• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

CT Combat

Knocking back and dropping someone are two different aspects of being hit by a gun.

I have always interpreted the comment "Knocked him back" to mean that the force of the bullet alone pushed the person off balance. Personally, I think this is Hollywood.

Dropping Someone is causing enough damage that they cannot remain upright anymore due to injury, pain or death. THIS I believe.

Some old films of WW2 concentration camps show prisoners being shot in the head with pistols. They drop straight down. Their heads move to the side a bit, but they are not knocked off balance. Some of them were shot in the back of the head and they just fell forward. Morbid, but real life.

There was another thread here somewhere that got into a HUGE debate about whether a bullet could knock someone on their ass or not. PLEASE let's not recreate that here.

The question of Armor DM to hit or damage is a good one, and honestly I don't know enough to answer it. The RPG world seems to be divided about this, but I don't know how much real world research has been done.
 
Knocking back and dropping someone are two different aspects of being hit by a gun.

I have always interpreted the comment "Knocked him back" to mean that the force of the bullet alone pushed the person off balance. Personally, I think this is Hollywood.

Dropping Someone is causing enough damage that they cannot remain upright anymore due to injury, pain or death. THIS I believe.

Some old films of WW2 concentration camps show prisoners being shot in the head with pistols. They drop straight down. Their heads move to the side a bit, but they are not knocked off balance. Some of them were shot in the back of the head and they just fell forward. Morbid, but real life.

There was another thread here somewhere that got into a HUGE debate about whether a bullet could knock someone on their ass or not. PLEASE let's not recreate that here.

The question of Armor DM to hit or damage is a good one, and honestly I don't know enough to answer it. The RPG world seems to be divided about this, but I don't know how much real world research has been done.
 
Originally posted by SOCOM242:
OMG!!! :eek: Pheonix Command?!?!?! Awesome Small Arms Combat system!!! :D

If I recall, the damage is determined on a factor of bullet velocity at time of impact (since a bullet slows down if fired from a longer range), and the armor reduces the penetration energy of the bullet at that speed and range, and finally the Damage Tables actually show you how far the bullet travelled inside your body AND how much trauma damage it caused.

Another thing I liked about PC is how "hit points" were never used. Your body's Health or Stamina stat were cross referenced with how much trauma (or PAIN) you were inflicted by. So a shot through the meaty part of your arm wouldn't phase you that much, but one gut shot and you were down...HARD!
file_23.gif


Hmmmmm....I know this system is a bit OVERKILL to be used in CT (or any game for that matter), but I do recall Leading Edge games having a sci-fi RPG using the Pheonix Command system. LIVING STEEL! Hmmmmm...time to open up the closet vaults! :cool:
So I pulled out 4th edition and reviewed the Advanced rules. For the uninitiated, every weapon has a chart associated with it (see http://www.phoenixcommand.com/HKG36.htm for an example). Each ammo type has a set of PENetration and Damage Class values for a series of range values (represented in hexes of, if I recall, 1 meter each).

Each armor has an armor factor (lets call this AF as I dont remember what it is in the book) as well, which represents how protective it is.

Given the penetration value of the weapon for the range/ammo type (PEN), you can determine the Effective Penetration (EPEN):

EPEN = PEN - AF

If EPEN is less than 0 the round is stopped entirely. If EPEN is less than or equal to AF then the round is significantly reduced in velocity and the DC is automatically 1. Otherwise, the round is unimpeded by the armor, so it is high velocity, and you use the given DC value.

You take the DC value, cross index it on a chart with the the hit location, to find a 'meta-column'. Within this column, there are a series of EPEN value sub-columns, and you find the highest EPEN sub-column that is less than the amount the EPEN is greater than the AF (or greater than 0 if low velocity).

In an example test, for a shoulder hit, a weapon with DC6, if it was a low velocity hit (EPEN greater than 0 but less than AF) at worst did about 4 damage. But if it had a higher PEN value so that it remained high velocity, it could do several hundred to a thousand damage. Of course, that seems excessive, but keep in mind that this wasn't a hitpoints system. Sometimes a little damage might take you out, sometimes you could take grievous wounds and keep going for a few moments before collapsing (imagine taking a burst from an automatic rifle at point blank but still managing to step forward, fire your pistol, and blowing the enemies brains out the back of his skull... before collapsing and proceeding to bleed out).

So this is completely counter to my hypothesis: a round that penetrates armor but is reduced in velocity DOES do less damage. I suppose, in hindsight, this makes sense: its been reduced in velocity enough that also entering the body will reduce its velocity even further, so it will likely stop very near the surface, rather than continuing through to damage organs.

