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Austere Emancipator
QUOTE (Azralon)
There's still going to be a very noticeable impact when you get shot in your bulletproof vest.

As I mentioned before, there are plenty of reported cases where body armor has stopped a projectile and the hit went unnoticed until well after the incident. You might feel a lot of pain, you might not feel a thing.

QUOTE (Azralon)
The kinetic force doesn't just "go away" because the slug failed to bypass the ballistic cloth. If armor is designed with adequate padding (read: Impact armor), that padding will absorb and attempt to evenly distribute the impact over more surface area.

That's exactly what ballistic armor does. The weave layers deform the projectile and spread the pressure of its impact over as large an area (and as long a period of time) as possible to stop it from penetrating.

Regardless, a lot of the kinetic energy is spent on bruising the person underneath. The result will be similar to thwacking someone sharply in the chest with an Asp -- it can hurt or it can break a rib, but it doesn't even begin to compare to a penetrating hit when it comes to getting the target out of action. To reduce someone to a lasting non-functioning state (such as getting your Stun damage track full simulates in SR) through blunt trauma from stopped small arm projectiles is very unlikely. Psychological reactions to the sudden impact and pain (shock) is better dealt with using Knockdown rules, if anything.

QUOTE (Azralon)
That will mitigate some of the blunt trauma, and oddly enough the force distribution will actually contribute to knockback.

Umm, what? Projectiles fired from small arms do not have the ability to knock people back with momentum, let alone kinetic energy. Conservation of momentum, humans being able to fire break and pump action shotguns, all that stuff. Anyway, spreading the pressure over a larger area will not affect the shifting of the momentum from the projectile to the target in any way.

The armor stopping the bullet decreases the amount of time in which the momentum is shifted, increasing the force, which could make a difference if projectiles were capable of physically knocking people down or back, but they aren't so it's a moot point.
Serbitar
QUOTE (Azralon)

The kinetic force doesn't just "go away" because the slug failed to bypass the ballistic cloth. If armor is designed with adequate padding (read: Impact armor), that padding will absorb and attempt to evenly distribute the impact over more surface area. That will mitigate some of the blunt trauma, and oddly enough the force distribution will actually contribute to knockback.

Sure, no Problem. With my rules, you get stun damage, you just dont get enough stun damage to get knocked out (unless you get an extreme ammount of sun shots).
Brahm
QUOTE (Serbitar @ Feb 7 2006, 05:58 PM)
QUOTE (Azralon @ Feb 7 2006, 04:52 PM)

The kinetic force doesn't just "go away" because the slug failed to bypass the ballistic cloth.  If armor is designed with adequate padding (read: Impact armor), that padding will absorb and attempt to evenly distribute the impact over more surface area. That will mitigate some of the blunt trauma, and oddly enough the force distribution will actually contribute to knockback.

Sure, no Problem. With my rules, you get stun damage, you just dont get enough stun damage to get knocked out (unless you get an extreme ammount of sun shots).

Problem

Try giving an unaugmented Body 10 Troll a suit of Full Body Armor with no helmet and a fragmentation handgrenades. Then have him drop the handgrenades at his feet.

With SR4 RAW it is bad enough. With your rule of halving the Stun damage it might occationally tickle his toes. But then add in your ammunition rules, that also cover grenades as per your document, and the Troll can trade in the Full Body Armor for an Armored Jacket and remain just as safe as the second instance of Full Body Armor with your 1/2ing rule.

This is a BAD THING. Time to go back to the SHP drawingboard.
Deadjester
I think the major problem is how resists actualy works in SR4.

Using body as they do as the resist factor is just plain incorrect and unrealisticly very limiting in nature.

In our old game the Troll in our group had a bigger body then a blue whale in their critters book. And if you did a whale correctly by their system and gave them some ungodly figure for a body attribute, you would suddenly find yourself in a situation where the whale could now resist anti shipping missiles with ease.

A whale should be able to soak up a ton of damage from a heavy pistol but NOT resist it.

Resisting damage due to armor and soaking damage due to mass and what not is two totaly different issues which are not properly repersented here which is why I think there are such issues with ammo, etc.

A Troll is tougher then a human and able to resist damage a little more do to his tough hide and would not be unrealistic to give him a small natural bonus that stacks with any amor that he chooses to wear. But his main power would be in the fact that his sheer massive size would enable him to soak up tons of more damage then any human could.

Why my group has been trying to work up a new combat formula to repersent this AND stay with in the rules for the most part as they have been written. Anyone with standard IQ will be able to easily adjust but you still want it where they can just go in the book at any given moment and look up stuff without worrying about what has been changed overly.

