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Old 09-16-2012, 07:10 AM   #1
B9anders
 
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Join Date: May 2006
Location: Denmark
Default Re: [UT] Re: Blunt Trauma and Skulls

Quote:
Originally Posted by jacobmuller View Post
Necromancy seems popular at present.
I've a brain DR of about 10 for this subject so just checking (yes, again {hangs head in shame, uses wrong size rawl plug and watches head bounce away down street}).
Foolhardy Trespasser is wearing a heavy-nanoweave hooded coat and a light nanoweave ski-mask; total DR39/13* on his skull.
FT takes a hit to the skull from a COP's 25mm payload rifle loaded with memory batons, or 10d+10 (0.25) Cr.
The average damage is 45, FT's skull DR comes out as 52 vs this Cr (60 including his skull DR2).

But that leaves Blunt Trauma and this is where I tend to go wrong: 45 - DR2 for his rigid skull, leaves 43/5 for 8HP worth of Blunt Trauma Injury?


In-setting COPs are allowed to use liquid propellant and like overkill but are only allowed "reduced lethality" unless "in response to potentially lethal force". This is not RL and COPs are not law enforcement.
I am struggling to make sense of this. What is your question/issue?

You really should make your numbers more clear. What is "about 10 dr"? What is "total DR39/13*" here? is the split for non-piercing? Is this total DR or added to your 'about 10 DR'?

I don't know what to make of "this Cr (60 including his skull DR2)" either. Is this damage? If so, why does it include skull dr?

I am gonna hazard a guess that your question relates to whether the Armor Divisor means an increase in blunt trauma or not. I'd say no from simple common sense.

Adding more suckage to your weapon (lowering the armor divisor) should not increase damage. Use the actual DR for calculating Blunt Trauma. I'd say the same for a higher armor divisor, tbh. Adding more potency to your attack shouldn't reduce Blunt Trauma efficiency either.
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blunt trauma, falling, falls and armor, flexible armor, hit location, injury


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