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Cweord
For years I have been bugged by the fact that Shadowrun guns seem to do range by ammo type and damage by gun (it's close to the reverse in the real world, though caliber does have some effect on range).

So I have reversed it, and am writing up a way to stat range by barrel length (with items like stocks, bipods & forward grips modifying it) and damage by caliber (this is giving me a little trouble with the new AP system, as I cant get hold of reliable penetration data - the nice large FBI archive is only available to law enforcement)

For damage, the amount of damage is fairly similar, and the ranges fit in to similar brackets for the standard weapons (I have based most on modern equivalents for barrel length)

Some of the SMG's have had a major range cut down, due to lack of stock, for grip or tiny barrels (the Ingram Smartgun isn't the only gun to go for now). This system adds more variance between guns, makes sharing ammo between caliber type more practical.

Just to be really nasty, I am using the glitch system (similar to gremlins, cursed etc) to add a reliability system to all equipment, including guns.

I havn't written this up as much more than notes for my self at the moment, though if people are interested I will right it up fully and post it.

Equally, if anyone knows where I can get some reliable penetration data for the most common ammo type I would be greatfull, if not I will have to do it by the grade of ammo and that is not as variable.
kzt
Penetration of what? RHA? Concrete blocks? Sandbags? Kevlar layers?
Cweord
the FBI data has the penetration of different calibers through various items, starting from ballistic gel, adding clothing then going up in different types of armour.

I would just be happy with different rounds going through the same number of layers of kevlar. I can find some of this in advertising for a few rounds but nothing that covers a wide veriety
Thufar_Hawat
I would be very interested in any thing you come up with.

Ash
Cweord
I am currently causing my brain to leak out of my ears to work out an empirical system to calculate damage based on the weight (to counter size) and muzzle energy of a bullet.

I was just going to use muzzle energy but to quote (just not sure who)

"a 9mm may or may not expand, a .45 will never shrink"

as there is no variable on damage, I am trying to incorporate this in to base damage.

Range's are done, just need a little tweaking (I.E the effects of APDS and bipods on range).
Cweord
OK, Damage (with out ap) = ((weight of round x5) + (Muzzle Energy/20))/20 +2

This makes weapons more dangerous, but you can change the +2 to +1 to get closer to the original. Higher Calibers though are a LOT more dangerous eg .50AE comes in at 12.

With the Uber calibers (Anti Material Weapons) the damages were a little out of control with that math, so I put in an energy cap at 2500j on rounds over 4000j on the grounds rounds that size would probably carry right through the body.

I have also added a personal rule that for every 250m the weapon damage drops by one, due to loss of energy (shouldn't happen that often at the ranges that are usually involved) but it means that .50BMG is down to 14 at 1500m

Please note, these damages are not supposed to be uber realistic, but have been worked out to fit in to the game system roughly as designed (so you are not likely to kill on one shot unless you are good, with a high caliber weapon).

When I have the information I need to do ap, I will do a list by caliber. Ranges to come shortly
Ed_209a
If I were going to redo the firearm damage system, I would base the stats on the bullet, then modify it by the barrel length, then weapon features.

For example:
X-Light Pistol (.22) 2P/0AP
Light Pistol (9mm) 3P/0AP
Hvy Pistol (.45ACP) 4P/0AP
X-Hvy Pistol (.44Mag) 5P/0AP

Light Rifle (5.56mm) 5P/-3AV
Rifle (7.62mm) 6/-5AV
Heavy Rifle (.338 Laupa) 7/-6AV

Then you have barrel length:

Short (Less range, dam & pen)
Standard (4-6" for pistols, 15-20" for rifles)
Long (More range, dam & pen)
Cweord
Though barrel length has some effect on damage, it's not huge, the size of the round and the amount of energy it delivers have far more effect (and with such low damage totals, the barrel length is not likely to adjust it - I looked in to it).

What barrel length (and velocity) do have a large effect on is Range, so all my ranges are based on that - though for simplicity's sake only 2 different velocity types, with 500mps being the change over point (that separates Pistols and Rifles).