When we are done, we will have a errata sheet to hand out and just start playing.

But we are seperating penetration from damage and since the chars wont be able to resist as well as they use to for the higher end bodies, we are giving them more boxes to soak up hits. Basicly 10 + Body att.

People with small bodies will be able to soak up less hits then a big troll, but now you don't have to die constantly cause every one wants to bring a rocket launcher or a mini nuke to take out the Troll and take you out as just a by product.

But the idea of using body as a resist is just crazy and limits what you can do with creatures and machines because of its two fold effect. A attack coptor and a armored troop coptor might be armored the same but one is going to soak up hits better then other do to size and bullets just plain passing through empty space or into cargo or troops even. And a critical hit is just that, no matter what size it is, a nasty hit is a nasty hit.

When we think we may have a decent formula, I will post it later for review.

Or I can post the test formulas if people are interested and don't feel like waiting for us to finish testing it.
Serbitar
QUOTE (Brahm @ Feb 7 2006, 06:40 PM)
QUOTE (Serbitar @ Feb 7 2006, 05:58 PM)
QUOTE (Azralon @ Feb 7 2006, 04:52 PM)

The kinetic force doesn't just "go away" because the slug failed to bypass the ballistic cloth.  If armor is designed with adequate padding (read: Impact armor), that padding will absorb and attempt to evenly distribute the impact over more surface area. That will mitigate some of the blunt trauma, and oddly enough the force distribution will actually contribute to knockback.

Sure, no Problem. With my rules, you get stun damage, you just dont get enough stun damage to get knocked out (unless you get an extreme ammount of sun shots).

Problem

Try giving an unaugmented Body 10 Troll a suit of Full Body Armor with no helmet and a fragmentation handgrenades. Then have him drop the handgrenades at his feet.

With SR4 RAW it is bad enough. With your rule of halving the Stun damage it might occationally tickle his toes. But then add in your ammunition rules, that also cover grenades as per your document, and the Troll can trade in the Full Body Armor for an Armored Jacket and remain just as safe as the second instance of Full Body Armor with your 1/2ing rule.

This is a BAD THING. Time to go back to the SHP drawingboard.

Nope, I have no problems with trolls in full body armour resisting fragmentation grenades.
Use APDS on them. it works.

No reson to point my math out every time. I played everything through. I even made this excel sheet and looked at all the values. I am perfectly happy with them.

@Deadjester: What you want is a hit point system, wehre trolls have a lot of hitpoints.
Brahm
QUOTE (Serbitar)
Nope, I have no problems with trolls in full body armour resisting fragmentation grenades.

No. With your rules that mundane, unaugmented starting character Troll with the 900 nuyen.gif, Availability 2 Armored Jacket can ignore fragmentation grenades when trading in 4 dice per success. If he spends an extra 100 nuyen.gif on an Availability 2 Helmet he completely resists the damage from standing at ground zero of a antipersonel rocket strike 2/3's of the time. Less than 1 in 10 times does he even take more than 2 boxes of Stun.

Congratulations, you have recreated Quake rocket jumping!

QUOTE
No reson to point my math out every time. I played everything through. I even made this excel sheet and looked at all the values. I am perfectly happy with them.


I guess then this is just for the benefit of others who might otherwise accidentally use your rules.
Serbitar
strange, when I punch in:

DV: 10 AP: -2 Nethits: 1
(standard grenade)
vs:
ballistic: 9 Impact: 7 Body: 10
(troll with armour jacket)

with: flechette (+2 DV/+Impact = fragmentation grenade)

I get an average (and average means trading 3:1 not 4:1) of 5.66 physical for the troll.
(DV = 10(grenade)+2(flechette) +1 (nethits) = 13; armour = 7 (impact)-2(grenade)+7(flechette) = 12; DV > armour = no conversion; body 10;
13-22/3 = 5.66)


now with the helmet and against the rocket:

DV: 14 AP: -3 Nethits: 1
(standard rocket)
vs.
ballistic: 11 impact:9 Body: 10

with: flechette (+2 DV/+Impact = fragmentation rocket)

Iget 8.66 physical.
(DV = 14(rocket)+2(flechette) +1 (nethits) = 17; armour = 9 (impact)-3(grenade)+9(flechette) = 15; DV > armour = no conversion; body 10;
17-25/3 = 8.66)

Trolls, don't rocket jump !

