09-22-2015, 03:11 PM | #21 |
Join Date: Dec 2014
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Re: Actual Impaling Question
I can see the problem here with bullets that realistically make people explode. The solution would be to house rule that certain bullets or rounds cause internal explosion damage not from an actual "explosion" but from a compressed shock wave of air.
Of course, I'm no expert on fire arms so I would have no idea how to implement this idea or at what range this would come into play. Maybe have small piercing do 1d of explosive damage for every 4d of normal damage dealt, 3d for piercing, 2d for large piercing, and for every 1d for huge piercing? That would make a .50 caliber large piercing rifle that deals something like 12d basic piercing damage deal 6d internal explosive damage. Now you have big ass rifles blowing heads, limbs, and entire torsos apart. Maybe even near misses could deal half of what the explosive damage would have been just from the force of the bullet passing by. Even better, you could have the explosive damage factor into knock-back for some cinematic effect. And, for some realism the explosive damage could deal blunt trauma damage if the bullet is stopped by armor. That way Iron Man can't walk away from a tank round to the face. Small Pierce, Pierce, Large Pierce, Huge Pierce 4d, 3d, 2d, 1d Last edited by Koningkrush; 09-22-2015 at 03:14 PM. |
09-22-2015, 04:35 PM | #22 | |
Stick in the Mud
Join Date: Aug 2004
Location: Rural Utah
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Re: Actual Impaling Question
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A near miss would only have, at most, a light breeze going past.
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09-22-2015, 05:06 PM | #23 | |
Join Date: Jul 2008
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Re: Actual Impaling Question
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09-22-2015, 07:53 PM | #24 | |
Join Date: Jan 2005
Location: Charlotte, North Caroline, United States of America, Earth?
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Re: Actual Impaling Question
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I am also very hesitant about anything that relies too much on the temporary cavity rupturing the body. I am a disciple of Martin Fackler, however.
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09-22-2015, 08:14 PM | #25 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Actual Impaling Question
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The most famous cases of the "exploding body" observation tend to be prairie dogs hit by rounds like the .220 swift (4,000 fps). The body can't contain the cavity, and splorch.
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09-22-2015, 11:59 PM | #26 | |
Join Date: Jan 2005
Location: Charlotte, North Caroline, United States of America, Earth?
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Re: Actual Impaling Question
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09-23-2015, 12:44 AM | #27 | ||||||
Join Date: Jan 2010
Location: Brighton
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Re: Actual Impaling Question
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If you want to emulate the effect you've described than go for it, and I think you tweak will do that (although you might want to add a ex cr effect to hit), just that's not necessarily the same as matching reality. Last edited by Tomsdad; 09-23-2015 at 08:00 AM. |
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09-23-2015, 03:21 AM | #28 | ||
Join Date: Jan 2010
Location: Brighton
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Re: Actual Impaling Question
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that .220 swift is 4213fps and 2138 J a normal 12.7x99mm is 3044fps and 18,050 J so slower but 9x the energy Now body shape, the way temporary cavity forms and a whole other bunch off other stuff means .22 to a 2lb Prairie Dog and 12.7mm to a 160lb human are not two points on a straight linear scale of effect. But that is a 9:1 drop in ratio of impact energy to target mass Last edited by Tomsdad; 09-23-2015 at 06:38 AM. |
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09-23-2015, 05:33 AM | #29 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Actual Impaling Question
I've only heard about it anecdotally, where a sniper engaged a target on the wall, and managed to bisect him with a low torso shot. I'm presuming he severed his spine, and gravity did the rest. This is, again, only an anecdote. Attempts to find what was supposed to be a video online did not help me sleep.
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09-23-2015, 06:16 AM | #30 | |
Join Date: Jan 2010
Location: Brighton
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Re: Actual Impaling Question
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"Pink mist" is a thing, but it tends to be from other stuff when it comes to torsos or whole bodies, when I've seen it applied to snipers it tends to be for head shots. And well the skull as a small rigid container of stuff with high water content and little in the way of more resistant material in the mix, is particularly prone to the special effects mentioned. Last edited by Tomsdad; 09-24-2015 at 02:56 AM. |
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Tags |
injury, rules, rules clarification |
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