To take sniper rifles in to account I have included acurisation, with sniper rifles being assumed to have the maximum level at manufacture (hence the exorbitant price).

The reason I didn't use the ranges for the damage modification on range, is that it would be overly prohibitive on the short ranged weapons, and unrealistic.

Barrel Lengths for range are far more detailed that 3 sizes, it works in inches from 1 - 32
Cweord
Pistol Caliber
Round Dam
.22 3P
.38s 5P
9mm 5P
10mm 7P
.45 ACP 7P
.357 Mag 6P
.44 Mag 10P
.50 AE 12P
.40 S&W 5P

This covers the most popular modern Pistol calibers, with recoil mods increasing on the larger ones (memo to me, must work on that).

The pistols with the P90 and MP7 rounds aren't included here as they use rifle ballistics.
Kyoto Kid
...OK so how would a Ruger Super Blackhawk (Super Warhawk) 10.5" barrel, firing a .44 mag round stat up?
Cweord
0 - 5 6 - 25 26 - 45 46 - 85

For Ranges


44 Mag comes in at 10P (it is a big round with lots of energy)

10.5 comes between the 2 sections so I have used the lower for ranges.

It would also have a +1 recoil mod due to the power of the round
Kyoto Kid
...so basically it loses it's -2 APP but gains in +4 in DV. That's a pretty nice trade off. Since it is a SS weapon, the recoil would effect every shot fired correct? (I've fired a Super Redhawk before and noticed the kick was not as bad as shorter barreled revolvers firing the same round. Of course I was gripping it two handed).
Cweord
AP hasn't been done yet, I have no decent data to work from, I would expect 1 or 2 in AP though.

The kick would only effect the second round + fired as the round would have left the barrel before the kick of the first could take place.

I am working of more advance recoil rules as well, but they will come in later, as will reliability rules (which the Super War Hawk would do very well in being a revolver).
Kyoto Kid
...being that the Super Warhawk is only a SS weapon (meaning only on shot per IP) the recoil would then not come into play.

10P with -1 to -2 AP makes this an extremely dangerous gun (as it should be). With this, the "Short One" can make that Troll Mage say more than "Ow!".

I wince just thinking at what the PJSS and Sniper Rifles will do.
kzt
It's a lot more complex than weight and muzzle energy. Area of the bullet, cross-sectional density, etc. Factors that work in handguns don't translate well to rifles as you start getting effects due to velocity. And identical weight and shape bullets with different characteristics will behave completely differently. A 7.62 mm NATO US vs German has totally different terminal effects (as the German round fragments) and the 7.62 mm Jacket Soft Point is hugely more effective than either of them. It's a hard problem.

A few suggestions:

FBI Handgun Wounding Factors and Effectiveness

"Bullet Penetration: Modeling the Dynamics & the Incapacitation Resulting from Wound Trauma" by Duncan McPherson http://www.firearmstactical.com/bulletpenetration.htm


The requirements by the FBI for penetration are well know. Several of the major ammo manufactures run wound ballistics seminars for LE.

3 reports here
http://www.le.atk.com/Interior.asp?section...s/downloads.asp

Eval tool here
http://www.winchester.com/lawenforcement/t...ng/testing.aspx

See also
http://www.tacticalshotgun.ca/ballistics_shotgun.html


For armor penetration you could poke at the v50 data for body armor. But armor penetration is also complex. I've seen tables on the web showing typical RHA penetration of US rounds, but I can't find them now.
Cweord
Thanks for the links,

I know there not that similar, but you have to draw the line between realism and practicality somewhere, and Shadowrun isn't a hyper realistic system (thank god, having played millenniums end which is).

Using those 2 factors gives a relatively easy way for anyone to stat ammo, with out having to search out details on detailed wounding and penetration dynamics. If your not worrying about wound location - why go that far in to wound dynamics.

In that kind of detail you would have to add tumble, spread and work off transfered energy not muzzle energy (which again I don't have detailed stats to work from).

