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Message no. 1
From: Gurth <gurth@******.NL>
Subject: Barrier Rating Rules part 2
Date: Mon, 7 Jul 1997 15:10:24 +0100
VEHICLE ARMOR
-------------

Determine the damage to the vehicle, by first using the penetrating rules
(Penetration Barrier Rating) to see if the attack penetrates the vehicle's
armor. For this, we use the following table.

AMMUNITION/ATTACK EFFECTIVE VEHICLE ARMOR RATING SOURCE
APDS ammo Vehicle Armor Rating / 2 SRII + house rule
Armor-Piercing Anti-
Vehicle Weapons Vehicle Armor Rating / 2 SRII + house rule
Blasts Vehicle Armor Rating SRII
Blunt melee weapons Vehicle Armor Rating SRII
Cannon rounds Vehicle Armor Rating x 2 SRII (1)
Combat spells -- (2) SRII
Damaging Manipulation
spells Vehicle Armor Rating SRII
Explosive ammo Vehicle Armor Rating x 2 SRII
Flechette ammo Vehicle Armor Rating x 2 SRII
Gel (Stun) ammo Vehicle Armor Rating SRII
Needle ammo Vehicle Armor Rating (3) NAGRL
Regular ammo Vehicle Armor Rating SRII
Sharp melee weapons Vehicle Armor Rating x 2 SRII
Shot shotgun rounds Vehicle Armor Rating x 2 SRII

NET.SOURCEBOOKS
#000 Triplex ammo Vehicle Armor Rating x 2 Chromebook 2
Acid ammo Vehicle Armor Rating x 2 Chromebook 1
AP Flechette ammo Vehicle Armor Rating NERPS:ShadowLore
APFSDS shotgun ammo Vehicle Armor Rating / 2 BSW 2058
API ammo Vehicle Armor Rating / 2 Chromebook 1 & 2
Armor Piercing ammo Vehicle Armor Rating - 2 NERPS:ShadowLore
Depleted Uranium ammo Vehicle Armor Rating NERPS:ShadowLore
Dual Purpose ammo Vehicle Armor Rating Chromebook 2
Duplex ammo Vehicle Armor Rating Running Gear
EHI cannon ammo Vehicle Armor Rating Chromebook 2
Firepower ammo Vehicle Armor Rating SSC/Running Gear
Frag. Flechette ammo Vehicle Armor Rating x 2 Chromebook 2
Flare shotgun ammo -- Chromebook 2
Flash shotgun ammo -- Chromebook 2
Gas shotgun ammo Vehicle Armor Rating Chromebook 2
Glaser ammo Vehicle Armor Rating x 4 Running Gear
HE shotgun ammo Vehicle Armor Rating x 2 BSW 2058
HEAP ammo Vehicle Armor Rating NERPS:ShadowLore
HEAT shotgun ammo Vehicle Armor Rating BSW 2058
HEP ammo Vehicle Armor Rating x 2 Chromebook 1
HESH ammo Vehicle Armor Rating x 2 SWO Guns
Hollow Point ammo Vehicle Armor Rating + 2 NERPS:ShadowLore
Incendiary ammo Vehicle Armor Rating + 2 NERPS:Shadowlore
LAPHE ammo Vehicle Armor Rating Chromebook 2
Multi-flechette ammo Vehicle Armor Rating / 2 (4) Chromebook 1
Ramjet ammo Vehicle Armor Rating Chromebook 2
Rubber Bullets Vehicle Armor Rating Chromebook 2
Safety Rounds Vehicle Armor Rating (4) BSW 2058
Silver ammo Vehicle Armor Rating x 2 NERPS:ShadowLore
Smoke shotgun ammo Vehicle Armor Rating Chromebook 2
Stinger shotgun ammo Vehicle Armor Rating Chromebook 2
Stundart ammo Vehicle Armor Rating Chromebook 1
Teflon coating Vehicle Armor Rating NERPS:ShadowLore
Tungsten ammo Vehicle Armor Rating NERPS:ShadowLore

NOTES
(1) SRII does not specifically say so, but these are treated here as
explosive rounds.
(2) Combat spells resolve their affects on vehicles per the rules on page
109 of SRII.
(3) Will not penetrate an unmodified Vehicle Armor Rating of 3 or higher.
(4) Will not penetrate an unmodified Vehicle Armor Rating of 4 or higher.

