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Not exactly Cyberpunk 2020
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<blockquote data-quote="Wolf1066" data-source="post: 5150537" data-attributes="member: 88680"><p>OK, after comparing the maximum possible damage done by various rounds with the level of armour that's supposed to stop it, I've come up with the following:</p><p></p><p>Type I - 14SP</p><p>Type II - 22SP</p><p>Type III-A - 30SP</p><p>Type III - 42SP</p><p>Type IV - 84SP</p><p></p><p>What happened to Type II-A armour? Frankly I don't have enough data to figure out values for high velocity and low velocity rounds and the gap between damage levels is so small there'd only be a few points difference anyway. So, for the sake of simplicity, I'm going to:</p><p></p><p>A) Forget there are different velocity bullets for .38, 9mm and .357 Magnum and</p><p>B) Forget about Type II-A armour.</p><p></p><p>After all, there's such a thing as "too much realism", especially if it's going to slow down game play or make the system too unwieldy.</p><p></p><p>Which gives us the following, especially for the World of Cyberpunk, armour types:</p><p></p><p><span style="font-family: 'Verdana'"><strong>I - SP14</strong></span></p><p><span style="font-family: 'Verdana'"><strong></strong> .22, .25, .32 and </span><span style="font-family: 'Verdana'">.38 Special</span><span style="font-family: 'Verdana'"> pistols</span></p><p> <span style="font-family: 'Verdana'"></span></p><p> <span style="font-family: 'Verdana'"></span> <span style="font-family: 'Verdana'"><strong>II - SP22</strong></span></p><p> <span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'">.45ACP, </span><span style="font-family: 'Verdana'">.357 Magnum & 9mm pistols, </span><span style="font-family: 'Verdana'">.22 rifles</span></p><p> <span style="font-family: 'Verdana'">(Legal maximum for civilians in some jurisdictions)</span></p><p><span style="font-family: 'Verdana'"></span></p><p> <span style="font-family: 'Verdana'"></span> <span style="font-family: 'Verdana'"><strong>III-A - SP30</strong></span></p><p><span style="font-family: 'Verdana'">.44 Magnum and submachine gun 9-mm</span></p><p> <span style="font-family: 'Verdana'">(Typically used by on-duty police officers, will also stop .454 Casull and .50AE)</span></p><p><span style="font-family: 'Verdana'"></span></p><p> <span style="font-family: 'Verdana'"></span> <span style="font-family: 'Verdana'"><strong>III - SP42</strong></span></p><p><span style="font-family: 'Verdana'"> High-power rifle: </span><span style="font-family: 'Verdana'">5.56mm, 7.62 mm FMJ, .30 </span><span style="font-family: 'Verdana'">carbine, .30-06 pointed soft </span><span style="font-family: 'Verdana'">point, 12-gauge rifled slug</span></p><p> <span style="font-family: 'Verdana'"></span></p><p> <span style="font-family: 'Verdana'"></span> <span style="font-family: 'Verdana'"><strong>IV - SP84</strong> </span></p><p><span style="font-family: 'Verdana'">Armour-piercing rifle bullet, .30 </span><span style="font-family: 'Verdana'">calibre (1 shot only).</span></p><p>(Typically Torso and groin only, would have a very high EV. Treat MetalGear as Type IV armour - with increased EV for covering more than just Torso/groin.)</p><p></p><p>SP84 for Type IV? Well, the way I read it, given that Type III stops pretty much every standard .30/7.62mm calibre out there, they mean that Type IV stops an armour-piercing .30 of some description. Under CP2020 armour rules, AP bullets halve the SP of the armour. In order for the armour to still be guaranteed to stop a bullet capable of doing up to 42 points of damage, it must be at least twice that, hence an SP of 84.</p><p></p><p><strong><u>One</u> shot</strong>. A hit from an AP round will shatter the Ballistic Ceramic plate, robbing the round of energy - like a motorcycle helmet delaminating to disperse the energy of an impact. The next shot to that same location will be tearing into what is now basically Type III-A armour with a lot of broken ceramic: SP42, which will be halved by the AP round, resulting in a possible penetration.</p><p></p><p>You may want to cut the soldier some slack and have an additional "Hit Location" roll to determine which of a number of plates (say 1D4 or 1D6) across the torso is hit by the round - first-time hits on different plates not penetrating, subsequent hits on the same plate resulting in possible penetration.