Equally all the stats so far are for standard 'ball' Ammo, JSP, JHP etc would all have different modifiers, though APDS will effect the range due to the hypersonic ammo.

I am open to any ideas though - I am in the UK, so I don't have huge access to firearms.

Equally if anyone has any stats on round penetration through Kevlar or amour of any sort (preferable for mulitple types of round) I would be greatful, I would like to be as thorough as possible whilst keeping the system practical.
kzt
QUOTE (Cweord)
Using those 2 factors gives a relatively easy way for anyone to stat ammo, with out having to search out details on detailed wounding and penetration dynamics. I

It does simplify things, but that like using horse-power and torque to determine how likely a vehicle is to win a race. Semi's don't often beat racing motorcycles despite the power advantage.
Kyoto Kid
QUOTE (Cweord)
I am in the UK, so I don't have huge access to firearms.

...which is a really interesting place to Shadowrun. The start of my Rhapsody in Shadow campaign was set in London. The weapons specialist was looking for a gun show....

...yeah...right mate...

...and here's the taxi that'll take you there. Don't you mind that it has blue lights on it and says National Police on the side. Just a recruiting advert it is, right. grinbig.gif
hyzmarca
If you modify the damage codes of weapons it is also necessary to modify armor values, or risk getting wonky results. At 10P, a Ruger Warhawk can reliably make armored vehicles explode.
Cweord
Yes, but that ratio is screwy, light weapons should not be able to take out vehicles that easily, it should be able to punch a hole in the side of a vehicle, and if it's only Kevlar armour then maybe punch through it. It's not going to go through 1 inch armour plate though.

The system is designed for characters, there are multiple problems with the vehicle system atm, but as I have no riggers in my group I am working on other things first.

And I know it is not the most efficient way to calculate damage - but if you have a better suggestion I am willing to listen. I have done the best I can think of with information that is easily accessible.
Wounded Ronin
QUOTE (Cweord)
Yes, but that ratio is screwy, light weapons should not be able to take out vehicles that easily, it should be able to punch a hole in the side of a vehicle, and if it's only Kevlar armour then maybe punch through it. It's not going to go through 1 inch armour plate though.

Vehicles versus infantry has always been pretty broken in Shadowrun. Beyond treating vehicles just as really tough people with hardened armor for the purposes of shooting there's a lot of issues that come up if you try to have vehicles and people fight each other. For example, what if I'm in a sedan and I try to run over a shadowrunner? There aren't really very good rules to model my attempts to run him over and his attempts to not be run over by dodging.
kzt
QUOTE (Cweord @ Sep 14 2007, 03:27 PM)
And I know it is not the most efficient way to calculate damage - but if you have a better suggestion I am willing to listen. I have done the best I can think of with information that is easily accessible.

I'll steal McPherson's work here: (for solid, non-expanding bullets)

Assume that:
1. Psychological incapacitation doesn't occur (the guy shot gives up)
2. Bullet placement isn't ideal and you are assuming you don't get a CNS or vital blood vessel. (CNS shots with ANY bullet are devastating, and puncturing the aorta with anything works pretty good.)
3. You ignore the issues with actually trying to shoot some monster bullet in combat

Then the factors are:
1) You have to penetrate deep enough to reach vital targets, which the FBI rates as 12 inches after barriers. This is kind of arbitrary, as 11.9 or 10 inches is usually enough, but they had to set the number somewhere and 12 inches was the consensus answer from the medical community.

2) The amount of tissue actually crushed determines how effective (damage value) of the bullet.

2a) There is no measurable effect from "hydrostatic shock" on humans from handgun bullets. So faster bullets don't get any extra effect.

2b) Tissue damage for non-expanding bullets (in typical pistol calibers) is determined by bullet shape more than bullet diameter.

2c) Bigger bullets crush more tissue, all other things being equal. (wound track is propotional to the square of the bullet diameter)

2d) All common weights and velocities of non-expanding handgun bullets will penetrate deep enough to be effective, and there is no particular effect of bullet velocity or weight on damage.