Example D3: Foobar is outside the office, and turns his Panther against a
Chrysler-Nissan Patrol-One that is bringing in some reinforcements to stop
him. The Patrol-One has an Armor rating of 6, which is doubled against the
assault cannon, to make it 12. The Power Level of the cannon is 18, so it
can penetrate the armor.

The vehicle must resist an attack with an Effective Power Level = Power
Level - Effective Vehicle Armor Rating. If the Effective Power Level is
zero or less then the attack fails to penetrate the vehicle armor. If the
Effective Power Level is positive, then the vehicle must resist the damage.
However, the vehicle gets its Body Attribute as composite armor, and so may
subtract its Body Attribute from the Effective Power Level of the attack
(minimum of 2, as per normal Shadowrun armor rules). However, if the attack
is from an armor-piercing weapon or APDS ammunition, then the vehicle may
only subtract it's Body/2 at this stage.

The Damage Level of the attack is one less than the originating Damage
Level, except in the case of anti-vehicle weapons. For these weapons, the
Damage Level is not reduced.

The vehicle rolls (as always) Body+(Armor/2) to resist the damage.

Example D4: Foobar hits the Patrol-One. The vehicle has to resist 3S damage
from the shot: the Power Level is reduced by the Effective Vehicle Armor
Rating, from 18 to 6, and then another 3 points are subtracted because the
car's Body is 3; because the Panther cannon isn't a specific anti-vehicle
weapon its Damage Level is reduced by one category, from D to S. The
vehicle now gets its 3 Body dice and one-half its Armor dice to resist the
attack: a total of 6 dice against a target number 3.

Vehicle armor does not degrade or get reduced as per the Damage Barrier
Rating rules, however. It will suffer degradation by the armor degradation
rules outlined below.

There are also alternative, by the book, interpretations of the vehicle
armor rules:

By The Book interpretation of the Vehicle Armor rules 1: use the rules as
above but instead of using the armor degradation rules outlined below,
apply the barrier degradation rules to vehicle armor as well. This is
accomplished by using the Damage Barrier Rating rules exactly as they are
above, with the Vehicle Armor Rating in place of the Barrier Rating. A
question that must to be answered by each individual gamemaster is whether
or not holes will be opened up in the vehicle's armor, as per the Damage
Barrier Rating rules, or whether the armor will just be degraded, but no
holes produced. Either way this results in vehicle armor rapidly degrading
in the face of attacks.

Example D4a: the Damage Barrier Rating is equal to the Vehicle Armor Rating
/ 2 against cannon rounds, so that becomes 3 (6 / 2). The Power Level of
the Panther cannon exceeds the Damage Barrier Rating, so the Vehicle Armor
Rating gets reduced. The reduction is 4: one-half the Vehicle Armor Rating
is 3, which fits four times into the difference between Power Level and
Barrier Rating. The Vehicle Armor Rating after the shot is 6 - 4 = 2.
Depending on whether the gamemaster rules that holes are opened in the
armor or not, a 2-meter hole could now be in the Patrol-One's side.

By The Book interpretation of the Vehicle Armor rules 2: for vehicle armor,
do not use either Damage Barrier Rating or Penetration Barrier Rating, but
simply subtract the Vehicle Armor Rating from the Power Level of the
attack. If the attack is from an armor-Piercing weapon or ammunition, then
subtract half the Vehicle Armor Rating (round down) from the Power Level of
the attack. If the Effective Power Level is then zero or negative, the
round bounces off the armor. If the Effective Power Level is greater than
zero, then the vehicle resists the damage (at the appropriately reduced
Damage Level), using its Body attribute as composite Ballistic and Impact
armor. APDS and armor-piercing weapons halve (round down) the Body
attribute of the vehicle for the purposes of this calculation. (The minimum
target number is 2.) The Damage Level of the attack is one less than the
original Damage Level, except in the case of anti-vehicle weapons. For
these weapons, the Damage Level is not reduced. This is simple and easy,
but not entirely satisfying.

