picture is how much tissue damage, hydrostatic shock/pressure you can inflict, and the efficiency of the transfer of kinetic energy, which is a larger factor than most people probably suspect.

But to get that kind of power you need a big bullet with a lot of powder pushing it - this is not normally the case with a pistol round. Sure your .357 magnum or Colt Desert Eagle are going to do this - but then you have a big heavy gun with big heavy bullets and recoil out the waz.
A Colt M1911A1 in .45 ACP isn't a *huge* gun (no desert eagle) but with the right load, it'll leave an exit wound the size of my fist. The furrow it blows through what's in the middle looks like a nasty little cone of sorts.

A lot has to do with your load. Caliber matters, but the load type probably matters as much.

Head or torso hits are going to be very deadly with that type of round. Obviously, if you're looking for the quick kill you want to be putting enough kinetic energy on the victim to cause golfball or baseball sized exit wounds...
Which most pistols can manage with non-standard (by our standards) loads. Dum-dum, hollowpoint, explosive, or other rounds or oddballs like the Glaser can put enough damage onto your target to cause that kind of impact. Also, using softer metals or fragmenting designs can increase the effects. Most of this is at the cost of penetration, however.

this works by imparting so much kinetic energy at impact that a hydrostatic pressure wave forms ahead of the bullet - producing much, much more trauma than the actual round.
Fragmentation, tumbling, having a round that deforms more easily - these aren't all *power* related. Power is one way to get more damage, efficiency of energy transfer or various shot/fragmenting designs is another.

Under more normal pistol conditions (6mm to 9mm round)- head shots in anything other than 'execution mode' are tough for the average pistoleer to make,
Intentionally.

But they do happen by accident.

And in military conflicts, you see them more often as people tend to fight from covered positions, so hits tend to hit things like your head. (Hands and arms and feet tend to get hit a bunch too).

and anything besides a center hit will get you a knock down but not an instant fatality. Skull fractures and brain penetrations kill - but again, not instantly.
But many of these hits may partially impair you - make your vision blurry, cost you an eye, make breathing difficult, without rendering you hors-de-combat.

And brain hits *can* kill you instantly, in some cases (instantly meaning within a moment or two). There are a lot of data points from WW1 through the later half of the 20th century that suggest that head hits and other kinds of wounds do transpire in those kind of settings. It is a bit much after the fact to sort out who died 'right then' and who died for not getting aide, but when someone says his body dropped beside him, he stopped to help him, and he was dead, they might have been wrong, but we'll never really know exactly if he was dead or just looked that way to an inexpert viewer.

Torso shots are also problematic in that you've basically got to sever a major blood vessel to stop someone cold with a pistol round.
I believe this is why the SAS and Canadian JTF2 have a 'rapid fire' technique that involves emptying a whole magazine rapidly into different areas on a target to score the quick kill for guys like bomb-triggermen and such instead of the old double tap.

A shot through the spine might not kill you outright, but it will put you down and out. Or at least the part of you beyond that point....

You don't have that huge hydrostatic pressure wave shredding tissue all over the place - chances are that the bullet is going to go through (with an exit wound around the size of the entry wound)
This is the result of using copper jacketed bullets in part and using the high muzzle velocity of the 9mm. 9mm are renowned for overpenetration in typical North American urban conditions. They go through walls far easier than some larger rounds. High muzzle velocity and a jacketed round tends to lead to shoot-through.

But a 9mm with a soft lead or hollowtip bullet is going to do a lot more damage. Load it a bit lighter in the powder department and you may actually get a more damaging round, less prone to fire-through and collateral damage.

or hit something like a rib and stop. Either way you've got a good sized hole pushed through your victim, but ultimately something not much worse than an arrow wound.
I concur that this is generally the effect from modern 9mm pistol ammunition.

So you're looking for a heart hit or a major blood vessel that's going to drop the target's cranial blood pressure hard and fast. Anything else in the torso will kill eventually - but in the meantime your target is probably going to be concious, pissed and shooting back.
Here's where we get to my problem with MT:

He's going to shoot back unimpaired in any fashion. In CT, your stats drop off. In MT, they don't. In MT, shots in the limbs don't affect firing or movement. A shot in the belly doesn't slow you down. A shot in the spine won't stop you moving. This is one of the reasons I want some better wounding effects.