Brahm, please do your math again.
I think the results fit very well to the fact, that an extremely tough troll with very god armour is hit by something that is supposed to perform poor against armour.
Brahm
Why are you adding 1 net hit? For grenades, missles, and rockets you add the net hits, if any, left after scatter is calculated. So I guess he should wear the helmet just incase he accidentally makes a good attack roll and a low scatter roll. That way he need not sweat unless he rolls three five net successes after scatter.

EDIT Not that the scatter rules are really designed for aiming at your feet. But I think that FanPro can be somewhat forgiven for not covering that because it would be plain insanity to do that. Right? rotfl.gif

Incidentally for Quake rocket jumping you normally jump, so you should also calculate with a -1 DV if they succeed at a Jump (2) test. wink.gif

Of course you also just demonstrated another quirk of your rules. Grenades doing little to no stun damage or lots of Physical damage hinging on a single point of armor rating or extra net hits on lobbing the grenade.
Serbitar
Another quirk? Thats the only "quirk" and, as I said, intended by design desicion.

The difference in the grenade example between impact 7 and impact 8 is: 5.66 physical to 2.33 stun. Perfectly acceptable.

But I think you have maid your point. Every further posting would be repetetive.
Azralon
I'm going to break this down in multiple posts for ease of reading.

QUOTE (Austere Emancipator @ Feb 7 2006, 06:47 PM)

QUOTE (Azralon)
There's still going to be a very noticeable impact when you get shot in your bulletproof vest.

As I mentioned before, there are plenty of reported cases where body armor has stopped a projectile and the hit went unnoticed until well after the incident. You might feel a lot of pain, you might not feel a thing.

It sounds more like you're describing a peculiarity of pain receptors rather than a property of body armor.
Azralon
QUOTE (Austere Emancipator)
QUOTE (Azralon)
The kinetic force doesn't just "go away" because the slug failed to bypass the ballistic cloth. If armor is designed with adequate padding (read: Impact armor), that padding will absorb and attempt to evenly distribute the impact over more surface area.

That's exactly what ballistic armor does. The weave layers deform the projectile and spread the pressure of its impact over as large an area (and as long a period of time) as possible to stop it from penetrating.

Regardless, a lot of the kinetic energy is spent on bruising the person underneath. The result will be similar to thwacking someone sharply in the chest with an Asp -- it can hurt or it can break a rib, but it doesn't even begin to compare to a penetrating hit when it comes to getting the target out of action. To reduce someone to a lasting non-functioning state (such as getting your Stun damage track full simulates in SR) through blunt trauma from stopped small arm projectiles is very unlikely. Psychological reactions to the sudden impact and pain (shock) is better dealt with using Knockdown rules, if anything.

You describe the bruising and bonebreaking caused by nonpenetrating projectiles, and then you seem to say that it doesn't really happen. Your point seems self-contradictory.
Brahm
QUOTE (Serbitar @ Feb 8 2006, 11:15 AM)
The difference in the grenade example between impact 7 and impact 8 is: 5.66 physical to 2.33 stun. Perfectly acceptable.

Umm, exactly what are those numbers based on? That sounds very off.

Oh, there is the problem you dufus. Fragmentation grenades, not HE grenades. I didn't even notice you aren't using fragmentation munitions, grenades or rockets, in your examples. eek.gif

You were using the same as RAW rules, except the dubious extra net hit part, and declare that it comes out fine. rotfl.gif rotfl.gif rotfl.gif

QUOTE
But I think you have maid your point. Every further posting would be repetetive.


Perhaps I have made it with other people reading, but apparently I haven't with you since you completely missed the fragmentation part of the point. I could see maybe misunderstanding the term anti-personel rockets, so I'll clarify that those are the Fragmention type too.
Azralon
QUOTE (Austere Emancipator @ Feb 7 2006, 06:47 PM)
QUOTE (Azralon)
That will mitigate some of the blunt trauma, and oddly enough the force distribution will actually contribute to knockback.

Umm, what? Projectiles fired from small arms do not have the ability to knock people back with momentum, let alone kinetic energy. Conservation of momentum, humans being able to fire break and pump action shotguns, all that stuff. Anyway, spreading the pressure over a larger area will not affect the shifting of the momentum from the projectile to the target in any way.

When you fire a gun, you're (theoretically) braced against the expected recoil. Your target, however, is usually not.

Knockback does not require sufficient force to push the entire target back or down; SR knockback rules can easily be attributed to something as simple as stumbling from an unexpected thwack to the shoulder.

