05-20-2014, 03:03 AM | #21 | |
Join Date: Jan 2010
Location: Brighton
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Re: Survivable Guns Realism
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If you use bleeding the most a rifle bullet to the torso will be 1xHP damage (i.e putting you at 0 HP), and if you don't use bleeding the max is 2xHP (i.e putting you at -1xHP). The benefit of this is it puts an upper cap on damage but keeps the variation of effects by round types below that (7.62 will almost always hit the limit, a 9mm much less often). In fact given HP caps on Limbs, the only places you don't get capped damage is the vitals, neck, face and skull and most some of those have their own multipliers as well. I think this has a much greater effect on the effects of gun shot wounds (especially the higher damage ones, but x3 and x4 location multipliers certainly increases the effect of small rounds as well) than the actually dice rolled. It's the higher damage rounds that are most effected by the halving as well. Last edited by Tomsdad; 05-20-2014 at 07:05 AM. |
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05-20-2014, 03:11 AM | #22 | |
Join Date: Jan 2010
Location: Brighton
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Re: Survivable Guns Realism
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One thing with high tech armour it tends to cover less locations, and is less designed to cover chicks that might be targeted in melee than Plate so going for unarmoured locations in melee at TL8 might be more viable than say vs TL4 plate. If nothing else high quality melee weapons become much cheaper and more available at Higher TLs so that DR5 vs imp is less effective in general at TL8 against TL8 melee weapons than it would be in TL4 against TL4 Melee weapons. As you say it's all pretty fringe though, but I think a high quality fire axe with its pick end will make a nasty hole in a DR5 assault vest and the chap wearing it. Last edited by Tomsdad; 05-20-2014 at 06:11 AM. |
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05-20-2014, 04:51 AM | #23 | |
Join Date: Nov 2012
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Re: Survivable Guns Realism
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However, by the time you've gotten to pickaxe range, a modern military unit will have sent an awful lot of ballistic lead in your direction, and possibly a few artillery strikes as well. Modern infantry isn't about one-on-one badassery; it's all about the team. Individual humans are nasty; collective humans are spectacularly lethal.
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05-20-2014, 05:07 AM | #24 | |
Join Date: Jan 2010
Location: Brighton
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Re: Survivable Guns Realism
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In military terms even the few uses of actually melee weapons recently probably still don't involve melee weapons against armour. I'm thinking WW2 and Korea had a few organised uses of melee weapons, but little armour. Vietnam had more close range engagement and so use of melee weapons was probably more likely, but again little armour. (tunnel fighting being a possible example) Bayonet charges are still occasionally used, but again recent examples (the oft quoted chaps in the Falklands and Afghanistan) are probably using them against chaps with no armour. Oddly I think you probably more likely to see it in policing, were engagement ranges are rather less, police are less reliant on artillery, and facing rather more eclectically equipped opponents. If nothing else there's a reason why riot police still use shields, helmets and horseback, their fights are potentially more old school! Last edited by Tomsdad; 05-20-2014 at 07:09 AM. |
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05-20-2014, 07:03 AM | #25 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Survivable Guns Realism
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05-20-2014, 07:27 AM | #26 | |
Join Date: Aug 2007
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Re: Survivable Guns Realism
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There is the problem that Gurps probably underestimates the average number of hits from fragmentation weapons. Still if fragmentation becomes P then vests can have their full DR v. P only.
