Ballistic cover penetration thoughts...

kreynolds

First Post
I've been kicking around an idea about cover penetration. In Ultramodern Firearms, there is the CS penetrator round that is designed to punch through doors and walls less than 4 inches thick. The mechanics are simple. If the round deals damage equal to or greater than the hardness of the wall or door, it punches through and effects the square on the other side.

I've been thinking of expanding something like this to all ballistics. Here's my idea. If a bullet, slug, etc, deals enough damage to equal twice the hardness of the object, the round penetrates it and continues on.

The reason I was thinking of this is simple. Say you're in a gun fight, and across the room, there's another guy who's ducking for cover just outside a door. Well, you've got a pretty darn good idea where he is behind the wall next to the door, so, why not just shoot the wall and hope that a round hits him?

Basically, it ends up working just like attacking an invisible target. You take aim (i.e. you pick the square where you think your target is located), shoot, and if your round deals enough damage, it penetrates the wall. Now, if you're attack roll is good enough to also hit the target (who effectively has total concealment because you can't see him at all), you roll your 50% miss chance, and if you get lucky, your round might hit him.

Now, if those mechanics are simple enough and make sense, let's jump ahead a little bit. Damage. My thinking is that a round is going to lose a lot of momentum after it passes through a solid barrier, such as a wall. Ball ammo will slow quite a bit, hollowpoint will slow down tremendously, and armor piercing will hardly slow down at all. So, I was thinking that when a round penetrates a solid barrier (that has a hardness score) that you receive some kind of damage penalty to illustrate that the round has lost enertia. Something like Ball, -1 damage penalty; Hollowpoint -2 damage penalty, Armor Piercing -0 damage penalty. The drawback to this simple damage penalty setup is that it doesn't take into account the material in question and how much it might slow the round down.

The other method for illustrating the loss of enertia is a little more complicated. When you attempt to fire a bullet through the wall, roll the damage. If the damage is equal to or greater than the hardness rating of the wall, the bullet goes through. Apply the damage to the hit points of the wall as well, if applicable. Use the hardness rating of the wall as a damage penalty to the bullet if it hits anyone or anything on the other side. For example, if your bullet hits the wall (hardness 3, for example) and you roll 12 for damage, the bullet penetrates the wall and the wall suffers 9 points of damage (12 minus the hardness of 3). If the bullet successfully hits anyone on the other side of the wall, it will only deal 9 points of damage (12 minus the hardness of 3).

In the case of the later system, armor piercing rounds may receive a penalty reduction of 1 or 2, meaning they ignore 1 or 2 points of hardness in regards to both penetrating the wall and the damage penalty.

Any thoughts?
 
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Dragonstar actually has this mechanic, almost exactly as you described. They treat the hardness of the material the round is passing through as the DR to the final shot -- you may want to use a proportional ratio if you really want to tweak it.

This works and is fun -- first time bullets started punching through the door in my Pulp Spycraft game, the PC's suddenly had to re-evaluate the meaning of "cover."
 

jonrog1 said:
Dragonstar actually has this mechanic, almost exactly as you described. They treat the hardness of the material the round is passing through as the DR to the final shot...

Crap! I knew I forgot something! :D I'll go add that in there really quick.
 

I will have to tak ea look at DS to see how they handle this to be able to give you my complete prognosis of the situation. Will be back with an answer soon. Don't wait too long.
 

The only problem with Dragonstar is that you have to reduce the hit points of the door you hit to 0 before the bullet passes through, and that's not very condusive to a bullet punching through a wooden door (an armor piercing round, for example). Essentially, you have to completely destroy the cover before you even have a chance of hitting someone behind it, and that's what I'm tyring to avoid (even if the cover were segmented into 5-foot sections).
 

kreynolds said:
The other method for illustrating the loss of enertia is a little more complicated. When you attempt to fire a bullet through the wall, roll the damage. If the damage is equal to or greater than the hardness rating of the wall, the bullet goes through. Apply the damage to the hit points of the wall as well, if applicable. Use the hardness rating of the wall as a damage penalty to the bullet if it hits anyone or anything on the other side.
Honestly, this doesn't seem any more complicated, you just have to have the rough Hardness numbers at hand or in your head. What about if a door (using the PHB, strong door, hardness 5, hp 20) is unusually thick? Say three inches instead of 2? A 2-foot thick stone wall should slow the bullet more than a 1-foot thick wall. Maybe apply the hardness per foot?
 

Is that how that mechanism works? Funny, I thought it was cleaner than that. I was using a more streamlined way from misunderstanding it.

How about :

a.) 50% miss chance from the total concelament. (good approximation of not wanting to break it down to 5 ft. sections)

b.) As modern weapons just pack more kinetic punch, ONLY the hardness applies because the force is applied over such a tiny area.

The idea is, I want to hack my way through a door with an axe, yeah, I need to do 20 hp with the hardness 5 taken into account, but at the end of that, the door is destroyed and cannot really give total concealment anymore. ("Heeerrreee's Johnny!")

But I SHOOT at the door, the hardness sucks up 5 points of the damage, but the bullet keeps going and delivers the rest of its damage to the target behind if it does indeed hit. That allows a door to protect you from , say, a .22, but not from heavy automatic weapons fire.

The hardness multiplies by the inch, so three inches of heavy, solid wood (which is a lot heavier than most people would think) would suck up 15 points of standard ballistic damage.

Spycraft Modern Arms Guide does a great job of differentiating between "soft" targets and "hard" targets and the differing efects of armor piercing rounds, etc. For specifically AP rounds, half the hardness of the protection, but then they do less damage to "soft targets" because they punch right through.

Deeds Not Words is a phenomenal piece of work and they have a rating for armor "Damage Resistance/Ballistic Damage Resistance" or DR/BDR which seems the perfect blend of complexity vs. simplicity for streamlined gameplay. For more detailed stats and system, see the Spycraft book referenced above.
 

Re: Re: Ballistic cover penetration thoughts...

danzig138 said:
Honestly, this doesn't seem any more complicated, you just have to have the rough Hardness numbers at hand or in your head.

Not really, but only so much in that you need to have hardness and hit point ratings handy (like on a GM screen or index car or something).

danzig138 said:
What about if a door (using the PHB, strong door, hardness 5, hp 20) is unusually thick? Say three inches instead of 2? A 2-foot thick stone wall should slow the bullet more than a 1-foot thick wall.

Heck, a 2-foot thick stone wall should stop anything but a .50 cal round from a Barett. :D

danzig138 said:
Maybe apply the hardness per foot?

I'd definately say per inch. You might even want the damage of the shot should be rolled for each inch it attempts to punch through.
 

jonrog1 said:
How about :

a.) 50% miss chance from the total concelament. (good approximation of not wanting to break it down to 5 ft. sections)

b.) As modern weapons just pack more kinetic punch, ONLY the hardness applies because the force is applied over such a tiny area.

Umm...that's what's in my first post. :D
 

Kreynolds, have you looked at Weird Wars II: Blood on the Rhine by Pinnacle. They have a nice solution to this very problem.

Much like your second option, the armor or hardness value is subtracted from the damage done. Evey weapon is given a penetration value and that value goes against the hardness of the target or cover. For most standard weapons, this is a negative number thus adding to the hardness of the target or cover. So, for most firearms, penetrating standard armor is difficult, as it should be. However most hardness values for walls and doors are low and even with a negative penetration value, the damage done is sufficient to effect a target on the other side. Also, if the penetration value of the weapon is higher than the hardness, ALL the damage passes to the other side. Not super realistic but simple and effective.
 

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