Armor, Hit locations, and math |
Armor, Hit locations, and math |
Aug 6 2007, 09:09 AM
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Runner Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 |
Since I don't think it's come up on the new boards, and I didn't want to get involved on the firearms thread, here's some stuff about armor, hit locations and other interesting bits: First question? If we wanted to make a random hit table, what percentages should we use for each location of the body? Surveillance for Fatal and Nonfatal Firearm-Related Injuries --- United States, 1993--1998 Gives the following approximate hit location percentages for non fatal shootings (assault/intervention type) in the US as: arm 0.13 leg 0.33 head 0.14 torso 0.21 abdomen 0.16 undetermined 0.03 Our next step is to distribute the undetermined 3% into the other areas, so we don't have to deal with it later. This gives: arm 0.134 leg 0.34 head 0.144 torso 0.217 abdomen 0.165 But this data only accounts for non-fatal shootings, how do we account for the fatal ones? An Analysis of Wound Statistics in Relation to Personal Ballistic Protection (pdf file) Tells us that, during the Vietnam war, hits with small arms fire in the following areas had the following chance to be fatal: arm 0.01 (rounded up to 1%) leg 0.05 head 0.7 torso 0.51 abdomen 0.4 assuming 1000 non-fatal shootings, we then go on to use the above numbers to determine the number of fatal shootings that would have hit the same location
This gives a lethality rate of small arms fire of around 41%, which greatly overstates the case of small arms lethality (closer to 33% or even 25%). So I thought this data might be useless. But it more of less agrees with Table 8 in the same paper, so I'll go with it. The head gets shot a lot. That's why For those of you insisting on a random hit location table, i give you one using 2d6: 2 head 3 head 4 head 5 head 6 torso 7 abdomen 8 torso 9 leg 10 leg 11 arm 12 arm Which produces the following hit percentages (with comparison to the above data):
So it's pretty close ------------- Now, what about armor? I'll be basing my numbers on the NIJ standards, so here they are: Ballistic Resistance of Personal Body Armor NIJ Standard–0101.04 (pdf file) Thus I somewhat arbitrarily give the following number of armor dice for the following classes or armor (along with a guess about what the armor will be like in 2070 (rigid, cloth, etc) I 9 cloth IIA 12 cloth II 15 flexible IIIA 18 flexible III 21 semi-rigid IV 24 rigid So how does this compare with the game values of SR4s armor? Using some math, I get the following examples: concealable armor 5 Armored Clothing I, covers 85% of arms, legs, torso, abdomen 7 Armored Clothing IIA, covers 85% of arms, legs, torso, abdomen 7 Vest IIIA, covers 85% of torso, abdomen 8 Armored Jacket IIIA, covers 85% arms, torso, abdomen helmet 3 Helmet IIIA, 50% coverage 4 Helmet IIIA, 75% coverage (assumes face shield) obvious armor 9 Vest IV, covers 90% of torso, abdomen 12 Full Suit (no helmet) IIIA torso, abdomen, arms, legs 90% coverage 14 Full Suit (no helmet) IV torso, abdomen, IIIA arms, legs 90% coverage turtleshell 22 Turtleshell suit IV torso, abdomen, III head, arms, legs, 100% coverage Which means that the lesser suits of SR4 armor aren't too bad, but the heavier ones seem a bit wimpy. The helmets are also slightly under-rated as head protection is ridiculously vital. Of course, armoring the face and neck are very difficult. In addition a heavy helmet gets taken off because it wears out your neck, so they can't weigh too much. |
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