Leading Edge used the 'basic' Phoenix Command system for it's Terminator, Aliens, Lawnmower Man, Army of Darkness, and Living Steel lines.
 
Originally posted by SOCOM242:
OMG!!! :eek: Pheonix Command?!?!?! Awesome Small Arms Combat system!!! :D

If I recall, the damage is determined on a factor of bullet velocity at time of impact (since a bullet slows down if fired from a longer range), and the armor reduces the penetration energy of the bullet at that speed and range, and finally the Damage Tables actually show you how far the bullet travelled inside your body AND how much trauma damage it caused.

Another thing I liked about PC is how "hit points" were never used. Your body's Health or Stamina stat were cross referenced with how much trauma (or PAIN) you were inflicted by. So a shot through the meaty part of your arm wouldn't phase you that much, but one gut shot and you were down...HARD!
file_23.gif


Hmmmmm....I know this system is a bit OVERKILL to be used in CT (or any game for that matter), but I do recall Leading Edge games having a sci-fi RPG using the Pheonix Command system. LIVING STEEL! Hmmmmm...time to open up the closet vaults! :cool:
So I pulled out 4th edition and reviewed the Advanced rules. For the uninitiated, every weapon has a chart associated with it (see http://www.phoenixcommand.com/HKG36.htm for an example). Each ammo type has a set of PENetration and Damage Class values for a series of range values (represented in hexes of, if I recall, 1 meter each).

Each armor has an armor factor (lets call this AF as I dont remember what it is in the book) as well, which represents how protective it is.

Given the penetration value of the weapon for the range/ammo type (PEN), you can determine the Effective Penetration (EPEN):

EPEN = PEN - AF

If EPEN is less than 0 the round is stopped entirely. If EPEN is less than or equal to AF then the round is significantly reduced in velocity and the DC is automatically 1. Otherwise, the round is unimpeded by the armor, so it is high velocity, and you use the given DC value.

You take the DC value, cross index it on a chart with the the hit location, to find a 'meta-column'. Within this column, there are a series of EPEN value sub-columns, and you find the highest EPEN sub-column that is less than the amount the EPEN is greater than the AF (or greater than 0 if low velocity).

In an example test, for a shoulder hit, a weapon with DC6, if it was a low velocity hit (EPEN greater than 0 but less than AF) at worst did about 4 damage. But if it had a higher PEN value so that it remained high velocity, it could do several hundred to a thousand damage. Of course, that seems excessive, but keep in mind that this wasn't a hitpoints system. Sometimes a little damage might take you out, sometimes you could take grievous wounds and keep going for a few moments before collapsing (imagine taking a burst from an automatic rifle at point blank but still managing to step forward, fire your pistol, and blowing the enemies brains out the back of his skull... before collapsing and proceeding to bleed out).

So this is completely counter to my hypothesis: a round that penetrates armor but is reduced in velocity DOES do less damage. I suppose, in hindsight, this makes sense: its been reduced in velocity enough that also entering the body will reduce its velocity even further, so it will likely stop very near the surface, rather than continuing through to damage organs.

Leading Edge used the 'basic' Phoenix Command system for it's Terminator, Aliens, Lawnmower Man, Army of Darkness, and Living Steel lines.
 
Originally posted by Plankowner:
I think you mean this...

NORMAL damage, the player can decide which stat to apply the damage to, thus spreading the damage around and protecting a low stat.

RANDOM damage is just that, the player has no control over which stat will be reduced and therefore cannot protect a low stat. This would be worse for the player, therfore is desired at higher hit rolls.

Your table gives you how many of the damage dice the player can apply and how many are random.

Did I come close?
You got it, brother. You got it.


Here's what I've penciled in on my house rules--


HIT LOCATION
-------------------
Attack roll is EVEN? Torso hit.
Attack roll is ODD? Roll on hit location chart.

NOTE: This is quick and easy ... and the percentage chance to hit each location is farily close to real life hit locations (obtained from some stats I have put out by the US. Dept. of ATF).

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">EVEN throw = Torso
ODD throw = Roll 1D on chart.

Hit Location Chart
--------------------------------
1. Head +1 Random Die
2. Torso
3. Left Arm -1 Random Die
4. Right Arm -1 Random Die
5. Left Leg
6. Right Leg</pre>[/QUOTE]Add +1 Random Die for every 2+ points rolled over target. (This will allow better armor penetration and more destructive potential on more successful attack throws.)