Example D4b: The Panther cannon's Power Level is 18, minus the Vehicle
Armor Rating and Body, which results in an Effective Power Level of 18 - 6
- 3 = 9. The vehicle has to resist 9S damage.


CRITTER HARDENED ARMOR
----------------------

Treat it exactly the same as vehicle armor, i.e. using the Penetration
Barrier Rating rules. The critters Body is to be treated the same as a
vehicle's Body, and hardened armor the same as vehicle armor, except that
critter hardened armor does not degrade at all. However, at the
gamemaster's option, critter hardened armor may degrade as per the armor
degradation rules explained below.

Example E1: Bob finds himself on a boat in the North Atlantic, hunting
leviathan for sport with some way too rich guy (he wonders why he's doing
this, too). The employer, as eccentric as is to be expected, has decided to
use normal hunting rifles, which do 9S damage; the leviathan has 2 points
of hardened armor and a Body of 11. APDS ammo is used, which can easily
penetrate the armor rating of 2, so the leviathan now has to resist a
damage of 2M: base Power Level 9 - (Armor Rating 2)/2 - one-half Body 5.5 =
Power Level of 2.5, rounding to 2; the Damage Level is reduced by one to M.
For this Damage Resistance Test, the critter gets 12 dice: its Body plus
one-half its Armor.


PERSONAL HARDENED ARMOR
-----------------------

Treat it exactly the same as critter hardened armor, except that the
Body attribute of the person inside does not count as composite armor
and reduce the Effective Power Level, and the Damage Level of the attack is
never reduced by one category. The personal hardened armor will be
penetrated as per the Penetration Barrier Rating rules, and will degrade as
per the rules below. This rule only applies to personal hardened armor, and
not to normal personal armor.

Example A3: BlackFire shoots back at Carmen, who wears a light military
armor (ratings 10/7). BlackFire is packing serious firepower, namely a 14S
sniper rifle firing regular rounds. The Effective Power Level is 14 - 10 =
4, and so the damage Carmen has to resist is 4S. In addition, some armor
degradation will occur (see below). At some later stage, Carmen has
acquired a new set of light military armor, and one of BlackFire's buddies
shoots 10 regular rounds from his HK227 (7M damage each) at Carmen. Using
method A for resolving burst attacks, the Power Level of a single round is
less than the Ballistic rating of Carmen's armor, so all rounds simply
bounce off without causing any damage to her at all. However, the attack
may damage the armor itself (see below).


GEL PACKS

In addition to the rules as above, each time the armor is penetrated
(i.e. each attack that the person inside must resist with their Body), both
the Ballistic and Impact armor ratings are reduced by 1. This reduction is
not applied on a bullet by bullet basis, rather it is applied per attack
(i.e. a single burst, no matter how large, will only reduce the ratings by
1, not by 1 per bullet, assuming that it penetrates at all, of course). The
gel pack armor will also degrade by the degradation rules outlined below.

Example A4: Carmen shoots back at BlackFire's chummer, this time using her
M22-A2 firing regular rounds on full auto. She fires 6 rounds and hits,
causing 14D damage. The target is wearing an armor jacket with gel packs
(5/3 armor), but, again using method A, Carmen's rifle has a base Power
Level of 8, so it penetrates and the guy has to resist the damage. The gel
packs' efficiency is automatically reduced by 1 point, regardless of any
other reductions that may result from the burst.


ARMOR DEGRADATION
-----------------

This rule replaces the armor degradation rules on page 75 of Fields of
Fire, and it applies equally to personal non-hardened armor, gel pack
armor, personal hardened armor, and vehicle armor. It may also, at the
gamemaster's discretion, apply to critter hardened armor, and maybe even to
regular critter armor.

Armor degradation uses the Damage Barrier Rating rules, but with the
following modifications:

* Light Damage Code Weapons, Effective Armor Rating = (Ballistic + Impact)
x 8 * Moderate Damage Code Weapons, Effective Armor Rating = (Ballistic +
Impact) x 4 * Serious Damage Code Weapons, Effective Armor Rating =
(Ballistic + Impact) x 2 * Deadly Damage Code Weapons, Effective Armor
Rating = (Ballistic + Impact)

The Effective Armor Rating is then used in the place of the Barrier Rating
in the Damage Barrier Rating rules. I.e. a /2 modifier for explosive
rounds, a x3 modifier for APDS, and the other modifiers would also apply.
Also, no holes are created in the armor as a result of armor degradation.
Additionally, only articles listed as armor in the sourcebooks abide by
these rules -- other impediments to attacks, like a steel plate worn in
front of a character's chest, use the standard barrier rules.

