IPB
X   Site Message
(Message will auto close in 2 seconds)

Welcome Guest ( Log In | Register )

2 Pages V   1 2 >  
Reply to this topicStart new topic
> Degrading of Armor?, Rules sets for damage to body armor.
zeb.hillard
post Jul 26 2006, 07:56 PM
Post #1


Moving Target
**

Group: Members
Posts: 124
Joined: 26-July 06
From: Columbus, OH
Member No.: 8,965



I may have missed it, but I was curious is there was a system in SR4 for damage done to armor reducing its effectivness? Any help would be grealy appreciated.
Go to the top of the page
 
+Quote Post
Moon-Hawk
post Jul 26 2006, 07:58 PM
Post #2


Genuine Artificial Intelligence
********

Group: Members
Posts: 4,019
Joined: 12-June 03
Member No.: 4,715



I'd say it's a possible glitch result on a damage resistance test. That's the only "system" for it, currently and officially, AFAIK.
Go to the top of the page
 
+Quote Post
zeb.hillard
post Jul 26 2006, 08:01 PM
Post #3


Moving Target
**

Group: Members
Posts: 124
Joined: 26-July 06
From: Columbus, OH
Member No.: 8,965



I was thinking of possibly instituting a rule in the game I'm running that every time you take damage that's mitigated in some form by armor, but isn't entirely negated (The bullet goes through your vest, for example) that the armor rating against that particular damage type is reduced by one. And, a glitch on the damage resistance test reducing it by another level.

Though, it's simply a thought, and makes the never-degrading armor a non-issue any longer.
Go to the top of the page
 
+Quote Post
GrinderTheTroll
post Jul 26 2006, 08:06 PM
Post #4


Shooting Target
****

Group: Members
Posts: 1,754
Joined: 9-July 04
From: Modesto, CA
Member No.: 6,465



QUOTE (Moon-Hawk)
I'd say it's a possible glitch result on a damage resistance test. That's the only "system" for it, currently and officially, AFAIK.

I like this better than a constant decay of armor simply for the bookeeping required and rules required to insert.
Go to the top of the page
 
+Quote Post
Dogsoup
post Jul 26 2006, 09:40 PM
Post #5


Moving Target
**

Group: Members
Posts: 291
Joined: 26-February 02
Member No.: 806



Just say to the players, in between runs, that they should buy new armor vests, when you think they've gone one damage-heavy run too many. They should have the cash and ample downtime to do it in, and it doesn't use a system to eat gameplay time.
Go to the top of the page
 
+Quote Post
Adam Selene
post Jul 27 2006, 04:34 AM
Post #6


Target
*

Group: Members
Posts: 39
Joined: 27-July 06
Member No.: 8,968



There are armor degradation rules available from SR3's Cannon Companion, page 96.
Go to the top of the page
 
+Quote Post
GrinderTheTroll
post Jul 27 2006, 05:21 AM
Post #7


Shooting Target
****

Group: Members
Posts: 1,754
Joined: 9-July 04
From: Modesto, CA
Member No.: 6,465



QUOTE (Adam Selene)
There are armor degradation rules available from SR3's Cannon Companion, page 96.

Wrong forum topic for SR3 mister, "Don't wanna play SR4" :P

PS - Welcome to dumpshock!
Go to the top of the page
 
+Quote Post
Adam Selene
post Jul 27 2006, 05:24 AM
Post #8


Target
*

Group: Members
Posts: 39
Joined: 27-July 06
Member No.: 8,968



He asked for armor degradation rules. Nobody could offer anything except rampant speculation, I offered canon material.

I didn't say "SR4 sucks, use SR3 rules", I gave him the only canon info that anybody on this board is apparently aware of Mr. "Post First, Ask Questions Later". Would you like to try again, maybe a bit more politely?

Go to the top of the page
 
+Quote Post
GrinderTheTroll
post Jul 27 2006, 05:32 AM
Post #9


Shooting Target
****

Group: Members
Posts: 1,754
Joined: 9-July 04
From: Modesto, CA
Member No.: 6,465



QUOTE (Adam Selene)
He asked for armor degradation rules. Nobody could offer anything except rampant speculation, I offered canon material.