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Attack Roll Random Die
----------- -----------
8-9 +0
10-11 +1
12-13 +2
14-15 +3
16-17 +4
18-19 +5</pre>[/QUOTE]==============================
QUICKIE EXAMPLE
==============================

(I'm using my re-arranged DM house rule method I listed earlier in this thread.)

Jake fires his Carbine at Henri. Henri is at Medium Range and wearing Cloth armor. Jake as expertise of Carbine-1 and DEX-9.

Attack throw is: 10

Attack Throw DMs
-----------------
10 ... To-Hit Throw (EVEN attack throw means Torso hit if the attack is successful.)
+1 ... SKILL - Jake's skill
+1 ... DEX - Jake's DEX bonus with Carbine
-2 ... RANGE - Carbine at Medium Range
---
10 ... TOTAL - Attack Throw. (Hit successful to Torso.)


Since Jake roll 2 over his target of 8, he gets 1 random die among the 3D he will roll for damage against Henri.

I'll include 1 red die among the three I roll for Jake's damage (1 red die, and 2 white dice). The red die will be the random die.

The random die will be listed first when I record the damage in the next sentence.

Damage Throw (roll Carbine damage of 3D): 5 / 4 / 1

Damage Throw DMs
----------------
-5 ... ARMOR - Henri's AV for Cloth Armor
-3 ... ARMOR ADJUSTMENT - Carbine vs. Cloth


RESULT
=======
Jake hit Henri, in the chest, rolling a total of 10 points of damage (on dice 5 / 4 / 1 ). A total of 5 points of damage are applied randomly to Henri's stats.

But, Henri is wearing Cloth armor which absorbed most of the damage.

Henri's player can reduce damage by a total of 8 points. So, he decides to wipe out the "5" random die first, and with the remaining 3 damage reduction points, lowers the "4" die to a total of 1.

The final result of this hit is: Jake hit Henri in the chest, but Henri's Cloth armor absorbed most of the shot. The Carbine round did penetrate the Cloth armor (probably messed up the armor a bit), but damage to Henri is minimal. He takes two points of damage (in two different dice of 1 / 1, and these die can be applied to Henri's stats at defender's choice in the normal CT fashion), but that was probably some brusing that occurred to Henri's chest after the armor absorbed the Carbine shot.


What if Jake had roll 12?

Well, this would indicate TWO random dice included in the Carbine shot, and if everything in the above example remains the same, then Henri would have 1 point of damage applied randomly to his stats, and the other point of damage would be applied by the defender normally.


Notice how much the armor helped. Figure what would have happened, with the same original rolls, had Henri been shot in the head...or had no armor on.

More than likely, Henri would be out for the count...maybe even dead.

Combat in CT is dangerous (and still dangerous under these house rules).
 
Originally posted by Plankowner:
I think you mean this...

NORMAL damage, the player can decide which stat to apply the damage to, thus spreading the damage around and protecting a low stat.

RANDOM damage is just that, the player has no control over which stat will be reduced and therefore cannot protect a low stat. This would be worse for the player, therfore is desired at higher hit rolls.

Your table gives you how many of the damage dice the player can apply and how many are random.

Did I come close?
You got it, brother. You got it.


Here's what I've penciled in on my house rules--


HIT LOCATION
-------------------
Attack roll is EVEN? Torso hit.
Attack roll is ODD? Roll on hit location chart.

NOTE: This is quick and easy ... and the percentage chance to hit each location is farily close to real life hit locations (obtained from some stats I have put out by the US. Dept. of ATF).

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">EVEN throw = Torso
ODD throw = Roll 1D on chart.

Hit Location Chart
--------------------------------
1. Head +1 Random Die
2. Torso
3. Left Arm -1 Random Die
4. Right Arm -1 Random Die
5. Left Leg
6. Right Leg</pre>[/QUOTE]Add +1 Random Die for every 2+ points rolled over target. (This will allow better armor penetration and more destructive potential on more successful attack throws.)

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Attack Roll Random Die
----------- -----------
8-9 +0
10-11 +1
12-13 +2
14-15 +3
16-17 +4
18-19 +5</pre>[/QUOTE]==============================
QUICKIE EXAMPLE
==============================

(I'm using my re-arranged DM house rule method I listed earlier in this thread.)

Jake fires his Carbine at Henri. Henri is at Medium Range and wearing Cloth armor. Jake as expertise of Carbine-1 and DEX-9.