Spreading the pressure over a larger area is exactly what turns penetration trauma into blunt trauma. Normally firearms run the "risk" of wasting their kinetic energy from overpenetration (which is why hollowpoints are so much fun). Therefore, if the armor prevents penetration altogether, more of the force of the round gets transferred to the target and knockback is much more likely.

Note that there are no overt rules in SR4 for additional knockback when Physical damage has been converted into Stun. Gel rounds have that mechanic, but the game system regards that as a property of the ammo type rather than the game-physics of damage conversion.
Austere Emancipator
QUOTE (Azralon)
It sounds more like you're describing a peculiarity of pain receptors rather than a property of body armor.

Pain receptors and the human mind. The peculiarity is that, on the scale of resolution that most RPGs work in, they seem to be quite random. If something like 1/3rd (source: REM) doesn't even realize they were hit, then I do not agree that it is necessarily "very noticeable".

QUOTE (Azralon)
You describe the bruising and bonebreaking caused by nonpenetrating projectiles, and then you seem to say that it doesn't really happen. Your point seems self-contradictory.

Bruising happens, nearly always. Bonebreaking might happen, although I can't remember any report of such. Serious internal injury is theoretically possible, but has never been reported in the US with thousands of incidents. For any particular shot, a projectile that penetrates even slightly is an order of magnitude more effective in taking out the target (ie. more lethal) than a projectile that is stopped. If the rules are to be realistic, they should simulate that.

QUOTE (Azralon)
When you fire a gun, you're (theoretically) braced against the expected recoil. Your target, however, is usually not.

And in many cases the shooter is pushed with a much greater force, because he also has to deal with the propellant gases and all of that momentum is transferred much faster. It makes no difference though, there simply isn't enough momentum in a small arms projectile to physically knock someone back.

For example, a 230gr (14.9g) .45 ACP bullet traveling at 950fps (289.6m/s) has 4.3kg*m/s of momentum. Assuming the bullet stops within the target, the amount of momentum transferred is equal to being hit by a baseball (5 ounces, 141.7g) moving at 99.9fps (30.5m/s), or someone tossing a 2lb (0.907kg) bag of candy to you at 15.6fps (4.8m/s). Do batters who get hit by pitchers in a major league game tend to fall on their asses from the impact? If you toss a 2-pound bag of candy to someone, do you expect to get knocked down?

Psychological effects that momentarily disable the target, like "stumbling from an unexpected thwack to the shoulder", will not be increased, and are more likely decreased, by the projectile being stopped by body armor. A penetrating projectile is much more likely to cause a nasty shock and a lot of sudden pain than much less threatening blunt trauma.

QUOTE (Azralon)
Spreading the pressure over a larger area is exactly what turns penetration trauma into blunt trauma.

That's basically true, and blunt trauma from a projectile fired from a small arm will not knock you down any better than penetrating wounds.

QUOTE (Azralon)
Therefore, if the armor prevents penetration altogether, more of the force of the round gets transferred to the target and knockback is much more likely.

Again, that would only make sense if such projectiles were capable of knocking people down physically in the first place. They are not. Thus the potentially slightly increased amount of momentum transfer doesn't matter. Knocking people down with small arms relies (if that word can be used) on psychological effects, which don't have anything to do with momentum transfer.
Moon-Hawk
QUOTE (Azralon @ Feb 8 2006, 04:36 PM)
Spreading the pressure over a larger area is exactly what turns penetration trauma into blunt trauma.  Normally firearms run the "risk" of wasting their kinetic energy from overpenetration (which is why hollowpoints are so much fun).  Therefore, if the armor prevents penetration altogether, more of the force of the round gets transferred to the target and knockback is much more likely.

So armor only causes more knockback compared to a round that overpenetrates. The exact same kinetic energy is transferred to a target wearing armor vs one wearing not where the bullet remains in the target.

edit: Although in general I agree with Austere Emancipator. The force of the bullet hitting you isn't what makes you fall down, unless maybe it's an elephant gun or something that doesn't overpenetrate.
Austere Emancipator
(Kinetic energy has even less to do with knocking people down with small arms than momentum does...)
Azralon
QUOTE (Austere Emancipator)
(Kinetic energy has even less to do with knocking people down with small arms than momentum does...)

I find it odd that you've conceptually separated the two terms here.
Azralon
QUOTE (Azralon @ Feb 8 2006, 12:36 PM)
Knockback does not require sufficient force to push the entire target back or down; SR knockback rules can easily be attributed to something as simple as stumbling from an unexpected thwack to the shoulder.

Reiterated.
Austere Emancipator
QUOTE (Azralon)
I find it odd that you've conceptually separated the two terms here.