For vehicle armor and critter hardened armor, use the armor rating in
place of the (Ballistic + Impact) sum above. Alternatively, twice the
armor rating may be used to represent the greater robustness of hardened
armors, and takes into account that they really have Ballistic and Impact
ratings equal to their single rating.

Example A5: BlackFire's chummer (we won't bother giving him a name because
he's not going to survive this example anyway) had to resist 14D damage,
minus his Ballistic armor of 5. The base Damage Code of the weapon is 8M,
though, so for purposes of armor degradation his Effective Armor Rating is
(Ballistic + Impact) x 4, which is (5 + 3) x 4 = 8 x 4 = 32. This is then
doubled because Carmen fires regular ammo, to 64. No matter which way you
look at it, Carmen's attack is not powerful enough to cause armor
degradation.

Example D5: Foobar and his assault cannon aim at one of the sec guards
crawling out of the Patrol-One after Foobar pumped a few more rounds into
it. He fires, and hits. The guard is wearing a vest with plates (4/3 armor)
and because of Foobar's cannon rounds doing a base of Deadly damage, his
Effective Armor Rating is 4 + 3 = 7. This is then /halved/ to 3.5 because
it's an assault cannon round... The Armor rating is reduced by (18 - 7) /
3.5 = 11 / 3.5 = 4 points.

There are three alternatives to assigning the degraded armor points, with
the first being the recommended method.

1) Split it equally between both ratings, with any odd point going to the
armor rating used to resist the attack.

Example D6a: Of the 4 points, 2 are taken from the Ballistic rating and 2
from the Impact rating: the reduction is distributed evenly, though if
there was a point left over it would come from the Ballistic rating because
that is used to resist damage from assault cannons. The new Armor ratings
are Ballistic 2, Impact 1.

2) Apply the full reduction to both armor ratings.

Example D6b: Both Ballistic and Impact ratings are reduced by 4, giving the
armor a 0/0 rating.

3) Apply the full reduction to the rating used to resist the attack.

Example D6c: Ballistic is used to resist damage from the cannon, so it is
reduced by 4 points. The new armor ratings are 0/3.

In the case of vehicle armor, the Damage Level used is the same one which
the vehicle resists, not the original Damage Level of the weapon. I.e. all
weapons except anti-vehicle weapons have their Damage Level reduced by one.


BARRIER RATINGS
---------------

For those gamemasters who wish for an additional level of selection and
fine tuning for Barrier Ratings, the original SRI Barrier Ratings are
transportable directly into SRII. The SRI Barrier Ratings are outlined
below:

Material Barrier Rating
Thin Normal Thick Reinforced
Wood 0 1 2 4
Armor Glass 1 2 4 8
Plywood 1 3 6 12
Construction Plastic 2 4 8 16
Impact Plastic 2 5 10 20
Steel Sheet 3 6 12 24
Ballistic Composite 3 7 14 28
Concrete 4 8 16 32

The SRII Barrier Ratings are:

Material Rating
Standard Glass 2
Cheap Material/Regular Tires 3
Average Material/Ballistic Glass 4
Heavy Material 6
Reinforced/Armored Glass 8
Structural Material 12
Heavy Structural Material 16
armored/Reinforced Material 24
Hardened Material 32

If the two sets of Barrier Ratings are compared, it can be seen that they
are actually very similar. The SRI Barrier Ratings are more specific and
explicit in what they assign, but they only assign values for a limited
selection of materials. The SRII Barrier Ratings appear to have tried to
correct this with general ratings, at the expense of including thicknesses
for the materials. It is possible to use the SRI Barrier Ratings as a guide
for specific materials.


--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Two words: therapy.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

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Further Reading

If you enjoyed reading about Barrier Rating Rules part 2, you may also be interested in:

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