I didn't say "SR4 sucks, use SR3 rules", I gave him the only canon info that anybody on this board is apparently aware of Mr. "Post First, Ask Questions Later". Would you like to try again, maybe a bit more politely?

Alas my humor hasn't translated into text. Considering this is a SR4 forum, I temper all the SR4 mechanics questions using available SR4 mechanics materials. I'm going to assume that's what the original poster was looking for. If not, oh well.

Your signature says it all, "I don't play SR4 and I have no intention of starting. Let's just keep it at that."

Ease up on the hair trigger mate, we're all chummers here. ;)
Go to the top of the page
 
+Quote Post
zeb.hillard
post Jul 27 2006, 02:34 PM
Post #10


Moving Target
**

Group: Members
Posts: 124
Joined: 26-July 06
From: Columbus, OH
Member No.: 8,965



I think I'll go with a glitch degrading the armor, as I tried my system in a test run last night and it -seriously- slows things down and tears through armor almost too quickly for my liking. I was just hoping for a system that would work during prolonged firefights in hopes of defeating the Invincible Troll senario, but after another test, I've found that it isn't nearly as bad as it was in previous editions.
Go to the top of the page
 
+Quote Post
The Jopp
post Jul 27 2006, 03:01 PM
Post #11


Runner
******

Group: Members
Posts: 2,925
Joined: 26-February 02
Member No.: 948



You could also say that it can take an amount of "penetrating" hits (i.e you have to soak physical) equal to the armours ballistic rating. After that is done it's broken and needs to be repaired.
Go to the top of the page
 
+Quote Post
Demon_Bob
post Jul 27 2006, 06:46 PM
Post #12


Moving Target
**

Group: Members
Posts: 511
Joined: 24-March 05
From: On a ledge between Heaven and Hell
Member No.: 7,226



I Say also that if a target is killed or that all thier physical damage boxes are filled the at least that section of the armor is destroyed , unless the shooter designated that he was targeting to bypass armor and took the appropriate penalties.
Go to the top of the page
 
+Quote Post
TheOneRonin
post Jul 27 2006, 08:55 PM
Post #13


Running Target
***

Group: Members
Posts: 1,109
Joined: 16-October 03
From: Raleigh, NC
Member No.: 5,729



IRL, most pieces of ballistic armor are only rated for single, or a very low number of hits. This is especially true when you are dealing with anything above Class IIIA armor and confronting rifle threats. The ballistic plate inserts often crack/break when hit by said projectiles, stopping the damage but rending that section vulnerable to repeated hits.

In my games, I allow armor that receives hits to work at full effectiveness for the duration of a single combat encounter. After that, it is time to replace the armor. I haven't had any characters refuse to buy replacement armor, so there has been no need to create rules for using bullet-ridden armor.
Go to the top of the page
 
+Quote Post
zeb.hillard
post Jul 27 2006, 09:02 PM
Post #14


Moving Target
**

Group: Members
Posts: 124
Joined: 26-July 06
From: Columbus, OH
Member No.: 8,965



I think reducing the effectivness of armor by the difference in its protective rating and the penetrating round (When physical wounds are taken), and reducing armor by one point each time a stun wound is taken would be the most realistic way of dealing with it in a system-stylized standpoint.

However, I also think the bookkeeping of that system could easily get to be a burden when engaged in a 5-runner team against a Lone Star patrol in an extended firefight.

Maybe I'll just chop something together in Excel to help me keep track of it.
Go to the top of the page
 
+Quote Post
GrinderTheTroll
post Jul 27 2006, 09:04 PM
Post #15


Shooting Target
****

Group: Members
Posts: 1,754
Joined: 9-July 04
From: Modesto, CA
Member No.: 6,465



QUOTE (TheOneRonin)
IRL, most pieces of ballistic armor are only rated for single, or a very low number of hits. This is especially true when you are dealing with anything above Class IIIA armor and confronting rifle threats. The ballistic plate inserts often crack/break when hit by said projectiles, stopping the damage but rending that section vulnerable to repeated hits.