Why? Momentum is conserved, kinetic energy is not. If a 230gr .45 ACP bullet at 950fps transfers its momentum (all 4.3kg*m/s of it) to a 70kg human, making the human move at 0.2fps, you go from 461ft-lbs to 0.1ft-lbs.

You noticed that I already dealt with the point you repeated in my above post, right?
Azralon
This is the point where I roll my eyes and go do something more constructive.
Austere Emancipator
I fail to understand why. You apparently know something very simple but critical that I, nor anyone who has studied terminal ballistics at any length, do not know, yet you decide not to even give me a hint as to what it is?
Azralon
Sure, I'll allow myself to be baited once before dropping out of the conversation completely.

The simple-yet-critical information you're failing to consider is that this is a game. Its rules are abstractions designed to roughly simulate realistic (and nonrealistic) situations to promote enjoyment in its participants.

Getting shot with a gun hurts. If the bullet penetrates your body armor, it hurts in a different way than if it didn't. Sometimes people fall down when they're shot, for a multitude of reasons. Taking high-impact blunt force can knock the wind out of people, bruise them, break their bones, and/or cause dizziness. If you take enough of that trauma you can fall unconscious or die.

Shadowrun attempts to represent those concepts in a simplistic, interactive way. As a game, it possesses roughly the same level of realism as a typical Hollywood action movie: it's based around real-world ideas, but at one point it will invoke artistic license for sake of enjoyment.

For instance, any personal objections to the existence of monowhips are as valid as criticizing the idea that there's enough wireless bandwidth available for two-way, full-sensory data transmissions. Yes, it's implausible. No, it doesn't matter.
Austere Emancipator
Well now, if you go back to read what started the argument between the two of us, you'll notice that the message in question opens with "I respectfully submit that your design decision will lead to less realism." Now, I'm not a native English speaker, but it is my understanding that that message dealt with what happens in the real world and what would be a realistic and reasonable simulation of that in a RPG in general terms. I was addressing these points.

If instead you had said "I respectfully submit that your design decision will lead to a less enjoyable game." and then continued with points about how all-or-nothing armor, etc., might make the game unbalanced, then this whole thing could have been avoided. Even if you'd went to claim that the type of game that is enjoyable to you is the only kind of game that can be enjoyable, I would have argued against it with a less definitive tone.

QUOTE (Azralon)
For instance, any personal objections to the existence of monowhips are as valid as criticizing the idea that there's enough wireless bandwidth available for two-way, full-sensory data transmissions. Yes, it's implausible. No, it doesn't matter.

Two-way data transmissions of the full sensory spectrum is quite central to how the world of SR works, weaponized monowire is not. At any rate, different things matter to different people, and if there are studies and experiments which contradict the possibility of such data transmissions over wireless connections, then I'd say bringing that up in a discussion about non-canon applications of wireless communications in SR would be valid.
Azralon
Right, so clarity is needed.

My position: Stun conversion in SR4 is fine. I'm comfortable with the existence of monowhips. Realism levels in SR4 are adequate enough to make the game fun for me and mine. I realized too late in this conversation that analysis had turned into overanalysis.

Your position: Otherwise, to a degree that does not actually affect my game in any way.

So can we be done now, AE? I really would prefer to not start rudely ignoring you. Can we invoke the "agree to disagree" protocol?
Austere Emancipator
I can agree with that. I have nothing against you using any rules in your games. My interest in this thread is only in defining what "real" is, so that if someone is interested in realism there's something to back that up with.
Serbitar
QUOTE (Brahm @ Feb 8 2006, 11:31 AM)
Oh, there is the problem you dufus.  Fragmentation grenades, not HE grenades.  I didn't even notice you aren't using fragmentation munitions, grenades or rockets, in your examples.  eek.gif

You were using the same as RAW rules, except the dubious extra net hit part, and declare that it comes out fine.  rotfl.gif  rotfl.gif  rotfl.gif


QUOTE (Serbitar)

DV: 10 AP: -2 Nethits: 1
(standard grenade)
vs:
ballistic: 9 Impact: 7 Body: 10
(troll with armour jacket)

with: flechette (+2 DV/+Impact = fragmentation grenade)

I get an average (and average means trading 3:1 not 4:1) of 5.66 physical for the troll.
(DV = 10(grenade)+2(flechette) +1 (nethits) = 13; armour = 7 (impact)-2(grenade)+7(flechette) = 12; DV > armour = no conversion; body 10;
13-22/3 = 5.66)


now with the helmet and against the rocket:

DV: 14 AP: -3 Nethits: 1
(standard rocket)
vs.
ballistic: 11 impact:9 Body: 10

with: flechette (+2 DV/+Impact = fragmentation rocket)

Iget 8.66 physical.
(DV = 14(rocket)+2(flechette) +1 (nethits) = 17; armour = 9 (impact)-3(grenade)+9(flechette) = 15; DV > armour = no conversion; body 10;
17-25/3 = 8.66)

No I have NOT. I added +impact to AP and +2 to DV, to transform HE grenades into frag grenades. READ it. Calculate it.