3) At some point the average person shot with average bullets will take enough tissue damage that they are incapacitated, This was estimated at 40 grams based on Thompson-Legarde. (This might not hold true if someone is effectively motivated, but it's an average, and it's a SWAG at best anyhow.)

A .45 full wadcutter will do almost 40 grams of damage, while a 9mm does 24 and a .40/10mm does 30. Other bullet shapes do 26 gm in .45, 16 in 9mm and 20 in .40/10mm. So expect to need to shoot people at least twice to make them fall down with any pistol.


The other element to be considered is that bullets that do lots of tissue damage are pretty crappy at penetrating armor. Wadcutters will go though typical tested obstacles like drywall, windshields, etc, but more commonly not things like dumpsters, while shapes that do less tissue damage will tend to go through dumpsters and other similar moderate steel obstacles.
Cweord
Kzt,

Do you know where I can get a copy of these details, I am more than happy to do some re working if I have some usable data.

Preferably a summery as I don't really have time to read through huge reports.

and I agree with ignoring CNS and organ damage, thats where extra damage from the roll comes in.

Still searching for some unified armor penetration data, I have done a lot of searching but found little that works together. I may just end up picking arbitrary numbers at this point (which would be disappointing)
kzt
It's from McPherson's book "Bullet Penetration" 1st edition. I'd suggest trying a large library, like a university library or a military/major police dept.

The basics are just a set of equations for solid bullets in which the only significant factors turn out to be bullet diameter and shape, with penetration depth as a secondary factor. Bullet energy has no impact on damage, and weight and speed have impacts only so far as they ensure it has enough penetration. It's more complex when dealing with expensing bullets, but it's still not directly linked to energy or velocity at all.

And he doesn't really discuss rifle bullets at all other then to point out that starting at the 2500-3000 FPS range the temporary cavity produced exceeds the tissue elastic limit and does contribute significantly to wounding effects.


A good source for non-technical penetration data is http://www.theboxotruth.com/, which is by a guy who goes out and shoots stuff to see what happens.

A useful page on US weapon ammo (including penetration data where available is Gary's U.S. Infantry Weapons Reference Guide, which is the one I couldn't find last night.

As a starting point for thinking about armor penetration against body armor look at Protection Levels of Ballistic Body Armor
Cweord
Thankyou,

Don't think a library over here will help though, the lack of a major gun culture means that there isn't much literature available (the best I might find is a Jane's Ammo, and I already have that)

I will look in to those online resources though
Wounded Ronin
Don't forget that real men implement .50 beowulf, .45 winmag, .454 casull, 50 AE, and .50 magnum.
Kyoto Kid
...and so do a few of the girls... grinbig.gif
Wounded Ronin
QUOTE (Kyoto Kid)
...and so do a few of the girls... grinbig.gif

Only the awesome females do. There are many un-awesome females. A couple weeks ago I was telling some females about how I wanted a historical 1911. One of the females told me that she thought this was a uniquely male and deplorable fact since it inevitably must revolve around the acquisition of power over the people around you.
Redjack
My wife staked a claim on one of my pistols..... I bought her a shotgun before she confiscated one those from me.. biggrin.gif
hyzmarca
I think that it is important for all people, regardless of gender, to understand that metal penis substitutes can be used for orgies of mutually consensual fun, whether they be hollow metal penises that shoot deadly bits of metal or rubber-spiked metal penises attached to waist-harnesses. The former, of course, can be used for both amateur and professional shooting competitions.

I think the best way to avoid the problem of obliterated-or-undamaged vehicles with nothing in between is to make hardened armor count as automatic successes against damage.
kzt
QUOTE (hyzmarca)
I think the best way to avoid the problem of obliterated-or-undamaged vehicles with nothing in between is to make hardened armor count as automatic successes against damage.

