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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 05-09-2024, 12:58 AM   #11
weby
 
weby's Avatar
 
Join Date: Oct 2008
Default Re: High tech armor vs Ultra-tech armor

Quote:
Originally Posted by Anthony View Post
I would note that the other problem with high tech armors is that they really don't layer the way GURPS makes them. A level IIIa vest is DR 12, so that implies two of them (DR 24) will stop or nearly stop 7.62 ball, three of them (DR 36) will stop 5.56mm AP, and 4 of them will stop 7.62AP. In reality... not even close. This should likely also be true for ultratech armors, it's a general issue with flexible armors that doubling thickness means about twice the energy to penetrate, while doubling hard armor thickness will probably require three to four times more energy.
In Gurps damage and peneration are calculated as square root of energy, so if the system was internally consistent it would use that as scaling, that is adding a second of same DR would multiply the result by 1.4 effective DR instead of *2
__________________
--
GURPS spaceship unofficial errata and thoughts: https://gsuc.roto.nu/
weby is offline   Reply With Quote
 

Tags
armor, high-tech, ultra-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 12:59 PM.


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