But I give up. You dont get it. Im not going to waste my time with people to stupid to read or understand what they have red. And I refuse being insulted and called dufus by such a person. Sorry, but thats one of the most ridiculous things i have ever seen.
Brahm
QUOTE (Serbitar @ Feb 8 2006, 07:12 PM)
No I have NOT. I added +impact to AP and +2 to DV, to transform HE grenades into frag grenades. READ it. Calculate it.

Oh, I get it. You just didn't bother to write down your rules for rockets and grenades that you are suppose patch over the AP from the HE version, unlike how RAW handles it. Your use the word appropriate and expect people to guess that to it means something completely different? Mind you that doesn't explain where the -3 AP for the rocket is coming from?

EDIT So you are saying that fragmentation grenades are suppose to be +2DV/(-2+Impact)AP ?

And you are still including the net hit. ohplease.gif
Serbitar
No, Im saying that flechette is +2DV/+Impact
As grenades have 10DV/-2AP, frag grenades have 12DV/+Impact-2. I clearly wrote that down in my SHP.

And thats my final statement. As I said before, everything else can be calculated by the .xls .ods sheets I gave. It is balanced against itself, I like how it works with penetration, you dont. Thats it.
Brahm
QUOTE (Serbitar)
No, Im saying that flechette is +2DV/+Impact
As grenades have 10DV/-2AP, frag grenades have 12DV/+Impact-2. I clearly wrote that down in my SHP.

Clearly? Um, there are no regular grenades. wobble.gif You certainly don't say specifically which grenade to apply it to. It certainly isn't clear where the -3 for rockets/missles comes from. Or people are suppose to dig that bit of information out of the spreadsheet?

Ya, no need to say anymore. dead.gif
hyzmarca
On the issue of the realism of conversion to stun I respectfully submit the North Hollywood Shootout .

Those guys weren't albino gnomes.
Brahm
What would they have been wearing in SR terms? About rating 16 balistic, or higher? Although after taking as many hits as they did the outer layers would have not been working as well.
Austere Emancipator
If I understood the situation correctly, once SWAT got there with their assault rifles, they could easily penetrate the robbers' armor -- apparently, Phillips' spine was severed by a front-angle shot from a 5.56x45mm rifle. Since 16 points of Ballistic armor would reduce the average AR shot vs. a Bod 3+ target to 1 DV + additional successes, it doesn't seem likely they were wearing the equivalent of that. If you went by just the convert to stun silliness, then they'd have to have been ~6 points or less of Ballistic.

On the other hand, if you went by shotguns in SR4, then they would have to have worn closer to Ballistic 20, since they were apparently impervious to those.
Moon-Hawk
If falling down from getting shot has little to nothing to do with kinetic energy or momentum, then does that mean a pain editor should help prevent knockdown?
Austere Emancipator
I don't even know how the Pain Editor is described in SR4, but I'd assume it kicks in somewhere in the higher regions of the CNS, most likely in the brain. If that is the case: perhaps a little, in the same way that it should reduce penalties from Physical damage.

AFAIK, part of the knock-down effect is on the conscious level, on thinking that when you're shot you're supposed to fall down in pain, or the "I can't believe you shot me!" thing, as well as actually realizing you're in serious pain. But much of it likely depends on how your nerves in the area that is hit react, and what your spine tells, or doesn't tell, the rest of the body it should do before any information gets as far as your brain. What the exact relation of these two are, I haven't a clue.
Azralon
QUOTE (Austere Emancipator)
I don't even know how the Pain Editor is described in SR4