2) The human body is very resilient - for an hour or so. If you're in better shape you get a bit more time, and there's no guarentee that you're going to be FUNCTIONING - but most things (trauma wise that is) that don't kill you instantly take about an hour as the body tries to compensate for the nasty things you've done to it. Agressive, TL7 or TL8 medical intervention within that 'golden hour' can make a huge difference unless something irreversable (like a shredded heart or severed aorta) has been done.
Yep. But its the cases where this kind of damage is done I'm talking about, and in CT it was pretty much impossible to do. With MT, you *can* do it, but if you don't outright kill or the guy or knock him out, you aren't likely to impair him at all. Both systems have a weakness, IMO.

Interesting side note: I've seen some pretty convincing arguments made that the murder rate is down in the US over the last ten years because EMS is getting very good at saving gunshot victims. The *attempted* murder rate is not down.
Statistics is like a bikini - what it reveals is interesting, what it conceals is more interesting yet.

3) As has been noted, trauma and wounding are highly variable events. Physical condition can make a big difference - a strong cardiovascular system can keep your brain alive in marginal situations where an out of shape person would have died.

There is a lot of psychology involved as well. if a patient thinks he is going to die he is much more likely to do so. Someone whose only exposure to gunplay is via TV is likely to expect to go down and stay down from a single hit - unless he thinks he's Jason Voorhees. There are people that will faint at the sight of blood - theirs or anyone else's - so I'm sure that there are also people who will go into arrest from any gunshot hit. Possibly from a perceived gunshot hit - but that's the nature of the matrix
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Having studied this on and off for years, I think psychology plays a large and hard to quantify part in this. I've heard of or seen people cringe from slight wounds and become functionally useless, yet we all know of people or at least stories of people who have kept on functioning despite ridiculous amounts of damage. I know of people who freeze, or panic, in a crisis - I tend to react. Psychology plays a big role in human combat, but it is a bugaboo to represent fairly in a game.

One of the cases of a stupid wound killing someone - there is a case where a guy got hit in the hand by a .50 BMG. He died. I think he died instantly, or at least pretty much collapsed at the time. From my understanding, he died from the shock of the wound, it might have been a cardiac arrest. The .50 BMG has a stupid amount of kinetic energy, and it'd just go right through the hand, probably blow a big whopping helluva hole in it. But that probably wouldn't kill most people. But this case, the fellow dropped apparently stone dead.

So... I don't see that it's necessary to use a combat system that does anything more than let you know if the guy is still coming after a hit - dead, unconcious, knocked flat - whatever. You can work the details out after - you just need to know if he's 'mission killed' or not. After the fight you can figure out whether it's worth while to start CPR.
Depends on your taste. I expect to see the following states represented:

Fine
Impaired Performance
- injured limbs
- injured spine
- injured sensory organs
- concussion, etc.
Hors De Combat (Unconcious, Incoherent, etc)
Actually Dead

CT makes it hard to get to the last one (harder than it should be perhaps) and MT glosses over the second. A blend of both would give the best of both worlds.

Plus, as a GM, I like to be able to tell my player he was shot in the unarmoured arm and he now can't use it for firing his gauss pistol while hanging from the rapelling rope with the other hand and that he drops the gauss pistol. Sure I can make this up, but I prefer to have some tables and a system that makes it a bit automated so I don't have to feel each wound is a personal judgement....
 
The issue of ammunition type for pistols is another thing that plays a big part in this. All the weapons tables for CT and MT only give one damage value for most pistols (3D), but you could argue that this is only for military grade ammunition. If you allowed for hollow points or other types of bullets designed specifically to increase the damage, you could argue that there should be a second damage value for these (probably 4D). Whether this type of ammo would be available to civilians is a question that each GM would have to answer for himself, but these types of ammo are used by police who carry 9mms today because they want the increased stopping power without sacrificing magazine capacity by carrying a larger caliber pistol.
 
