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> Armor, Hit locations, and math
Crusher Bob
post Aug 6 2007, 09:09 AM
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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
CODE

           Non-Fatal       Fatal    Total     % hit
arm          134          1       135       0.08
leg          340        18       358     0.212
head         144       336       480     0.283
torso        217       226      443     0.262
abdomen       165       110      275     0.163
totals       1000      691     1691


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 smart live soldiers keep their helmet on

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):

CODE

       Random     Data
head       0.278   0.283
torso      0.278   0.262
abdomen   0.167   0.163
leg        0.194   0.212
arm        0.083    0.08


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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Posts in this topic
- Crusher Bob   Armor, Hit locations, and math   Aug 6 2007, 09:09 AM
- - Aaron   Interesting read. You need to get out more, but in...   Aug 6 2007, 12:57 PM
- - Crusher Bob   Yes, and I practice with them four hours a day, so...   Aug 7 2007, 07:31 AM
- - WeaverMount   Is this a though experiment or do you think that t...   Aug 7 2007, 03:11 PM
- - nezumi   Very cool. It seems simpler than I remember CP202...   Aug 7 2007, 03:23 PM
- - Buster   Be careful with the stats on the website you liste...   Aug 7 2007, 03:43 PM
- - Crusher Bob   The hit locations of the wounds are tracked by typ...   Aug 7 2007, 04:05 PM
- - Buster   QUOTE (Crusher Bob @ Aug 7 2007, 11:05 AM) Th...   Aug 7 2007, 04:11 PM
- - Crusher Bob   I used the data on table 8 of my second source to ...   Aug 7 2007, 04:24 PM
- - Aaron   Oh, yeah. Encumbrance penalties. I'd forgotten...   Aug 7 2007, 04:28 PM
- - Buster   The second source is awesome. Notice the radical ...   Aug 7 2007, 05:11 PM
- - TheOneRonin   I really like those optional rules. I've alre...   Aug 7 2007, 06:23 PM
- - Crusher Bob   [edits of value of IIIA armor, was an earlier revi...   Aug 8 2007, 07:28 AM
- - Crusher Bob   Since I have some spare time, I'll check the n...   Aug 8 2007, 09:27 AM
- - nezumi   Does armor reduce the damage of an attack before o...   Aug 8 2007, 01:41 PM
- - Crusher Bob   Multiplication is after soak is done. The damage ...   Aug 8 2007, 03:42 PM
- - pestulens   I have always questioned the need for hit location...   Aug 8 2007, 05:35 PM
- - Crusher Bob   Bullets and armor penetration. (When to convert t...   Aug 9 2007, 06:16 AM
- - Moon-Hawk   QUOTE (Crusher Bob) One of the main problems is di...   Aug 9 2007, 03:50 PM
- - Crusher Bob   My intention was that the assault rifle goes from ...   Aug 9 2007, 04:38 PM
- - Moon-Hawk   Okay. That's what I thought you meant. It se...   Aug 9 2007, 05:29 PM
- - Crusher Bob   The penetration total is listed so that you can do...   Aug 9 2007, 05:54 PM
- - Moon-Hawk   QUOTE (Crusher Bob) The penetration total is liste...   Aug 9 2007, 06:06 PM
- - Crusher Bob   Armor and weapons: 1 Concealable armor covers le...   Aug 10 2007, 07:04 AM
- - Crusher Bob   Next on to weapons and making sure the numbers mat...   Aug 10 2007, 11:30 AM
- - Eryk the Red   I'm not really into injecting bonus realism in...   Aug 10 2007, 02:40 PM
- - Crusher Bob   I'm not really advocating the hit location sys...   Aug 10 2007, 03:53 PM
- - Eryk the Red   I never really understand why the RAW weapons all ...   Aug 10 2007, 04:04 PM
- - Crusher Bob   Vehicles and armor: How much armor should that ve...   Aug 12 2007, 05:30 PM
- - Moon-Hawk   QUOTE (Crusher Bob) Vehicles and armor: How much ...   Aug 13 2007, 03:08 PM
- - Eryk the Red   I haven't done the math, but I think weapons w...   Aug 13 2007, 03:24 PM
- - Moon-Hawk   QUOTE (Eryk the Red) I haven't done the math, ...   Aug 13 2007, 03:26 PM
- - Crusher Bob   Firing AP HMG rounds (7 (-16)) at an APC [edit, si...   Aug 13 2007, 04:09 PM
- - Crusher Bob   Some more in depth numbers, to be sure that things...   Aug 14 2007, 07:12 AM
- - Crusher Bob   If you want additional complexity in heavy weapons...   Aug 14 2007, 09:28 AM
- - Crusher Bob   Heh, can't let my wanking thread fall off the ...   Aug 16 2007, 10:41 AM
- - Eryk the Red   About Body + Will resisting stun, I don't thin...   Aug 16 2007, 01:51 PM
- - Crusher Bob   Hmm, how about just reducing the damage by 1 point...   Aug 17 2007, 09:26 AM
- - darthmord   Feel free to model the MP7. I really need to see ...   Aug 17 2007, 12:22 PM
- - Crusher Bob   Might as well model the whole family os such arms ...   Aug 17 2007, 01:31 PM
- - darthmord   Hey Bob, got some info for ya... Per the manufact...   Aug 17 2007, 06:25 PM
- - Crusher Bob   These are not exact copies of the real world guns....   Aug 18 2007, 04:23 AM
- - Crusher Bob   Evolution in armor and weapons. One of the proble...   Aug 19 2007, 12:25 PM
- - Thufar_Hawat   Hi Bob Just like to say that this is just what ...   Aug 21 2007, 03:52 PM
- - Thufar_Hawat   First off, sorry for reviving an old thread. Bo...   Sep 12 2007, 04:00 PM
- - WearzManySkins   @Bob Shotguns Have you seen the AA 12 shotgun, and...   Sep 12 2007, 04:45 PM
- - Redjack   QUOTE (WearzManySkins) the AA 12 shotgun, and the ...   Sep 12 2007, 08:15 PM
- - WearzManySkins   @Redjack and Bob OK here is some shots of the Kris...   Sep 12 2007, 08:46 PM
- - Hartbaine   FFS people... go outside, get laid... Here's ...   Sep 12 2007, 11:18 PM
- - Wounded Ronin   QUOTE (nezumi) Very cool. It seems simpler than I...   Sep 13 2007, 02:43 AM
- - Redjack   You know, the Kriss and the AA-12 have to make you...   Sep 13 2007, 04:21 AM


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