QUOTE (SR4 @ p340)
The editor is a cluster of specialized nervous tissue designed to filter sensory stimuli. As long as the pain editor is active, the user can ignore the injury modifiers of Stun damage and will not fall unconscious when the Stun damage reaches its maximum. The subject feels no pain and is unaware of the extent of damage taken without examining herself or being informed by a biomonitor (see p. 329). While active, the pain editor provides a bonus of +1 to the user’s Willpower attribute, but reduces her Intuition by 1 point (never below 1). Additionally, all tactile Perception Tests receive a dice pool modifier of –4.
Austere Emancipator
Ah, so it's still the same as it was in Man & Machine. The functioning of the CNS is not really my specialty, so I've no idea how far up such a cluster would be implanted. If it's implanted above the brain stem, then I'd imagine it would be of less use in combating knockdown from small arms than if it's somewhere around or below the medulla oblongata.
Moon-Hawk
An excellent point.
The body does a fair amount of "talking to itself" outside of the brain. More than you'd expect.
We know that tactile perception tests are penalized by the pain editor, even though touch and pain are generally carried by different nerves. We also know that balance and dexterity are not affected. Yes, most of this comes from your inner ear and brain, but much of it comes from feedback within the muscles & nerves, too.
So wherever these clusters of nerves are, they're above the body's own feedback, but below conscious perception. So, when you get shot and take tissue damage, muscles will still spasm, your body chemistry will react, lots of noise in the sensory parts of your nervous system, etc, but you'll be blocked from perceiving it.
This still removes most of the psychological effects of being shot, but not necessarily all, and the body's own feedback will still be reacting normally.
I'd say that's justification enough to keep the knockdown rules as they are.
Shrike30
QUOTE (Austere Emancipator)
If I understood the situation correctly, once SWAT got there with their assault rifles, they could easily penetrate the robbers' armor...

My understanding of the MOI that killed the two robbers is a little different than yours. One died from a self-inflicted gunshot wound to the head. The other was brought down by nearly point-blank shots fired into his lightly- or un-armored feet and legs underneath a car by a SWAT officer (I can't remember what type of weapon was used), and died noticeably after the shooting had stopped from blood loss... the officers on the scene voiced concerns that he might be "booby-trapped," and so EMT's/Paramedics were kept away from him until after his death.

Asides from the armored vests and helmets they were wearing, the robbers had armored the rest of their bodies by cutting up other vests and turning them into arm and leg protectors. Probably pretty hard to move around in. The closest I could come to describing this in SR4 terms would be Full Body Armor with a helmet.

It's worth noting that neither 9mm handgun ammunition or 00 buckshot (the two primary types of ammunition used against the robbers) have any real chance of penetrating even fairly light modern body armor, especially at the kind of ranges most of the shooting was happening at (easily inside of assault rifle range, well outside of effective ranges of a handgun or a shot-loaded shotgun). Had the LAPD been in the practice of carrying rifles in their vehicles at the time (a change which I'm pretty sure this incident sparked), that firefight would have been over fairly quickly. While the image of a bank door surrounded with police cars 40-50 yards away with officers propping their shotguns over the tops of their car hoods is impressive, it also says something about the level of familiarization the officers have with their weapons... they're too far away from their target area to actually do much with them.
Austere Emancipator
QUOTE (Shrike30)
One died from a self-inflicted gunshot wound to the head.

I read a few articles on the shooting -- the one linked above, one on CNN, and the one on Wikipedia, I think -- and at least one mentioned that the person who shot himself in the head was also shot through the spine at about the same time.

QUOTE (Shrike30)
Asides from the armored vests and helmets they were wearing, the robbers had armored the rest of their bodies by cutting up other vests and turning them into arm and leg protectors.

That is how I understood it as well. I wonder how many level III-A ballistic panels you've got to stack on top of each other to stop an M855 at, say, 2800fps? Somehow I doubt 2 would be enough, or even 3.
Shrike30
QUOTE (Austere Emancipator)
at least one mentioned that the person who shot himself in the head was also shot through the spine at about the same time.

It's certainly possible. A round could have made it through the front of the vest, weakened by multiple impacts, or slipped in over the top of a plate where the protection isn't as good, or come in at an odd angle (like into the armpit), or simply gone through a gap below the helmet but above the armor. Body armor doesn't make you invulnerable, just makes it harder to hit you in a way that'll hurt you.

As for piling on layer after layer of kevlar to stop rifle bullets, well... you'd think they'd just use more kevlar (instead of steel or ceramic plates, which are noticeably heavier) if they could make a lesser weight/bulk amount of kevlar do the same job.

My understanding of the event is that while the police obtained assault-type rifles from a nearby firearms dealer, the firefight was over before they were put to use. It's interesting trying to weed out something resembling the truth from all of the versions of this event that exist. smile.gif
Austere Emancipator
QUOTE (Shrike30)
[...] or slipped in over the top of a plate where the protection isn't as good [...]

