04-01-2016, 03:21 PM | #21 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Bullets: Overpenetration, Tumbling, Traveling
Is it available for less than $200-250?
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
04-01-2016, 03:54 PM | #22 |
Join Date: Jul 2009
Location: Oklahoma City
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Re: Bullets: Overpenetration, Tumbling, Traveling
I bet somebody would cover you if it meant more/better GURPS gunnery :P
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
04-01-2016, 04:31 PM | #23 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Bullets: Overpenetration, Tumbling, Traveling
Injuries in general are random (or more accurately, are determined by a lot of things that are way below the resolution of the game system and are difficult to control under combat conditions, and not really all that easy to control even under operating room conditions).
Last edited by Anthony; 04-01-2016 at 04:35 PM. |
04-01-2016, 05:19 PM | #24 |
Join Date: Dec 2013
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Re: Bullets: Overpenetration, Tumbling, Traveling
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04-02-2016, 12:29 AM | #25 | |
Join Date: Jan 2010
Location: Brighton
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Re: Bullets: Overpenetration, Tumbling, Traveling
Quote:
*and some are just quirks of the dice and adds system 2d-1 is more random than 1d+2 Last edited by Tomsdad; 04-02-2016 at 12:43 AM. |
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04-02-2016, 12:04 PM | #26 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: Bullets: Overpenetration, Tumbling, Traveling
For one thing, the OP really has to disabuse himself of the idea that a .22 makes for some sort of uber-skull-execution round that is better than "larger caliber bullets." That is farcical. A 9mm will be much better than a .22. The "lighter bullets tend to bounce around in the target or tumble better" meme has to die. It's wrong. It isn't "smaller bullets", it's Spitzer bullets. Don't challenge me on this- I'll win. :)
A huge discussion on terminal ballistics is here. Really, that thread should be stickied or something because the gun-fanboy-terminal-ballistics ridiculousness comes up all the time. That's why I put it in my sig. :) For the record, I'm not a big fan of Dave Grossman and On Killing, either. I'm definitely not alone.
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 04-02-2016 at 12:34 PM. |
04-02-2016, 12:39 PM | #27 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Bullets: Overpenetration, Tumbling, Traveling
Quote:
It's a fact that the .22 Short at point-blank is used in the real world to kill caprids, porcids and bovines that have skulls as thick or thicker than humans. These don't work only on a critical hit. They work every time the skill roll isn't failed, at a rate approaching 100% for experienced professionals. .22 LR will also work from anywhere up to 30 yards, as long as shot placement is exact. Skulls might have DR 2 against typical blunt trauma or even slashes, but they stop well short of actually providing 4 points of DR against low-caliber hollow-point bullets that are aimed to kill. The skull doesn't have uniform thickness, either, and the angle of the shot also plays a part. At -7 for a Skull shot, a character is already taking a penalty to hit above and beyond what the size of the target would dictate, so I don't know how much of an extra penalty would be fair, but it is definitely possible to aim for areas of the Skull other than Eye to avoid having the Skull DR deflect your shot. And, sure, it's easy to say that these aren't combat applications and one should use Professional Skill (Butcher), but the fact is that shooting a police informant or CIA traitor in the back of the head with a suppressed .22 is very much an adventuring application and it should be possible to hit the right spot on the skull to get reliable penetration with a hollow-point bullet by rolling against the skills that a highly-trained covert operative will have on his character sheet.
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 04-02-2016 at 12:45 PM. |
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04-02-2016, 12:46 PM | #28 | |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: Bullets: Overpenetration, Tumbling, Traveling
Jesus Hansen Christ, Icelander- given what you know about me do you really think I'm trying to claim that a .22 can't kill you? I'm a freakin' trauma surgeon! :)
Or, for that matter, that I'm in any way less familiar with skull anatomy than you are? This is what I was talking about: Quote:
I'll make the usual caveat about bullets deformed by ricochet or hitting bone. The skull should probably be DR1 vs gunfire, anyway. Or at the very least using your system of ignoring the 0.5 DR modifier for hollow points for skull hits. That seems eminently reasonable.
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 04-02-2016 at 01:03 PM. |
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04-02-2016, 02:05 PM | #29 |
Join Date: Jul 2014
Location: New Zealand.
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Re: Bullets: Overpenetration, Tumbling, Traveling
5 to 10 meters would be the standard range(for me anyway), unless the animal is incapacitated there is no way I am going to risk being that close on the off chance it goes wrong.
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Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn |
04-02-2016, 02:22 PM | #30 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: Bullets: Overpenetration, Tumbling, Traveling
And you would do more damage with a 9mm... That's my point, not the distance. Don't get obsessive about a single throw-away line, E. No slight was meant about your marksmanship. :)
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 04-02-2016 at 02:26 PM. |
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