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#31 |
Join Date: Aug 2019
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Perhaps the bottom of the crew capsule should have 110 DR (or however much), rather than generally the bottom of the vehicle. That way the vehicle explodes, wheels fall off etc and it is no longer mobile, but the crew gets that DR vs damage to occupants on attacks from the bottom.
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit |
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#32 | |
Join Date: Sep 2004
Location: Ashburn, Virginia
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My GURPS Special Ops blog: https://gurpsspecialops.wordpress.com/ |
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#33 | |
Join Date: Sep 2004
Location: Ashburn, Virginia
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My GURPS Special Ops blog: https://gurpsspecialops.wordpress.com/ |
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#34 | |
Join Date: Aug 2019
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If armor protects against specific projectile, find it's GURPS stats, then find it's average damage. 7.62 M993 is 7.62x51 APHC that deals 7d (2) pi- damage. XSAPI armor stops 7.62 M993 Thus XSAPI armor would have 7*3.5(average of d6)=24.5 24.5*2(the armor divisor)=49 DR. GURPS stats DR based on assumption that armor stops the projectile it's rated for 50% of the time. Hence average of d6 in that formula.
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit Last edited by MrFix; 12-30-2021 at 11:14 AM. |
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#35 |
Join Date: Oct 2019
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Just spitballing about underside blast protection, both for the M-ATV and for other vehicles you might want to cover. Aside from just armoring the bottom, on modern vehicles this usually comes in the form of redirecting the force of an explosion away from the occupants, using either a V-shaped hull or (as in the M-ATV), a crew capsule that physically separates the crew and their seats from the floor of the vehicle. The result is greatly increased crew survivability without the huge weight gain of very thick armor.
Rather than just have a higher DR on the underside, which would protect from any attack, it might be better to specify that it has a split underside DR (or split crew capsule DR, following MrFix's suggestion). One value representing the actual armor (or lack thereof, as the case might be), and a second higher value for any crushing explosion damage that isn't a shaped charge. Alternatively, maybe a damage divisor (the opposite of an armor divisor) might be better. Since energy is being redirected around/through vehicle, it might be more accurate to think of the energy (and thus the damage) as being divided, so that even very large explosions can be survivable. There would probably be two different versions of this - V-shaped hull, and anti-blast crew compartment. The crew compartment would leave the vehicle's DR unchanged, but provide a damage divisor for the crew against any crushing explosion that isn't a shaped charge. The vehicle might be wrecked, but the crew could be relatively unharmed. A V-shaped hull would provide the vehicle itself as well as the occupants with the damage divisor. A drawback of a V-shaped hull is that since the energy is directed around the sides of the vehicle, there's a good chance of the wheels being blown off - a crushing explosion attack against the underside of the body would apply some of the damage to the wheels/treads. The double-V hull would come with a larger divisor, while having both a V-hull and anti-blast crew compartment would give the vehicle a damage divisor and the crew a higher divisor. In short:
Or a simpler system of basic and advanced protection, giving a 2 damage divisor (V-hull, crew capsule) or 3 (double V-hull, or V-hull + crew capsule). With a note for which vehicles use V-hulls and therefore might suffer wheel damage, or just ignore it. As for the actual damage divisor examples, it would be best to look up how big of a bomb the vehicles are rated to survive (shouldn't be too hard to find, since manufacturers will want to advertise their advanced protection), calculate how much damage that many kg/lbs of explosive would do, and pick a divisor that would let the underside DR protect against that damage (following the method MrFix posted). But then, maybe this is all too complicated for a roleplaying game. Is this helpful at all? Am I over-thinking/over-complicating it? How often will players run over mines/IEDs anyway? |
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#36 | |
Join Date: Aug 2019
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit |
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