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Old 12-01-2021, 05:55 PM   #1
Varyon
 
Join Date: Jun 2013
Default Re: Vehicle hit points

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Originally Posted by Anthony View Post
That's pretty much what I did with expanded wound size modifiers.
I tried my hand at that, but couldn't resolve how to handle cr and cut. For the former, a good explanation of the problem can be found with the flanged mace (standard GURPS Mace) vs the round mace (introduced in LT). The former was invented as an improvement over the latter, and concentrates the force of the impact into a smaller area, resulting in better armor penetration as well as better wounding against even unarmored foes. But, if we're scaling WM based on the cross-sectional area of an impactor, the round mace should have a larger WM than the flanged mace. Even if the difference is only +1 to WM (for x1.5 to Wounding) - which is likely far too small, given the size difference - that means the flanged mace has to deal 1.5x as much basic damage as the round mace to simply equal its wounding - and even that underestimate is too much improvement in armor penetration.

For cut... a sharp edge is a sharp edge. Size is more an issue of the length of the cutting edge - it may be too short to reach anything important, or long enough to be able to cut the target in half, but judging that is... a bit difficult.

The only solution I could think of was to just not have cr and cut have any scaling, always being x1 and x1.5, respectively... but that just feels off.

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Originally Posted by Varyon View Post
The article is "Ten for Ten," from Pyramid #3/70. The preview, unfortunately, doesn't include the rule in question, so I'll have to wait until I get home to my personal computer to check it (or wait for someone else to find and mention it, at least).
Able to check it now, the part of the article that references vehicles being unduly susceptible to small arms fire is under Damage Reduction (referring to the Injury Tolerance of the same name), and he just notes that the trait "contains the seeds of solutions to many problems (e.g., making it harder to destroy huge vehicles and buildings using small arms)."
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Old 12-01-2021, 06:21 PM   #2
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Vehicle hit points

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Originally Posted by Varyon View Post
I tried my hand at that, but couldn't resolve how to handle cr and cut.
Unfortunately, the real answer is that the exact same armor thickness has different protective value against cr and cut depending on the size of the wearer (and also the GURPS dr model is in general not very applicable to cr and cut, because unlike piercing an impaling, the protection from armor is not "stops everything until you get through it and then stops nothing", it continues to absorb a fraction of damage as the wound gets larger).
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Last edited by Anthony; 12-01-2021 at 06:32 PM.
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Old 12-01-2021, 08:25 PM   #3
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Vehicle hit points

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Originally Posted by Anthony View Post
Unfortunately, the real answer is that the exact same armor thickness has different protective value against cr and cut depending on the size of the wearer (and also the GURPS dr model is in general not very applicable to cr and cut, because unlike piercing an impaling, the protection from armor is not "stops everything until you get through it and then stops nothing", it continues to absorb a fraction of damage as the wound gets larger).
Also applicable to some impaling weapons - plenty of those have an ongoing taper along their length rather than being basically constant cross section.
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