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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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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