Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 01-03-2011, 04:11 PM   #1
starslayer
 
Join Date: Dec 2006
Default Re: Blunt trauma

This is an awesome rule; expanding on this to somehow increasing the armour divisor for VERY TOUGH armour may also fix the high tech/ultra-tech problem problem of:
Hit, no damage
hit, no damage
hit, completely obliterated

Say having every 10 DR increase the damage divisor by 1; So.

DR 105 battlesuit; provides DR 210 protection, with a divisor of 14

DR 35 flexible combat armor; provides DR 70 protection, with divisor of 5

DR 17 TL6 superheavy plate; provides DR 34 protection, with divisor 5
starslayer is offline   Reply With Quote
Old 01-03-2011, 04:31 PM   #2
Qcumber
 
Join Date: May 2010
Default Re: Blunt trauma

Quote:
Originally Posted by starslayer View Post
This is an awesome rule; expanding on this to somehow increasing the armour divisor for VERY TOUGH armour may also fix the high tech/ultra-tech problem problem of:
Hit, no damage
hit, no damage
hit, completely obliterated
Thanks. It's a work in progress at the moment. I hadn't given any thought to advanced armour types. I guess it depends upon on what hits you. If it is matter-based and has momentum then the impact related damage should be progressive unless the armour has inertia suppression. With energy based weapons then armour ablation might be more appropriate.
Qcumber is offline   Reply With Quote
Old 01-03-2011, 05:43 PM   #3
starslayer
 
Join Date: Dec 2006
Default Re: Blunt trauma

Quote:
Originally Posted by Qcumber View Post
Thanks. It's a work in progress at the moment. I hadn't given any thought to advanced armour types. I guess it depends upon on what hits you. If it is matter-based and has momentum then the impact related damage should be progressive unless the armour has inertia suppression. With energy based weapons then armour ablation might be more appropriate.
All armour has at least some inertia suppression. A half inch of ceramic plates suspended in a matrix of epoxy and high end rubbers has more then 14 gague steel, and 2 inches of form fitting strength augmenting self-powered composite hybrid materials has even more inertial suppression then that.
starslayer is offline   Reply With Quote
Old 01-28-2011, 09:29 AM   #4
Qcumber
 
Join Date: May 2010
Default Re: Blunt trauma

Option 3:

Another idea based on the theme above:

Any cut/crush damage that exceeds base DR, but is less than DRx2, is considered crushing (blunt trauma); as with RAW in LT. However, apply a divisor of 2 for rigid and 2/3 (round to nearest) for semi-flexible (e.g. scale); no divisor for flexible armour. Any damage that penetrates (exceeds DRx2) apply wounding modifiers as per basic rules (B378) but then add this to the blunt trauma.

This would replace the modifier for crushing damage versus mail and scale.

e.g. 12 points from sword/axe

Heavy mail DR5: 8 da (DR5x2=10; 12-10=(2x1.5=3 cut); 10-5=5 crush; 3+5=8)
Heavy scale DR5: 6 da (DR5x2=10; 12-10=(2x1.5=3 cut); 10-5=(5x2)/3=3 crush; 3+3=6)
Heavy segmented plate DR5: 5 da (DR5x2=10; 12-10=(2x1.5=3 cut); 10-5=5/2=2 crush; 2+3=5)

e.g. 9 points from sword/axe/mace

Heavy mail DR5: 4 da (DR5x2=10; 9-5=4 crush)
Heavy scale DR5: 3 da (DR5x2=10; 9-5=(4x2/3=3 crush)
Heavy segmented plate DR5: 2 da (DR5x2=10; 9-5=4/2=2)

Last edited by Qcumber; 01-28-2011 at 09:44 AM.
Qcumber is offline   Reply With Quote
Reply

Tags
edge protection, low-tech


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 02:58 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.