The issue of ammunition type for pistols is another thing that plays a big part in this. All the weapons tables for CT and MT only give one damage value for most pistols (3D), but you could argue that this is only for military grade ammunition. If you allowed for hollow points or other types of bullets designed specifically to increase the damage, you could argue that there should be a second damage value for these (probably 4D). Whether this type of ammo would be available to civilians is a question that each GM would have to answer for himself, but these types of ammo are used by police who carry 9mms today because they want the increased stopping power without sacrificing magazine capacity by carrying a larger caliber pistol.
 
I have emergency combat first aid (lifesaver-ish) training, but I learned a lot more about how to inflict injury than to repair/treat it.
Note to self: don't piss this guy off.

I believe this is why the SAS and Canadian JTF2 have a 'rapid fire' technique that involves emptying a whole magazine rapidly into different areas on a target to score the quick kill for guys like bomb-triggermen and such instead of the old double tap.
Where can I find out more about JTF2? They seem pretty "hush-hush".

~ C
 
I have emergency combat first aid (lifesaver-ish) training, but I learned a lot more about how to inflict injury than to repair/treat it.
Note to self: don't piss this guy off.

I believe this is why the SAS and Canadian JTF2 have a 'rapid fire' technique that involves emptying a whole magazine rapidly into different areas on a target to score the quick kill for guys like bomb-triggermen and such instead of the old double tap.
Where can I find out more about JTF2? They seem pretty "hush-hush".

~ C
 
Originally posted by salamander:
Note to self: don't piss this guy off.
I said I learned *more* about damaging things. Not that I learned *a lot*... ;)

I rate myself as CRM-1, Demo-0, Mart Arts-2, Handgun-1, Tactics-1, or thereabouts


I do, oddly, know a large number of the kind of people that I would NOT want to piss off (US SF, Canadian marksmen, Olympic rapid-fire competitors, and former members of our SERT team, pre-JTF2).

But that's just having an interesting life... ;)

Besides, not pissing off people is just a good piece of advice, period.

Where can I find out more about JTF2? They seem pretty "hush-hush".
JTF2 background (CBC)

A funny bit about a fellow who tried to go to Dwyer Hill training facility
Oddly, I used to go by here regularly on commutes. And I knew some folks who used to work with SERT when it (as predecessor to JTF2) was an RCMP asset and this facility was an RCMP facility.

Some more links

Some more pretty interesting links

Best book on the subject to date! I own it and recommend it.

A friend of mine was working on a Navy vessel off the West Coast when they got a mysterious call to play a runner for some RHIBs or Zodiacs (I don't recall). They came screaming out of nowhere at night with no lights and attempted to board. The vessel my friend was on was small and manouverable, so it started doing donuts, and threw the throttles on max throwing a big rooster tail. One of the small boats moved unerringly to cut them off, no matter which way they turned (excellent piloting). Another came up astern, rode straight up the roostertail of spray!!!!, and actually deposited its raiders on the command deck of the Navy vessel. They then stormed the bridge. The funny part is my friend recognized one of the soldiers <*grin*>. These were JTF2 just getting in some practice. Later the same week, they did some practice on a BC ferry late at night.

So, they are one unit of people with whom I seriously would not screw around. But they, like most SOFs, are not very numerous. And unlike some SOFs, have a darn small pool to draw new recruits from... since these tend to be seasoned veterans of Airborne, Infantry, Navy, etc.
 
Originally posted by salamander:
Note to self: don't piss this guy off.
I said I learned *more* about damaging things. Not that I learned *a lot*... ;)

I rate myself as CRM-1, Demo-0, Mart Arts-2, Handgun-1, Tactics-1, or thereabouts


I do, oddly, know a large number of the kind of people that I would NOT want to piss off (US SF, Canadian marksmen, Olympic rapid-fire competitors, and former members of our SERT team, pre-JTF2).

But that's just having an interesting life... ;)

Besides, not pissing off people is just a good piece of advice, period.

Where can I find out more about JTF2? They seem pretty "hush-hush".
JTF2 background (CBC)

A funny bit about a fellow who tried to go to Dwyer Hill training facility
Oddly, I used to go by here regularly on commutes. And I knew some folks who used to work with SERT when it (as predecessor to JTF2) was an RCMP asset and this facility was an RCMP facility.