</p><p></p><p>For the record, I don't think it would be enjoyable for anyone to be hit with a rifle round, even if the armour stops it penetrating. Bludgeon damage is probably going to put them out of the picture pretty quickly.</p><p></p><p>Please note:</p><p>These are guaranteed stops at point blank for rounds doing <em>maximum </em>damage. Obviously, lower-rated armour <strong>may </strong>still stop heavier calibre bullets on an <em>average </em>roll, especially at ranges greater than point blank.</p><p></p><p>However, I dare say that in real life Type I armour may well stop a 9mm bullet fired from a distance, too - it's just not <strong>guaranteed </strong>to.</p><p></p><p>A decent-calibre rifle round is likely to go straight through Type I armour at any range though - in game or IRL.</p></blockquote><p></p>
[QUOTE="Wolf1066, post: 5150537, member: 88680"] OK, after comparing the maximum possible damage done by various rounds with the level of armour that's supposed to stop it, I've come up with the following: Type I - 14SP Type II - 22SP Type III-A - 30SP Type III - 42SP Type IV - 84SP What happened to Type II-A armour? Frankly I don't have enough data to figure out values for high velocity and low velocity rounds and the gap between damage levels is so small there'd only be a few points difference anyway. So, for the sake of simplicity, I'm going to: A) Forget there are different velocity bullets for .38, 9mm and .357 Magnum and B) Forget about Type II-A armour. After all, there's such a thing as "too much realism", especially if it's going to slow down game play or make the system too unwieldy. Which gives us the following, especially for the World of Cyberpunk, armour types: [FONT=Verdana][B]I - SP14 [/B] .22, .25, .32 and [/FONT][FONT=Verdana].38 Special[/FONT][FONT=Verdana] pistols [/FONT] [FONT=Verdana][B]II - SP22[/B] [/FONT][FONT=Verdana].45ACP, [/FONT][FONT=Verdana].357 Magnum & 9mm pistols, [/FONT][FONT=Verdana].22 rifles (Legal maximum for civilians in some jurisdictions) [/FONT] [FONT=Verdana][/FONT][FONT=Verdana][B]III-A - SP30[/B] .44 Magnum and submachine gun 9-mm (Typically used by on-duty police officers, will also stop .454 Casull and .50AE) [/FONT] [FONT=Verdana][B]III - SP42[/B] High-power rifle: [/FONT][FONT=Verdana]5.56mm, 7.62 mm FMJ, .30 [/FONT][FONT=Verdana]carbine, .30-06 pointed soft [/FONT][FONT=Verdana]point, 12-gauge rifled slug [/FONT] [FONT=Verdana][B]IV - SP84[/B] Armour-piercing rifle bullet, .30 [/FONT][FONT=Verdana]calibre (1 shot only).[/FONT] (Typically Torso and groin only, would have a very high EV. Treat MetalGear as Type IV armour - with increased EV for covering more than just Torso/groin.) SP84 for Type IV? Well, the way I read it, given that Type III stops pretty much every standard .30/7.62mm calibre out there, they mean that Type IV stops an armour-piercing .30 of some description. Under CP2020 armour rules, AP bullets halve the SP of the armour. In order for the armour to still be guaranteed to stop a bullet capable of doing up to 42 points of damage, it must be at least twice that, hence an SP of 84. [B][U]One[/U] shot[/B]. A hit from an AP round will shatter the Ballistic Ceramic plate, robbing the round of energy - like a motorcycle helmet delaminating to disperse the energy of an impact. The next shot to that same location will be tearing into what is now basically Type III-A armour with a lot of broken ceramic: SP42, which will be halved by the AP round, resulting in a possible penetration. You may want to cut the soldier some slack and have an additional "Hit Location" roll to determine which of a number of plates (say 1D4 or 1D6) across the torso is hit by the round - first-time hits on different plates not penetrating, subsequent hits on the same plate resulting in possible penetration. For the record, I don't think it would be enjoyable for anyone to be hit with a rifle round, even if the armour stops it penetrating. Bludgeon damage is probably going to put them out of the picture pretty quickly. Please note: These are guaranteed stops at point blank for rounds doing [I]maximum [/I]damage. Obviously, lower-rated armour [B]may [/B]still stop heavier calibre bullets on an [I]average [/I]roll, especially at ranges greater than point blank. However, I dare say that in real life Type I armour may well stop a 9mm bullet fired from a distance, too - it's just not [B]guaranteed [/B]to. A decent-calibre rifle round is likely to go straight through Type I armour at any range though - in game or IRL. [/QUOTE]
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