In my games, I allow armor that receives hits to work at full effectiveness for the duration of a single combat encounter. After that, it is time to replace the armor. I haven't had any characters refuse to buy replacement armor, so there has been no need to create rules for using bullet-ridden armor.

What about more exotic combat armors or the technology that might exist in 2070? If it's rare armor then do you make them dispose of that as well?
Go to the top of the page
 
+Quote Post
Moon-Hawk
post Jul 27 2006, 09:06 PM
Post #16


Genuine Artificial Intelligence
********

Group: Members
Posts: 4,019
Joined: 12-June 03
Member No.: 4,715



Isn't there a skill that they could presumably use to repair armor in their downtime?
Go to the top of the page
 
+Quote Post
zeb.hillard
post Jul 27 2006, 09:39 PM
Post #17


Moving Target
**

Group: Members
Posts: 124
Joined: 26-July 06
From: Columbus, OH
Member No.: 8,965



QUOTE (Moon-Hawk)
Isn't there a skill that they could presumably use to repair armor in their downtime?

Perhaps a Knowledge Skill: Body Armor Repair, or Personal Defense Specialist Mechanic...maybe...though the latter would be pulling it thin.
Go to the top of the page
 
+Quote Post
Dr. Dodge
post Jul 27 2006, 10:04 PM
Post #18


Moving Target
**

Group: Members
Posts: 137
Joined: 8-June 06
From: Present day, Detroit
Member No.: 8,683



QUOTE (Moon-Hawk)
Isn't there a skill that they could presumably use to repair armor in their downtime?

Armorer, perhaps :)
Go to the top of the page
 
+Quote Post
zeb.hillard
post Jul 28 2006, 01:21 PM
Post #19


Moving Target
**

Group: Members
Posts: 124
Joined: 26-July 06
From: Columbus, OH
Member No.: 8,965



QUOTE (Dr. Dodge)
QUOTE (Moon-Hawk)
Armorer, perhaps :)


And my lack of Knowledge: Absolute shows through. Hell, even my Knowledge: Look at the Other Page, goofy, shows through. Yes, indeed. Armorer works quite well.
Go to the top of the page
 
+Quote Post
TheOneRonin
post Jul 28 2006, 01:23 PM
Post #20


Running Target
***

Group: Members
Posts: 1,109
Joined: 16-October 03
From: Raleigh, NC
Member No.: 5,729



QUOTE (GrinderTheTroll)
QUOTE (TheOneRonin @ Jul 27 2006, 01:55 PM)
IRL, most pieces of ballistic armor are only rated for single, or a very low number of hits.  This is especially true when you are dealing with anything above Class IIIA armor and confronting rifle threats.  The ballistic plate inserts often crack/break when hit by said projectiles, stopping the damage but rending that section vulnerable to repeated hits.

In my games, I allow armor that receives hits to work at full effectiveness for the duration of a single combat encounter.  After that, it is time to replace the armor.  I haven't had any characters refuse to buy replacement armor, so there has been no need to create rules for using bullet-ridden armor.

What about more exotic combat armors or the technology that might exist in 2070? If it's rare armor then do you make them dispose of that as well?



It's not often that my players get anything I consider "rare". If you are talking about stuff like hardened military armor, I don't make it lose effectiveness if ignores the damage completely. But it's rare any of my players have/use stuff like that.

What helps my game along is the mindset of my players. To them, armor is disposable. They don't spend 1000s of nuyen on adding all kinds of special components to their armor because they realize that it is unlikely to last more than a single run. Come to think of it, they treat a lot of their weaponry the same way.
Go to the top of the page
 
+Quote Post
GrinderTheTroll
post Jul 28 2006, 01:40 PM
Post #21


Shooting Target
****

Group: Members
Posts: 1,754
Joined: 9-July 04
From: Modesto, CA
Member No.: 6,465



You view of 2070 armor as toiler paper just seems out-of-place (at least in SR4 ;)) to me. IRL, you've probably made some solid points.
Go to the top of the page
 
+Quote Post
TheOneRonin
post Jul 28 2006, 06:57 PM
Post #22


Running Target
***

Group: Members
Posts: 1,109
Joined: 16-October 03
From: Raleigh, NC
Member No.: 5,729



QUOTE (GrinderTheTroll)
You view of 2070 armor as toiler paper just seems out-of-place (at least in SR4 ;)) to me.  IRL, you've probably made some solid points.