Some more links

Some more pretty interesting links

Best book on the subject to date! I own it and recommend it.

A friend of mine was working on a Navy vessel off the West Coast when they got a mysterious call to play a runner for some RHIBs or Zodiacs (I don't recall). They came screaming out of nowhere at night with no lights and attempted to board. The vessel my friend was on was small and manouverable, so it started doing donuts, and threw the throttles on max throwing a big rooster tail. One of the small boats moved unerringly to cut them off, no matter which way they turned (excellent piloting). Another came up astern, rode straight up the roostertail of spray!!!!, and actually deposited its raiders on the command deck of the Navy vessel. They then stormed the bridge. The funny part is my friend recognized one of the soldiers <*grin*>. These were JTF2 just getting in some practice. Later the same week, they did some practice on a BC ferry late at night.

So, they are one unit of people with whom I seriously would not screw around. But they, like most SOFs, are not very numerous. And unlike some SOFs, have a darn small pool to draw new recruits from... since these tend to be seasoned veterans of Airborne, Infantry, Navy, etc.
 
And since Canada no longer has Airborne after that little incident in Somalia the pool is even smaller.
Canadian snipers are among the best in the world: they mode the world-record kill in Afghanistan, 2400m (and at least one other at 2100 m). Canadian teams constantly place in the top 5 in the Snipers' Challange (sponsored by the US Army).
 
And since Canada no longer has Airborne after that little incident in Somalia the pool is even smaller.
Canadian snipers are among the best in the world: they mode the world-record kill in Afghanistan, 2400m (and at least one other at 2100 m). Canadian teams constantly place in the top 5 in the Snipers' Challange (sponsored by the US Army).
 
I never much liked the CT damage system. It was too difficult to keep track of, especially in a big combat wher I was tracking a dozen NPCs.

We jumped at the Azhanti High Lightning which later was used in Striker.
Roll once to hit, your oponent is in the 8+, 10+, or 12+ zone depending on range and weapon. Add + skill and a dex and/or autofire bonus to the 2D6 roll then roll for damage.
Subtract the armor from the penetration and add 2D6
<2 No effect
3-7 Light wound, -1 combat, no move
8-11 Serious wound, incapacitated
12+ Dead

Not perfect, but as close as any other system. We did add house rules:

1) "Short Range" is 1/2 effective range and only needs a 6+. Example, a 7mm Carbine,
12+ 181-300m
10+ 101-180m
8+ 51-100m
6+ <50m


2) Limit damage adder to nore more than the number of book 1 or 4 dice. That is, a gauss rifle has a penetration of 7 but only does 4 D of damage in Book 4, so the maxdamage is +4 after you subtract armor)

3) For every two points of "excess" aim you add a point to damage. I.e., you need an 8+, you roll a 10 with Rifleman 2 you have 4 points extra, so you add +2 to your damage roll.
 
I never much liked the CT damage system. It was too difficult to keep track of, especially in a big combat wher I was tracking a dozen NPCs.

We jumped at the Azhanti High Lightning which later was used in Striker.
Roll once to hit, your oponent is in the 8+, 10+, or 12+ zone depending on range and weapon. Add + skill and a dex and/or autofire bonus to the 2D6 roll then roll for damage.
Subtract the armor from the penetration and add 2D6
<2 No effect
3-7 Light wound, -1 combat, no move
8-11 Serious wound, incapacitated
12+ Dead

Not perfect, but as close as any other system. We did add house rules:

1) "Short Range" is 1/2 effective range and only needs a 6+. Example, a 7mm Carbine,
12+ 181-300m
10+ 101-180m
8+ 51-100m
6+ <50m


2) Limit damage adder to nore more than the number of book 1 or 4 dice. That is, a gauss rifle has a penetration of 7 but only does 4 D of damage in Book 4, so the maxdamage is +4 after you subtract armor)

3) For every two points of "excess" aim you add a point to damage. I.e., you need an 8+, you roll a 10 with Rifleman 2 you have 4 points extra, so you add +2 to your damage roll.
 
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