02-19-2020, 01:58 PM | #11 | ||
Join Date: Jun 2013
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Re: Designing Ultra-Tech armor loadouts with Pyramid #3/85 and #3/96
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If this is problematic, the "Armor as Dice" rule (originated on the forums, made RAW in Pyramid #3/34) gets rid of the variability of penetration. The alternative is to decide what value on each dice is more acceptable to you than 3.5 (from your mention of DR 35 protecting against 7d, sounds like you may want to go with 5), and adjust all armor upward. For our example of 5, this means multiplying the DR of all armor (at least in regards to firearm protection) by 5/3.5, or 10/7 (it's roughly x1.4). Quote:
For where I came up with these values, 0.5" is fairly consistent with the Max DR values for most flexible materials in the articles, while 0.2" is fairly consistent with the Max DR values for most of the rigid materials. 0.25" is noted in the articles as the maximum thickness at which armor remains flexible (technically, it says "no more than 25% of its listed DR/in"), so seemed appropriate for gaps, which would require truly flexible armor. It seemed to me the Chest and Head (Skull and Face) don't need to support the range of motion of other locations, so they could be thicker; I opted for x2 as the joints were x1/2, but one could easily justify +50% instead (as the joints are -50%). *I'm tempted to extend the gaps a bit, with rigid cuisses (thigh protection) giving at best 5/6 protection to the thighs; this would eliminate the DX penalty suggested in Loadouts. Expertly and Masterfully Tailored armor would be allowed to have full protection, with the LT armor gap targeted at a total of -7 for Expert, -8 for Masterful. Similarly, rigid gorgets (neck protection) would probably have a similar limit to them (indeed, I'm tempted to limit that to 4/6, with Expertly Tailored getting 5/6 and Masterfully Tailored being full protection with the normal -8 to target the gaps).
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02-20-2020, 07:57 AM | #12 | |
Join Date: May 2010
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Re: Designing Ultra-Tech armor loadouts with Pyramid #3/85 and #3/96
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02-20-2020, 09:17 AM | #13 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Designing Ultra-Tech armor loadouts with Pyramid #3/85 and #3/96
Far as I know it has DR 35 because it's supposed to stop 5.56mmAP, and a level IV vest is supposed to stop 7.52mmAP and thus DR 50. This means a level III vest also stops 7.62 ball, so it might have been better to add a level of Hardened, but you do need the DR 35.
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02-20-2020, 04:50 PM | #14 | |
Join Date: May 2010
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Re: Designing Ultra-Tech armor loadouts with Pyramid #3/85 and #3/96
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02-20-2020, 05:30 PM | #15 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Designing Ultra-Tech armor loadouts with Pyramid #3/85 and #3/96
7.62x51mm NATO ball does 7d pi, so by GURPS' reckoning (also used in the two articles the OP refers to) that's around DR23. Boring old AP does 5d(2) pi-, and thus needs around DR35, as does 5.56x45mm APHC. 7.62x39mm API doing 4d-1(2) pi- inc is fairly common and it takes DR26 to protect against it.
Hence DR25 and DR35 for vests plus plates in the Basic Set, and similar numbers in HT. DR12 is level IIIA (.44 magnum level protection), which is why the better vests give that as their level of flexible protection.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." Last edited by Rupert; 02-20-2020 at 11:24 PM. |
02-20-2020, 05:33 PM | #16 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Designing Ultra-Tech armor loadouts with Pyramid #3/85 and #3/96
I misremembered, level III is actually rated to stop M80 ball (so it needs DR 25), level IV to stop M2 AP (so it needs DR 50). In reality, the penetration difference between those M2 and M80 is not a factor of two, nor is the weight different by a factor of 2, so you should expect level III to have 60-70% of the DR of level IV (DR 30-35). I'm not actually sure what 5.56mm ammo would be called 'AP', M995 should be the same type as M993 (just a different caliber), and M993 can penetrate level IV.
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02-20-2020, 06:12 PM | #17 | |
Join Date: Jun 2013
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Re: Designing Ultra-Tech armor loadouts with Pyramid #3/85 and #3/96
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Now, nothing is stopping you from using the armor design articles to make your armor to a higher standard, shooting for DR 35 for level III and DR 50 for level IV, but don’t be surprised when your armor ends up heavier than the real-world equivalents.
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02-20-2020, 08:31 PM | #18 | |
Join Date: May 2010
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Re: Designing Ultra-Tech armor loadouts with Pyramid #3/85 and #3/96
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02-20-2020, 08:32 PM | #19 |
Join Date: May 2010
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Re: Designing Ultra-Tech armor loadouts with Pyramid #3/85 and #3/96
Oh, and here's a refined write-up for the Complete Protective System, that takes into account construction cost modifiers and the fact that a full torso solid plate would stop you from bending at the waist:
20 DR Magnetic Liquid Armor, Fabric, All locations except face (13.216 lbs., $2,643.20) 25 DR Titanium Nanocomposite, Solid, Chest (15.75 lbs., $3,937.50) 10 DR Laminated Polycarbonate, Plate, Face (1.4 lbs., $84) Sealed, All (neg., $106.75) Rounded Totals: (30 lbs., $6,800) |
02-20-2020, 11:27 PM | #20 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Designing Ultra-Tech armor loadouts with Pyramid #3/85 and #3/96
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