I can understand how you would feel that way, but I seriously doubt that personal body armor is going to be that drastically different in 60 years than it is today. There are some fundamentals that just do not change. Armor isn't as disposable as toilet paper, but it just isn't going to be able to take dozens and dozens of hits and maintain proper protection. Most of the really advanced body armors of today CAN protect against multiple hits, but are not rated for that.

The most extreme tech jump I can see affecting body armor is the "gel-pack" crap mentioned in some of the other sourcebooks (I think it started with Fields of Fire). Stuff like that COULD possibly continue to provide protection after sustaining several hits, but a single PENETRATING hit would invariably ruin it.

Either way, your armor is going to loose effectiveness when it takes hits. Maybe a materials engineer out there can give me some theoretical examples of stuff that wouldn't, but until then, body armor in my SR games is going to be disposable.
Go to the top of the page
 
+Quote Post
BlueRondo
post Jul 28 2006, 07:29 PM
Post #23


Moving Target
**

Group: Members
Posts: 983
Joined: 20-February 06
Member No.: 8,286



Even if SR4's armor is more durable than today's, wouldn' t 2070 firearms have evolved to counter it? SR4's "regular rounds" may be more damaging to armor than current ammo.
Go to the top of the page
 
+Quote Post
ornot
post Jul 28 2006, 07:35 PM
Post #24


Running Target
***

Group: Members
Posts: 1,266
Joined: 3-June 06
From: UK
Member No.: 8,638



My runners tend to avoid getting the crap shot out of them if they can help it. Regardless, I include minor repairs in lifestyle costs. Armour is only really damaged if a glitch is rolled, then the character would need to either buy a brand new armour vest or pay to get the old one repaired.

Having ablative armour rules just slows everything down too much. Bad enough keeping track of bullets, but at least with that I know to cross one off each time gun bunny street sam fires his Predator, rather than only when he gets shot and fails his soak roll or something.
Go to the top of the page
 
+Quote Post
GrinderTheTroll
post Jul 28 2006, 07:49 PM
Post #25


Shooting Target
****

Group: Members
Posts: 1,754
Joined: 9-July 04
From: Modesto, CA
Member No.: 6,465



QUOTE (TheOneRonin @ Jul 28 2006, 11:57 AM)
QUOTE (GrinderTheTroll)
You view of 2070 armor as toiler paper just seems out-of-place (at least in SR4 ;)) to me.  IRL, you've probably made some solid points.

I can understand how you would feel that way, but I seriously doubt that personal body armor is going to be that drastically different in 60 years than it is today. There are some fundamentals that just do not change. Armor isn't as disposable as toilet paper, but it just isn't going to be able to take dozens and dozens of hits and maintain proper protection. Most of the really advanced body armors of today CAN protect against multiple hits, but are not rated for that.

The most extreme tech jump I can see affecting body armor is the "gel-pack" crap mentioned in some of the other sourcebooks (I think it started with Fields of Fire). Stuff like that COULD possibly continue to provide protection after sustaining several hits, but a single PENETRATING hit would invariably ruin it.

Either way, your armor is going to loose effectiveness when it takes hits. Maybe a materials engineer out there can give me some theoretical examples of stuff that wouldn't, but until then, body armor in my SR games is going to be disposable.

So if it's always done, fairly cheap and available, why bother making it an issue? It's like making sure runners mention the are spending downtime to clean their weapons else they might misfire more often. Too much bookkeeping for my tastes.

On the other hand, if someone specifically hasn't had the time to replace armor after a gun fight or time is crunched for story/situation reason then I can see making the armor less-effective or useless.
Go to the top of the page
 
+Quote Post

2 Pages V   1 2 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 12th April 2022 - 04:58 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.