[High-Tech] Drills: what's the point of the Armour Divisor?
Greetings, all!
PCs are considering drilling holes in a concrete ceiling to let through an endoscope. Looked up the DR and HP of 8" Reinforced Concrete at DR 96* and HP80, looked up power drill/hammer (the heavier one) damage at 2d+2(2). Okay, so what's the point of the (2)? It doesn't make a difference against steel thicker than about ¾" (unable to make a hole in it at all), and it has an absolutely negligible effect on the time it takes to drill anything made of concrete. Thanks in advance! |
Re: [High-Tech] Drills: what's the point of the Armour Divisor?
Concrete drills are pretty specialised; I'm not sure how you'd do them in GURPS.
Otherwise, you're mostly relying on the ablative (or semi-ablative, I don't remember off the top of my head) nature of the DR. Which, like you said, means the divisor doesn't much matter (except to further diminish the minimum DR, I guess). |
Re: [High-Tech] Drills: what's the point of the Armour Divisor?
You can also drill wood, brick, etc...
Technically, the damage is the same as 5d pi-. |
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Re: [High-Tech] Drills: what's the point of the Armour Divisor?
You have DR 96, HP 80. Repeated huge piercing attacks (pi++) lower DR as if ablative (footnote, p. B559), to a minimum DR 3. Against a homogenous target like concrete, huge piercing has a wounding modifier of ×1/2 once it penetrates DR (p. B380).
With 2d+2 pi++, you'll average 9 points of damage per second. You'll need 10 seconds to ablate DR 90, leaving DR 6. On the 11th second, you'll put 3 points past DR 6, which will inflict 1 HP, and also ablate down to DR 3. Then you'll be putting 6 points per second past the minimum DR 3, inflicting 3 HP per second, for the next 26-27 seconds. Total time: 37-38 seconds. With 2d+2(2) pi++, you'll average 9 points of damage per second. But now DR is halved! You'll need five seconds to ablate DR 45, leaving DR 3. Then you'll be putting 8 points per second past half the minimum DR 3, inflicting 4 HP per second, for the next 20 seconds. Total time: 25 seconds. The main advantage is that if you're boring dozens of these a day on a worksite – say, to pass cable – you're taking 2/3 as long to do it. That's a huge savings in labor. When you're trying to be sneaky . . . well, a rotary hammer isn't the tool for the job! But 2/3 as long to be noticed should be good for reducing whatever bonus the GM gives your opponents for a sustained racket. |
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2d+2(2) halves DR for purposes of penetration . . . but reading the entry on Semi-Ablative (B47) and DR loss on concrete (B559), it doesn't care about armour divisors, and is reduced based on damage rolled, not injury sustained. Where does the faster ablation come from? |
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I would never, ever have guessed that one. |
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Whether this is a good rule isn't what I'm discussing here. I'm explaining how the rules actually work. |
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