It was my understanding that they did not wear any form of rigid armor, that it was simply flexible vests cut up into various protective bits. If they wore level III or IV plates front and back, then you could certainly say they were wearing an equivalent of Ballistic 16 or more.

QUOTE (Shrike30)
[...] you'd think they'd just use more kevlar (instead of steel or ceramic plates, which are noticeably heavier) if they could make a lesser weight/bulk amount of kevlar do the same job.

That's kind of what I was getting at, though I realize now that that part of the message only makes sense if you start from the same assumption as me that the robbers had no rigid armor. Without some source for rigid protective plates, which are pretty hard to come by for a civilian, any significant level of protection against even the lightest of rifles is very hard to achieve, while it doesn't take a whole lot to make yourself impervious to most handguns.
Shrike30
I was unaware that it was hard to get Class IV plates as a civilian. I know there's a couple of manufacturers who won't sell to civilians, but there's others who will.
hyzmarca
NIJ level IV protection is just a google search away.

http://www.tacticalshop.com/index.asp?Page...PROD&ProdID=159

I also found other stores but far too many of them didn't give a rating for their plates and one sold 'previously deployed' gear. I wouldn't trust a used vest as far as I could throw it because you never know if it was just 'used' or if it was 'used'.

Notice that the plate has a 20 hit capacity but only if the grouping is wider than 12 centimeters. It would only take two full bursts to render it nonfunctional in SR terms.

Also, it isn't rated to stop tungston carbide core projectiles and a quick google search shows that a 194 grain 7.62x51mm WC round can penetrate a class IV trauma plate at 350 meters and more powerful calibers can penetrate at greater than 500 meters.

http://www.dtic.mil/ndia/infantry/hug.pdf

Forget APDS, use WC cored bullets instead.
Austere Emancipator
As a rule, APDS ammunition uses a tungsten carbide projectile, or sometimes DU if you're talking about cannons instead of HMGs. I cannot think of any modern steel APDS rounds.

NIJ level IV is tested against the old .30-06 M2 full-caliber steel armor piercing round, which means modern armor piercing rounds like the full-caliber tungsten carbide M993 and M995 NATO rounds is quite likely to penetrate it, as may newer steel core AP rounds such as the Russian 7N13 7.62x54mmR. The smallest existing APDS round in common use, the .50 BMG M903 SLAP, obviously doesn't concern itself with body armor.

Seems I remembered wrong about the availability of rigid armor, it's quite easy to acquire as a civilian in most states. In my defense, I never have nor is it likely that I ever will set foot on US soil. smile.gif
hyzmarca
QUOTE (Austere Emancipator)


Seems I remembered wrong about the availability of rigid armor, it's quite easy to acquire as a civilian in most states. In my defense, I never have nor is it likely that I ever will set foot on US soil. smile.gif
Austere Emancipator
QUOTE (http://www.stoppa.co.uk/acatalog/Ballistic_Plates.html)
[...] rated lower than NIJ level III. [...] Stops also 5.56 x 45 FMJ Nato Ball with lead core and all lower assault / hunting rifles with a vest backing including ALL handgun projectiles. [...] Does NOT stop metal cored 5.56 x 45 SS109 bullets.

Uhh, OK. I personally wouldn't buy anything off these people.

For all I know, such armor might even be available in Finland. In any case, I doubt the civilian market for rigid body armor is very big. wink.gif
Shrike30
I'll be honest, I may be part of that market. I've been looking at the possibility of a Class IIIA vest with drop-in Class IV plates for a while now as a personal purchase, and the closest I get to needing one is looking for work as an EMT at the moment (IE, really really unlikely).

One of those "It'd be good to have if I needed it, and I'd feel dumb if I needed it and didn't have it" kind of things, like fire insurance for your house.
Austere Emancipator
I wouldn't touch that with a 10' thermic lance. smile.gif
Shrike30
Keep your lance away from my house! nyahnyah.gif

The current futzing with Stick-n-Shock I'm looking at is making it an ammunition type only available as a shotgun shell. Any thoughts?
hyzmarca
The North Hollywood Shootout clearly shows us that heavy armor is not the answer. As an EMT going into potentially dangerous situations you should learn from the mistakes of the bank robbers. Move quickly and have a good disengagment plan. Disengaging safely is far more important than defeating your foes, who could call for backup. To this end, it would be use to carry shock weapons such as teargas and white phosphorus grenades which you can deploy to quickly neutralize your attackers and discourage persuit while you disengage.
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