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Target ![]() Group: Members Posts: 12 Joined: 14-November 04 From: Jena/Germany Member No.: 6,828 ![]() |
This is my first Attempt at bringing these ideas i had the last days to text, so try to bear with me if it looks a little chaotic :-)
Since SR4 came out i liked the idea of attaching a AP value to SR3 weapons. I also wanted Body Armor to be able to effecctively stop more Bullets from penetrating while introducing the concpt of blunt trauma. Here is what i've got so far: Body Armor is divided into Soft (Vests, Jackets,..., assume current stats for now, i'd like to keep the scaling the way it is) and Hard (carring Plates) Armor. Assumptions: Soft Body Armor will likely stop Handgun bullets and some of the weaker Rifle cartridges (hey, its the future ) from penetrating into the body but will cause a considerable blunt trauma, from higher powered rounds (Stun & Physical). Hard Body Armor has a much higher chance of stopping higher powered rifle round and causes less blunt-trauma. Weapons/Calibers get a Damage Code (standard SR3) and an Armor Piercing (AP – like SR4) Value. Example Calibers Handgun Calibers: Caliber | AP | Damage Code | JHP Mods 9x19mm Para | -1 | 4M | 0/6M .45 ACP | -1 | 5M | 0/7M .40 S&W | -2 | 6M | 0/8M 10x35mm (Fictional - Ares Predator) | -2 | 7M | 0/9M .44 Magnum | -2 | 7M | 0/9M .50AE | -2 | 6S | 0/8S 5.7x28mm | -5 | 3M | -1/5M Rifle Calibers 5.56x45mm | -6 | 5M | 7.62x39 Soviet | -4 | 6M | 7.62x51mm NATO | -5 | 6S | 7.62x54mm Russian | -5 | 6S | .50 BMG | -10? | 10T | Different Weapon designs and Barrel Lenghts can modify AP and Damage by a small ammount. For example 10" Heavy Pistols might get -1 AP / +1PN JHP, Rifle sats are for Carbine size Weapons. Body Armor Soft Armor – if Ballisic Armor + AP <= 0 then the Armor is penetrated -> Full Damage Code + Successes must be soaked. BA + AP >= BA/2 Armor is not Penetrated, Blunt trauma causes Stun Damage (Damage Code – remaining Body Armor, up to two Successes can raise the Damage Level). BA + AP < BA/2 Armor is not Penetrated, Blunt trauma causes Physical Damage (Damage Code – remaining Body Armor, up to two Successes can raise the Damage Level) Hard Armor – if Ballisic Armor + AP <= 0 then the Armor is penetrated -> Full Damage Code + Successes must be soaked. BA + AP > BA/2 Armor is not Penetrated, Blunt trauma causes Stun Damage (Base Damage Code – remaining Body Armor) (1/2 PN??) Ammunition Ex – JHP values, DL + 1, every Two hits reduce Armor by 1 ExEx – Armor Piercing Explosive rounds – FMJ stats, DL + 1, If round doesn't penetrate, reduce armor like Ex, 1/3 chance of penetrating unarmored targets before explosion (1D6 per round, on 1-2 the bullet only causes FMJ damage) Gel - JHP stats, PN-2, stun damage Steel Core - FMJ stats, AP -2 A Few Example Weapons: Ares Predator (12" Barrel) Model Caliber Ammo Conceal Mode AP Damage JHP AP10 | 10x35mm | 15 | 4 | SA | -3 | 7M | 0/10M AP50 | .50AE | 11 | 4 | SA | -3 | 6S | 0/8S Colt Manhunter (6" Barrel) Model Caliber Ammo Conceal Mode AP Damage JHP | .40 S&W | 16 | 5 | SA | -2 | 6M | 0/8M FN 5-7C (6" Barrel) Model Caliber Ammo Conceal Mode AP Damage JHP | 5.7x28mm | 20 | 5 | SA/BF | -5 | 3M | -1/5M let's hear your opinions. |
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