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#1 | |
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Join Date: Jun 2013
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For completion, HP provides Cover DR to people/objects behind the one being shot through, but Unliving things have twice the HP of living ones of the same mass, while Homogenous things have twice the HP of Unliving ones of the same mass. So, living things provide Cover DR equal to their HP, Unliving things provide Cover DR equal to HP/2, and Homogenous things provide Cover DR equal to HP/4. This way, a living pig, a pig cadaver (or pig zombie), and a pig-shaped block of ballistics gel (or a pig golem) all provide the same Cover DR.
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GURPS Overhaul |
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#2 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Bill Stoddard I don't think we're in Oz any more. |
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#3 | |
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Join Date: Sep 2007
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Cover DR is the damage it takes to make a hole all the way through some object before you can damage something on the other side. Total HP is the amount of damage something can take before it's rendered functionless. (Dead, broken, dismembered, whatever is appropriate.)
To expand on Varyon's list Quote:
However, it's relatively easy to kill a pig, as it's got all those complex living systems and organs to disrupt, so the pig has fewer HP than the zombie-pig, which is much harder to stop (matching the typical fictonal zombie). Hardest of all to "kill" is the block of ballistics gel. It's not armored, or huge, or tough. It's just that carving little tunnels through it with a rifle bullet doesn't really affect it much. It's still mostly a block of ballistics gel, continuing to sit where it was before, just a little misshapen. You'd have to break it into a lot of little pieces before it became unrecognizable and you couldn't find a new bullet track through it, whereas the real pig would have died long before you inflicted that much damage on it. |
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#4 |
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Join Date: Oct 2020
Location: São Paulo
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Hello everyone,
I wanted to express my gratitude to all of you who took the time to respond to my query regarding the calculation of HP for homogeneous objects in Supers and the Basic Set. Your insights have been incredibly helpful. Firstly, I'd like to thank zoncxs and others who pointed out the focus on cover value in Supers. While I understand your perspective, my original question was indeed concerning the calculation of HP contribution to cover value, especially the specific method outlined on page 76 of Supers which seems to differ from the Basic Set approach in a first glance ("The usual rule for an object’s cover value is to determine its HP from its weight using the table on p. B558; divide this by 2 for machines, or by 4 for homogenous objects"). A special thanks to sir_pudding for highlighting the correlation between Cover Value and HP as per B408. This connection is crucial and helps to put things into perspective. Most importantly, I'd like to extend my deepest thanks to Varyon and Anaraxes. Your careful explanations about how living, unliving, and homogeneous things each contribute differently to Cover Value, depending on their HP, really clarified the issue for me. The distinction you made — that living things provide Cover DR equal to their HP, unliving things provide Cover DR equal to HP/2, and homogeneous things provide Cover DR equal to HP/4 — was particularly enlightening. This approach makes sense and resolves the confusion around the apparent contradiction in the rules. Thanks to everyone's contributions, I now have a much clearer understanding of how to handle these calculations in my games. It's discussions like this that make the GURPS community such a valuable resource! Warm regards, Werethunder Last edited by Werethunder; 01-04-2024 at 11:19 AM. Reason: Giving credits also to another contributor. |
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| Tags |
| cover, homogenous, object hit points, rules clarification, supers |
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