Another approach is to abandon the sillyness where SR assumes that EVERY vehicle is armored. Armor is heavy, it's expensive and and it reduces payload, milage and handling. At the same time, fix the mechanics such that pistols typically just don't do anything to vehicles, other than punching holes in the bodywork. Cars and trucks really don't offer any significant defense to soemone inside them against gun fire, but it's likely that after you wash the former occupants blood out the car will start up and drive just fine.

This is related to the absurdity of the barrier rules, where you can trivially blow a man sized hole in a door with a pistol in two shots, as the example on page 158 shows. It's either the best example of "everything I ever needed to learn about guns I learned from reading comic books" or someone was on drugs when they wrote that section of the rules.
hyzmarca
Every vehicle should be armored, except for high-performance speedsters which are designed to attain the greatest possible velocity at the lowest possible fuel cost.

Remember, this is a world where Mad Max and Mad Max 2:The Road Warrior are both happening on every major highway in North America. And Beyond Thunderdome might be happening somewhere out there.

The average UCAS commuter will be attacked by Mad Max style, heavily-armed, mohawed, and spiked-leather clad vehicle gangs at least once a year. Armor is a sound investment.

If you knew for a fact that this guy will be trying to kill you as you drive to work every weekday morning, wouldn't you spend a little extra for the vehicle with bulletproof armor?
G.NOME
I'm writing up the "Junk Guns" list of 20th century firearms for SR4. The project is nearly completed (I swear). I suggest you check out Raygun and Ronin's stuff, they did a lot of technical research into firearms.

Not sure if anyone mentioned this yet, but there's a lot of controversy over what makes "stopping power" and "penetration" work.

To start off, Fackler's research showed that energy transfer doesn't translate to wounding effectiveness (he estimated someone shot by a glaser round would take three weeks to die, and then only from infection). Also, "stopping power" is a misnomer. People are only "stopped" by hits to the CNS, massive blood loss, or (maybe) structural damage to the skeletal system. So, unless you put your rounds on the CNS they won't "stop" until they bleed to death.

Fragmentation effects can cause massive permanent tissue disruption, but only if a bullet has weak walls that split open at high velocities (NATO 5.56mm and 7.62mm) after tissue penetration. People keep on referring to the "poison bullet" myth about the 5.54x39mm Soviet, but that round doesn't create wounds that are very different from any other similarly-sized cartidge.

EDIT: I guess someone did mention this smile.gif.

There are about a million resources that counter what people on forums (such as this one) say about ballistics and wounding patterns. Check out the Fackler articles on this site. Here's some more juicy info from the FBI. What sucks about trying to do something like this is that, generally, there's no majority agreement on what makes cartrigdes effective.

Working out the differntial penetration on various materials is going to be especially hard, if you want to create a new system. KZT, did you see the other site where they filled walls of gyp board with sand? Basically, those guys showed pictures which indicated that shot was better at penetration than 9mm rounds. So much for +5 AP values!
Cweord
QUOTE (Wounded Ronin)
Don't forget that real men implement .50 beowulf, .45 winmag, .454 casull, 50 AE, and .50 magnum.

The idea is that as well as having a list of standard calibers for people to use, the mechanic will be there for them to input any round desired - Reading the additions to this post, I just need a decent way to use damage. Working off the square of the diameter of the round may work.

The headache then is how to include the potential for expansion, as that is where a lot of damage come from.

Shadowrun's standard ammo seems to be FMJ, but there are a whole lot of specialist ammo types out there (and that's just in Pistols, and not including the weird shit you can get for shotguns).

But at the same time as doing thing, I don't want it to have much effect on the front end of the system. You end up with the same stats at the end to keep simplicity and speed.

For vehicles and barriers, you just adjust the size of the hole to twice the diameter of the round, and rather than punching a man sized hole (unless your using explosives) and just leaving you with a series of small hole.