Attack throw is: 10

Attack Throw DMs
-----------------
10 ... To-Hit Throw (EVEN attack throw means Torso hit if the attack is successful.)
+1 ... SKILL - Jake's skill
+1 ... DEX - Jake's DEX bonus with Carbine
-2 ... RANGE - Carbine at Medium Range
---
10 ... TOTAL - Attack Throw. (Hit successful to Torso.)


Since Jake roll 2 over his target of 8, he gets 1 random die among the 3D he will roll for damage against Henri.

I'll include 1 red die among the three I roll for Jake's damage (1 red die, and 2 white dice). The red die will be the random die.

The random die will be listed first when I record the damage in the next sentence.

Damage Throw (roll Carbine damage of 3D): 5 / 4 / 1

Damage Throw DMs
----------------
-5 ... ARMOR - Henri's AV for Cloth Armor
-3 ... ARMOR ADJUSTMENT - Carbine vs. Cloth


RESULT
=======
Jake hit Henri, in the chest, rolling a total of 10 points of damage (on dice 5 / 4 / 1 ). A total of 5 points of damage are applied randomly to Henri's stats.

But, Henri is wearing Cloth armor which absorbed most of the damage.

Henri's player can reduce damage by a total of 8 points. So, he decides to wipe out the "5" random die first, and with the remaining 3 damage reduction points, lowers the "4" die to a total of 1.

The final result of this hit is: Jake hit Henri in the chest, but Henri's Cloth armor absorbed most of the shot. The Carbine round did penetrate the Cloth armor (probably messed up the armor a bit), but damage to Henri is minimal. He takes two points of damage (in two different dice of 1 / 1, and these die can be applied to Henri's stats at defender's choice in the normal CT fashion), but that was probably some brusing that occurred to Henri's chest after the armor absorbed the Carbine shot.


What if Jake had roll 12?

Well, this would indicate TWO random dice included in the Carbine shot, and if everything in the above example remains the same, then Henri would have 1 point of damage applied randomly to his stats, and the other point of damage would be applied by the defender normally.


Notice how much the armor helped. Figure what would have happened, with the same original rolls, had Henri been shot in the head...or had no armor on.

More than likely, Henri would be out for the count...maybe even dead.

Combat in CT is dangerous (and still dangerous under these house rules).
 
Originally posted by MaineCoon:
But I've seen footage of a a 7.62x39 round knocking a soldier over.
Quickie rule I use in my game to simulate this:

If total damage is higher than a target's DEX score, then a check is required for the target to stay on his feet.

Roll 2D for total damage or better (I use a DEX based UGM task roll...but non-UGM users can just roll 2D). If the check fails (roll lower than total damage), the target is knocked down by the force of the blow. If the check succeeds (roll equal to or higher than total damage), then target takes blow and remains standing.

You'll find that you won't use this rule that often (that's a good thing) because, unless DEX is very low, most damage won't be higher than DEX score. And, if it is, the character is probably unconscious or dead.
 
Originally posted by MaineCoon:
But I've seen footage of a a 7.62x39 round knocking a soldier over.
Quickie rule I use in my game to simulate this:

If total damage is higher than a target's DEX score, then a check is required for the target to stay on his feet.

Roll 2D for total damage or better (I use a DEX based UGM task roll...but non-UGM users can just roll 2D). If the check fails (roll lower than total damage), the target is knocked down by the force of the blow. If the check succeeds (roll equal to or higher than total damage), then target takes blow and remains standing.

You'll find that you won't use this rule that often (that's a good thing) because, unless DEX is very low, most damage won't be higher than DEX score. And, if it is, the character is probably unconscious or dead.
 
Originally posted by sithknight:
Well, I am a HUGE D6 System fan...it doesn't use hit points (well, one version does...but I dont) but does use damage charts...I love those things.
D6 fan?

GOD, ME TOO!

The WEG Star Wars game (especially R&E) is probably THE BEST set of RPG game rules I've ever seen printed.

Bar none.

Great freakin' game.

Blow's d20 Star Wars out of the water.

Man, how I wish the D6 system was adopted by the masses instead of the d20 system.

WEG's D6 system just makes so much more sense, and it's soooo easy to learn and game with.

I think one of the big reasons publishers get behind d20 is that it is so complicated, requiring rules and rule books and rule supplements and more rule shit ... more and more books to sell.

WEG's D6, baby. Now, THAT'S a game system.

Easily adaptable, too, to other settings.
 
