
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.