When I get all these mods done, I may start a page with them on so that people can have easy access to them.
Cweord
Thanks for that info, now all I need are some stat's on wounding, though reading that in more detail may give some idea as to how to create the mechanic I want
G.NOME
Oh, and I don't think SR-world ammo is the same as 20th century ammo. Future ammo would probably feature a much more efficient use of energy (better technology for manufacturing), better design for wounding potential with smaller bullets (they have more data to base their designs on now), and less recoil (through economies on the cartridge end facilitated by more efficient bullet design.

Specifically, I'd think they'd use higher ballistic coefficient bullets (like 6.5mm Grendel and maybe 5.8mm Chinese) with weakened sidewalls and hardened penetrators (penetration + fragmentation). These bullets would understandably need less of a charge, because they bleed energy (through friction) at a slower rate. They also have less recoil on account of the decrease in initial energy. The higher speed at longer ranges would result in a flatter trajectory, and be more accurate.

Also, you may see something similar to a BARS system become standard.

EDIT: If you want someplace to start with basic stats, check out rayguncharlie's page. You can see his SR3 stats for all those calibers, and backwards-estimate based on SR4 values for SR3 guns. Also, if you need a website to host your stuff, try the SixthWorldWiki.
Cweord
I was thinking the new rounds would be more based on the new HK or FN rounds, especially for pistols.

Using modern day rounds is just a convenient way of balancing the system, especially as a lot of the weapons appear based on modern day weapons, you can use that fact that there is an update in technology to justify anything, but a lot of people want to be able to use something based on their favorite RW gun, this system would enable the GM to easily stat it.

It also has advantages if you try to use the system out of context.
kzt
QUOTE (hyzmarca)
wouldn't you spend a litter extra for the vehicle with bulletproof armor?

It's not a little more, it's a LOT more. It costs much more more than a typical production sedan or SUV costs to armor it. And when you double the weight other interesting bad things happen. And if this is what is supposed to be going on in SR, why don't they include Run-Flat tires? How many average drivers can make a driving roll at -8 dice, much less a crash test?
Cweord
Also, to have a practical armored vehicle, the glass would have to be armored. That stuff is thick and would require a complete redesign of the doors (It also if rumor is true degrades under UV).

You can get Kevlar inserts for the panels of cars, but that would just add character level amour protection for the inhabitance.

Contary to popular myth, a .44 or even a .50 will not crack the engine block of a car, the best you could hope to do is to damage the radiator so the vehicle will eventually over heat, shatter the windscreen so they cant see or puncture one of the tires.

Even the puncturing of the fuel tank is unlikely, if it was that easy it would happen in every major road accident, and exploding cars when they crash is far more in the realm of the movies than reality.
Ed_209a
QUOTE (kzt)
It's not a little more, it's a LOT more.

Interestingly, I did some research on high end limos a while back, and the _only_ way I got the RL costs to line up with SR3 costs was if you factor in armoring.
Ed_209a
Regarding 2070's ammo, I think it is very much in the SR flavor if nearly everyone fires "9mm Ares" from their light pistol, "10mm Ares" from their heavy pistol, "6mm Ares" from their assault rifle, and so on.

People buy the Ares standard ammo because there are so many Ares standard weapons. People buy the Ares standard weapons because there is so much Ares standard ammo.
Ed_209a
QUOTE (G.NOME)
Also, you may see something similar to a BARS system become standard.


what is this? Google gave me many pages of places to get a drink and people preventing other people from doing things.
Cweord
I can see the number of variety's of ammo falling and some of the older less practical ones falling to the way side, but in the heavy corporate culture there will always be an up and coming trying to develop a new and better ammo - similar to today.

The corps fight over everything, they are not all going to chamber to Ares
Adarael
QUOTE (Wounded Ronin @ Sep 15 2007, 06:21 PM)
QUOTE (Kyoto Kid @ Sep 15 2007, 09:14 PM)
...and so do a few of the girls... grinbig.gif

Only the awesome females do. There are many un-awesome females. A couple weeks ago I was telling some females about how I wanted a historical 1911. One of the females told me that she thought this was a uniquely male and deplorable fact since it inevitably must revolve around the acquisition of power over the people around you.