Originally posted by sithknight:
Well, I am a HUGE D6 System fan...it doesn't use hit points (well, one version does...but I dont) but does use damage charts...I love those things.
D6 fan?

GOD, ME TOO!

The WEG Star Wars game (especially R&E) is probably THE BEST set of RPG game rules I've ever seen printed.

Bar none.

Great freakin' game.

Blow's d20 Star Wars out of the water.

Man, how I wish the D6 system was adopted by the masses instead of the d20 system.

WEG's D6 system just makes so much more sense, and it's soooo easy to learn and game with.

I think one of the big reasons publishers get behind d20 is that it is so complicated, requiring rules and rule books and rule supplements and more rule shit ... more and more books to sell.

WEG's D6, baby. Now, THAT'S a game system.

Easily adaptable, too, to other settings.
 
Originally posted by sithknight:
BTW - I am writing up an article called "Salvaging Doom of the Singing Star" - that rather anemic Judges Guild shipplan/adventure. I'll let you know when it is done...
Please.

I've got that JG adventure. I'd like to see what you do with it.
 
Originally posted by sithknight:
BTW - I am writing up an article called "Salvaging Doom of the Singing Star" - that rather anemic Judges Guild shipplan/adventure. I'll let you know when it is done...
Please.

I've got that JG adventure. I'd like to see what you do with it.
 
Originally posted by Plankowner:
The question of Armor DM to hit or damage is a good one, and honestly I don't know enough to answer it.
I think it's pretty cut-n-dried. A to-hit throw is based on an attacker's ability to hit ... it has nothing to do with what the target is wearing at all.

Let's say a character who is a decent shot is firing at an unsuspecting guard. The guard is standing, motionless, at a resonable range.

The character should have a good chance of hitting that target no matter what the guard is wearing. It doesn't matter if he's wearing a leather jacket, Cloth Armor, or freakin' Plate Mail. The character should have a reasonable chance of hitting him.

Now, damage is another issue. This DOES concern what protection the target is wearing. The bullet may zig off, puncture and penetrate, or do less damage due to some of it's kinetic energy being absorbed.

I think of armor DMs affecting to-hit throws as very "old school" while damage being absorbed or modified by armor being "modern school" of thought in rpgs.
 
Originally posted by Plankowner:
The question of Armor DM to hit or damage is a good one, and honestly I don't know enough to answer it.
I think it's pretty cut-n-dried. A to-hit throw is based on an attacker's ability to hit ... it has nothing to do with what the target is wearing at all.

Let's say a character who is a decent shot is firing at an unsuspecting guard. The guard is standing, motionless, at a resonable range.

The character should have a good chance of hitting that target no matter what the guard is wearing. It doesn't matter if he's wearing a leather jacket, Cloth Armor, or freakin' Plate Mail. The character should have a reasonable chance of hitting him.

Now, damage is another issue. This DOES concern what protection the target is wearing. The bullet may zig off, puncture and penetrate, or do less damage due to some of it's kinetic energy being absorbed.

I think of armor DMs affecting to-hit throws as very "old school" while damage being absorbed or modified by armor being "modern school" of thought in rpgs.
 
Originally posted by WJP:
Add +1 Random Die for every 2+ points rolled over target. (This will allow better armor penetration and more destructive potential on more successful attack throws.)
BTW, the GM can control the how deadly the game can be by simply stating if random dice are applied to one stat or rolled for separately.

If you like a more realistic, deadly game (akin to CT as written with the First Blood rule), then all random dice are applied to one stat.

Myself, I like a balance between deadliness and keeping the characters alive. I like combat being deadly, but I also want to put some action in my games (and firefights are fun!).

So, what I do is roll separately for each random die (ie, if two random dice are included in the damage throw, then I'll roll separately for each die, applying them randomly to one of the target's three physical stats ... and there's still a decent chance that the same stat will be rolled).

Even doing CT combat this way makes it a hell of a lot more deadly than your run-of-the mill rpg (especially most d20 games), yet it's a bit more "survivable" than standard CT as written.

Standard CT as written is a killer. Who ever shoots first and hits typically wins.

While that's more realistic, it's no fun (at least in my games) to have the main characters of the story dying all the time. No fun for the players and no fun for me.

So, this is a nice compromise. It's still a very deadly system (especially if combatants are not wearing armor ... or if they're hit where not protected by armor), so players will still fear combat (and not wade in, like in D&D, and get into fights all the time).

Yet, if the players are smart, and they've got some good equipment, they should be able to survive a few gun fights (although I bet some of them will be wounded!).
 
