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Message no. 1
From: niteGlo Messiah <levbar@*******.BERGEN.ORG>
Subject: (armor) Re: Machine Pistols
Date: Thu, 28 Aug 1997 10:25:16 -0400
On Wed, 27 Aug 1997, M. Sean Martinez wrote:

> >From the research I have done, and mind you it is limited at this point, the
> impression that I get is that most armored vests today will block most of the
> pistol rounds, effectively only causing a syinging wound-unless the target is
> unfortunete enough to be hit in a soft spot or at close range.
>
> Thoughts?
>
> -Bandit

I think your thoughts on armor are correct: Most guns cannot penetrate,
say an armored vest. However, SRII also considers the amount of body area
a particular piece of armor covers. For example, I'm sure an armored
vest(4/3) is made from the same material an armored jacket(5/3) is, but an
armored jacket covers about twice the area. A round fired at someone wearing an
armor jacket has a smaller chance of hitting someone in a place he is not
armored.

Also, even if a bullet does not penetrate armor, it's still going to
hurt like hell and it might break a rib or four (unless you steal a
partial suit, of course)

Metal Phoenix
Message no. 2
From: "M. Sean Martinez" <ElBandit@***.COM>
Subject: Re: (armor) Re: Machine Pistols
Date: Thu, 28 Aug 1997 10:46:58 -0400
In a message dated 97-08-28 10:31:04 EDT, you write:

>I think your thoughts on armor are correct: Most guns cannot penetrate,
>say an armored vest. However, SRII also considers the amount of body area
>a particular piece of armor covers. For example, I'm sure an armored
>vest(4/3) is made from the same material an armored jacket(5/3) is, but an
>armored jacket covers about twice the area.

You know, I had forgotten about that today. (See my last post where I called
the firepower ammo idea poop. Sorry guys!) I have created a hit location
chart, that doesn't resemble the Battletech one that would allivate some of
that.

> Also, even if a bullet does not penetrate armor, it's still going to
> hurt like hell and it might break a rib or four (unless you steal a
> partial suit, of course) >>

That's the other problem with making the game more realistic. It is almost
impossible to represent that without applying a new type stun damage, one
that lasts for so many rounds.

Sometimes I think it is just easier to play the game as is.

-Bandit
Message no. 3
From: "Wendy Wanders, Subject 117" <KGGEWEHR@******.ACS.MUOHIO.EDU>
Subject: Re: (armor) Re: Machine Pistols
Date: Thu, 28 Aug 1997 12:41:22 -0500
You wrote:
> You know, I had forgotten about that today. (See my last post where I called
> the firepower ammo idea poop. Sorry guys!) I have created a hit location
> chart, that doesn't resemble the Battletech one that would allivate some of
> that.
*sigh* Okay, if you are going to add hit locations to SR, not only are you
going to run into more dice rolling (slowing down a system that is already not
as fast as others I like) but you're going to have to muck around with the armor
values a bit (as someone a while back posted, the armor jacket, since
it's not covering as much, to have such a high rating must be damned solid
protection, etc.).

> That's the other problem with making the game more realistic. It is almost
> impossible to represent that without applying a new type stun damage, one
> that lasts for so many rounds.
Hm? Why is that, exactly? Who says the bruising damage of blunt trauma
through your Kevlar should only last a few rounds? That might even fall under
'light physical wound' by my thinking, which works just fine.

> Sometimes I think it is just easier to play the game as is.
This is definitely true.

losthalo
Message no. 4
From: "M. Sean Martinez" <ElBandit@***.COM>
Subject: Re: (armor) Re: Machine Pistols
Date: Thu, 28 Aug 1997 13:17:53 -0400
In a message dated 97-08-28 12:46:16 EDT, you write:

<< Hm? Why is that, exactly? Who says the bruising damage of blunt trauma
through your Kevlar should only last a few rounds? That might even fall
under
'light physical wound' by my thinking, which works just fine. >>

I was refering to the stinging wound, essentially the sharp pain associated
with some types of rounds verses some types of armor. According to the
"Comptorary Book of Moden Weapons", some effects only last a few minutes.

But yes. I agree that a single light wound would do fine.

-Bandit
Message no. 5
From: David Buehrer <dbuehrer@****.ORG>
Subject: Re: (armor) Re: Machine Pistols
Date: Thu, 28 Aug 1997 11:55:44 -0600
Wendy Wanders, Subject 117 wrote:
|
| You wrote:
| > You know, I had forgotten about that today. (See my last post where I called
| > the firepower ammo idea poop. Sorry guys!) I have created a hit location
| > chart, that doesn't resemble the Battletech one that would allivate some of
| > that.

| *sigh* Okay, if you are going to add hit locations to SR, not only
are you | going to run into more dice rolling (slowing down a system
that is already not | as fast as others I like) but you're going to
have to muck around with the armor | values a bit (as someone a while
back posted, the armor jacket, since | it's not covering as much, to
have such a high rating must be damned solid | protection, etc.).

Actually you don't, as long as you decide the hit location *after*
the damage has been applied. For example, if after all the dice
rolling a character receives a Light Wound you could role on a table
that could place the shot anywhere (if it's a head hit call it a
scratch). If it turns out that a character takes a Deadly Wound then
role on a table that scews the odds towards a torso or head hit. If
it turns out that the location is covered with imprenetrable armor
you have a couple of choices: reroll untill you come up with
something reasonable, or decide that the armor is substandard or the
shot just plain lucky.

-David
http://www.geocities.com/TimesSquare/1068/homepage.htm
--
"Creativity is allowing yourself to make mistakes. Art is knowing
which ones to keep."

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