QUOTE (Makki @ Dec 31 2012, 01:54 AM)

first, that's how I understand it:
There are no direct rules for slowing a projectile down when penetrating one or more barriers. I assume this is instead modelled by granting the target additional armor dice.
one example is in the core book.
a 2nd example: I can shoot through armored glass (armor

with a Walter MA-2100 (7P/-3) and APDS granting the target 1 more dice to resist the damage.
3rd example: I cannot shout through concrete (armor 16) with a Walter MA-2100 (7P/-3) and APDS , because the modified armor rating is still higher (16-7=9) than the DV. The DV is unmodified as I aimed at the target behind.
4th example: I can shoot through infinite layers of concrete with an Aztechnology Itzcóatl Gauss Cannon (18P/ -half -10) without granting the target any additional armor dice.
5th example: I can shoot at a target in a blast bunker (armor 32) with an Aztechnology Itzcóatl Gauss Cannon (18P/ -half -10) granting the target 32/2-10= 6 additional armor dice.
-do we assume a projectile leaves behind a projectile-sized hole?
-what happens, when the projectile is explosive?
-when shooting bursts, do we assume all bullets fly through the same hole? is this relevant?
-will the barrier never collapse no matter how many bullets I shot through it instead of at it?
-do you like the rules?
For shooting through barriers, I would use the Barrier Armor to decide if it penetrates, and then add that barrier armor to the armor of the target to decide what it does to said target. I would not apply the penetration of a round to each armor encountered, but against the stacked armor. AFB, but I believe there is a reason I would do this. My guess is that it has something to do with the combat rules from the vehicle section.
As to bullet holes, sure, but then you get into caliber fluff and "how big is laser" etc and it's all subjective GM stuff. Regardless of any of that, it's probably really useful for tamping explosives. Stuff a bullet hole with plastique for hott-hott DVx4 action.
If the projectile is explosive, and it breaks the barrier, it uses the breaching rules. Flechette style damage. etc. Arsenal has this covered.
Bursts group. They don't duckrow. And, irl, different bullets from the same burst penetrate the same structure to differing degrees based on the smallest random effects. Kind of mirrors how in game 1 BF shot != 3 SA shots. Basically, how DV stacks implies that not every bullet in a burst accomplishes the same effect. Still bulletholes. Still GM-determined fluff.
The 2DV from fire doesn't stack in a burst such that a HV burst hits a wall with 24DV. It's just a straight 2DV+net vs (armor)2. As such, you could just treat each attack that goes through a wall as an attack on the wall, and eventually it might accrue the DAM = structure necessary to make a hole, or not, depending on the material. If you really wanted to mesh it with the other rules though, it would only work with FA or AoE effects like in the vehicle rules. Either way, this is a house rule. As it stands, an attack is against one thing or another.