Originally posted by WJP:
Add +1 Random Die for every 2+ points rolled over target. (This will allow better armor penetration and more destructive potential on more successful attack throws.)
BTW, the GM can control the how deadly the game can be by simply stating if random dice are applied to one stat or rolled for separately.

If you like a more realistic, deadly game (akin to CT as written with the First Blood rule), then all random dice are applied to one stat.

Myself, I like a balance between deadliness and keeping the characters alive. I like combat being deadly, but I also want to put some action in my games (and firefights are fun!).

So, what I do is roll separately for each random die (ie, if two random dice are included in the damage throw, then I'll roll separately for each die, applying them randomly to one of the target's three physical stats ... and there's still a decent chance that the same stat will be rolled).

Even doing CT combat this way makes it a hell of a lot more deadly than your run-of-the mill rpg (especially most d20 games), yet it's a bit more "survivable" than standard CT as written.

Standard CT as written is a killer. Who ever shoots first and hits typically wins.

While that's more realistic, it's no fun (at least in my games) to have the main characters of the story dying all the time. No fun for the players and no fun for me.

So, this is a nice compromise. It's still a very deadly system (especially if combatants are not wearing armor ... or if they're hit where not protected by armor), so players will still fear combat (and not wade in, like in D&D, and get into fights all the time).

Yet, if the players are smart, and they've got some good equipment, they should be able to survive a few gun fights (although I bet some of them will be wounded!).
 
WJP on the Armor/Damage thing...

The question I have is if a High Power bullet blows through your armor, do you REALLY get less damage or is it about the same. Sure physics says less energy means less damage, but with humans and tumbling bullets and through-and-through shots, it gets a little fuzzy.

Using your example above: Henri is wearing no armor. The bullet would pass completely through his body (more than likely). Does that bullet do any less damage if it is slowed a little bit due to some armor? If it is a t-a-t, shouldn't that be all that matters? I don't know.

Again, the engineer in me wants to look at the energy and relate damage to energy, but even using that, I don't have a good explanation for a t-a-t shot. A lot of the energy will stay with the bullet after it leaves the body, so does the amount of that residual energy really matter? I'm afraid to give an answer because I know I don't know enough to make that decision. Unfortunately, there are probably a lot more people like me, who know some but not all of the story, here, so I wonder if we will ever get a definitive answer, or just more arguements?

I LIKE your hit location system. Do you have different systems for different races?

Also, in burn victims, they use a rule of 9s. The body is divided into 9 regions of about equal area... that might work for a hit table too (although it would not be D6). Other races could have similar rule of 9s, but they might be different locations.

Medical Burn Rule of 9s:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Head
Chest
Abdomen/Groin
Upper Left Leg
Upper Right Leg
Lower Left Leg
Lower Right Leg
Left Arm
Right Arm
</pre>[/QUOTE]Most current body armor protects the Chest and Abdomen/Groin area (helmets for the head) since those are the kill shots.
 
WJP on the Armor/Damage thing...

The question I have is if a High Power bullet blows through your armor, do you REALLY get less damage or is it about the same. Sure physics says less energy means less damage, but with humans and tumbling bullets and through-and-through shots, it gets a little fuzzy.

Using your example above: Henri is wearing no armor. The bullet would pass completely through his body (more than likely). Does that bullet do any less damage if it is slowed a little bit due to some armor? If it is a t-a-t, shouldn't that be all that matters? I don't know.

Again, the engineer in me wants to look at the energy and relate damage to energy, but even using that, I don't have a good explanation for a t-a-t shot. A lot of the energy will stay with the bullet after it leaves the body, so does the amount of that residual energy really matter? I'm afraid to give an answer because I know I don't know enough to make that decision. Unfortunately, there are probably a lot more people like me, who know some but not all of the story, here, so I wonder if we will ever get a definitive answer, or just more arguements?

I LIKE your hit location system. Do you have different systems for different races?

Also, in burn victims, they use a rule of 9s. The body is divided into 9 regions of about equal area... that might work for a hit table too (although it would not be D6). Other races could have similar rule of 9s, but they might be different locations.

Medical Burn Rule of 9s:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Head
Chest
Abdomen/Groin
Upper Left Leg
Upper Right Leg
Lower Left Leg
Lower Right Leg
Left Arm
Right Arm
</pre>[/QUOTE]Most current body armor protects the Chest and Abdomen/Groin area (helmets for the head) since those are the kill shots.
 
Back
Top