I see this un-awesome female, shoo her away, and offer one to you, a friend of mine from Siberia.
Take 1 Russian from Siberia. Add 1 10 gauge shotgun, several assorted pistols, one SKS battle rifle, and one 30-06. Mix the two liberally while garnishing with tank top and sunglasses.

At one point I had to just stop, point at her, and shout, "Dude, did you just do that cheesecake pose on PURPOSE?"
The answer?
"You're damn right!"

That's a pretty good definition of awesome, in my book.

Oh, and G.NOME? SR's ammo fundamentally cannot be exactly the same as today's, given that it's all caseless as standard. I can't speak to calibers of it, but the rounds themselves are different.
Cweord
It's not all caseless, some round have to be cased, and it mentions using cased ammo in the book.

A revolver could use ammo with a Self Consuming Case (which is technically different from caseless, as the size is the same as cased, but the case basically disintegrates after firing) but as the barrel doesn't seal in the same way an automatics does (hence why they cant be silenced, though just to be contradictory I think someone has developed a silenceable revolver) therefore you would loose too much power sideways rather then propelling the round.

Shadowrun ammo isn't going to be the same as modern ammo, but as all roleplay ammo (especially future ammo) is just a mechanic designed to represent something that doesn't yet exist, basing it's fundamentals on modern ammo gives us a basis to work off.
Cweord
Ok, after reading the FBI wounding Study I am rethinking how to calculate damage. I will be utilizing Bullet Diameter and Penetration, with an addition for velocity for rounds that go over 2000 fps (Rifle Rounds).

Anyone have any online links to sites that show bullet penetration in to Ballistic Gel for a variety of rounds?
kzt
Basically, most non-expanding/fragmenting bullets will easily pass right through a human if they don't hit something solid. Most people are not 16 inches thick front to back, and a .22LR will do that. So be careful with the depth thing, the bullet doesn't do any extra damage once it's exited out the back of the target, and you will actually typically get more effects from the same size, velocity and weight bullet that behaves such that it doesn't exit.

Anyhow:

Emergency War Surgery 2d edition Part I chapter 2 Missile-Caused Wounds

http://www.firearmstactical.com/wound.htm Scroll to the bottom, though the other entries are also interesting.

http://www.tacticalshotgun.ca/ballistics_shotgun.html scroll to the "Calibrated Wound Profile Library"
Kyoto Kid
QUOTE (Cweord @ Sep 17 2007, 04:08 PM)
It's not all caseless, some round have to be cased, and it mentions using cased ammo in the book.

A revolver could use ammo with a Self Consuming Case (which is technically different from caseless, as the size is the same as cased, but the case basically disintegrates after firing) but as the barrel doesn't seal in the same way an automatics does (hence why they cant be silenced, though just to be contradictory I think someone has developed a silenceable revolver) therefore you would loose too much power sideways rather then propelling the round.

...yes, there are two known models: the Nagant 1895 (Belgium) and the OTs-38 (Soviet Union/Russia).

Both weapons require specially designed ammo.
Cweord
QUOTE (kzt)
Basically, most non-expanding/fragmenting bullets will easily pass right through a human if they don't hit something solid. Most people are not 16 inches thick front to back, and a .22LR will do that. So be careful with the depth thing, the bullet doesn't do any extra damage once it's exited out the back of the target, and you will actually typically get more effects from the same size, velocity and weight bullet that behaves such that it doesn't exit.

Yes but the final layer of skin apparently acts as about 4 inches. Depth is a factor because most rounds don't hit straight but not a huge one, the hole left behind is a bigger factor.

There is a wealth of different information out there, some of it quite contradictory. So the research I am choosing to use is the FBI's, for starters as it doesn't utilize temporary wound cavity's it's simpler (let's face it this is being done for an abstract damage system, so it will never be super accurate to real life)

I will have a look at the new links though, Knowledge is never a bad thing
G.NOME
Right. The "modern" (post-2000) consensus is that temporary cavities only damage rigid materials (like the liver or full bladder).
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