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Fred Brackin |
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05-20-2014, 08:03 AM | #27 | |||
Join Date: Jan 2010
Location: Brighton
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Re: Survivable Guns Realism
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But that's 3 rounds in the torso, that seems OK to me. there are lots of variables here, do you use random locations? That might mean a unlucky hit in the head, but it more likely to mean hits to the limbs that will cap each wound at 6HPs (but will cripple each one). The over penetration cap limits larger rounds more than smaller ones. Which helps here. Quote:
and even then 3x 1d6 Pi+ is 3x4 = 12 points damage against an un-armoured target. Don't get me wrong it will end the fight once he fails a HT roll to stay upright but only if you get all three. Half damage on a 9mm is 1d6+1 Pi so 4.5 pts that's going to take 3 rounds to the torso before there's risk of dropping from dropping from shock. It will take 7 before there's even a risk of dying from anything other than medium term bleeding (7 seems a lot to me) Only a roll of 5-6 will cripple a ST10 limb (weirdly a .45 will need to roll a 6 to do so because it loses the Pi+ mod) the .45 at 1d6 Pi+ will do on average 5pts per round (once you half basic you get odd rounding issues). going smaller and James Bond's in trouble*, his Walther PPK is doing (2d-1)/2 Pi- so that's an average of 1pt per round, you could empty an entire clip and only get a ST10 target to less than 1/3 hp if you hit with every bullet. Obviously you hoping for vitals hit on a 1 in 6 here. But even then you could take a round to the heart and still be in positive HP. Going larger it become pretty irrelevant as the location limit kicks in anyway a 7.62 at 7d is 21pts but that's capped at 10 on a ST10 torso (if your using bleeding). If you halve it it's 10.5 which again is capped at 10 on the same torso. If you don't apply the torso cap, its still 10 pts of damage. Against the vitals it will make a difference in theory (21x3 = 63, 10.5x3 = 31.5), but in reality that's the difference between automatically dead and making multiple stay alive rolls. Don't get me wrong that's a difference in terms of long term prognosis but in terms of staying in the fight not really (you're rolling at HT-2 every sec to stay concious, better hope they take prisoners). Ultimately because you're halving stuff you'll get odd results I think with anything involving multipliers. TBH if your main concern is crippling limbs with pistol rounds, maybe apply a limb damage mod Pi wounds of x0.5 when determining if the limb's crippled. That way a 9mm doing 2d+2 Pi vs. a ST10 arm will need to roll a 10+ (10+2)*1*0.5 = 6 to cripple it A .45 doing 2d Pi+ will need to roll 8+ (8)*1.5*0.5 = 6, but a 5.56mm doing 4d+2 10+ (10+2)*1*0.5 = 6 if you use the halving rule on this 5.56mm you'd need to roll 5+ (5+1) to cripple which would be the same You point about vitals and skull hits also gets odd with this rule A .45 to the skull will be doing 1d (avg 3.5) -DR1 = 2.5 = 10pts so it will take 2 .45 rounds to the brain before dying is an immediate concern? *although one could argue he should use a bigger round of course! Last edited by Tomsdad; 05-20-2014 at 08:29 AM. |
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05-20-2014, 08:24 AM | #28 | |
Join Date: Jul 2008
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Re: Survivable Guns Realism
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(Maybe a top-tier hostage-rescue type who, for some reason, is not using a longarm?)
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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05-20-2014, 08:43 AM | #29 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Survivable Guns Realism
Tom, I'm not going to dig through a 20 paragraph post to find your point.
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Basically, I think that pistol fights should end with a lot of holes poked in people that are bleeding heavily, but no automatic incapacitation or death unless you manage to hit the vitals or brain. This tends to be borne out by real world shooting statistics, IME. And halving damage for firearms while giving them an armor divisor is an easy and simple way to achieve that. |
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05-20-2014, 08:58 AM | #30 | |
Join Date: Jan 2010
Location: Brighton
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Re: Survivable Guns Realism
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But to summerise: 1). Not sure getting crippled by a shot to the arm is wrong 2). Not sure getting shot three times in the torso isn't a reasonable risk of death, but it's still not the 'lots of lucky rolls' you cite (there are as ever lots of variables) 3). Things like random hit locations will make a big difference to what your citing. 4). Halving the basic damage gets you weird results in many cases. 5). The penetration cap give the same results as halving damage in many cases without the weird results. 6). If you really don't like crippled limbs from Pi wounds, change how Pi wounds cripple limbs. Simple's Last edited by Tomsdad; 05-20-2014 at 09:10 AM. |
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combat, firearms, optional rules, pyramid #3/44, pyramid 3/44, survivable guns |
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