QUOTE (Sinistra @ Oct 22 2016, 07:25 PM)

Page 197 discusses bodies and barriers. The thought I had is when your shooting through a barrier (Like a wall, or a person) if you plan to shoot through and your damage higher than the armor of the target the bullet passes through doing 1 damage to the barrier ans transfers the damage to the target.
Now in this situation the target is using a living person (Armor 12, Body 4). The target is (Armor 14, Body 5). The weapon in this case is 14P AP -10.
Now the questions, by these rules the shooter can fire through the living person, causing only 1 damage, and the target behind him will get hit like a normal attack. Does it lose any damage from the attack (I am not even assuming number of hits, but if it matters lets go with 3), and do you still get AP.
I personally also do not see this making much sense. If I shot a sniper round through a person I would expect it to do more damage to the person I shot through also. I know it is a game but if the bullet has that much penetrating power, I would not even expect it to really hurt the target. I am trying to figure out how to handle this situation (And give my GM an idea) When it possibly comes up at our next session.
This is a difficult question that many have tried to address over the decades, including the legendary Raygun, who is fabled to be a Texan.
Basically, the problem with trying to implement "overpenetration" (when you shoot one guy and your round exits out behind him and hits someone else), is that there's no realistic way within a pen and paper game to account for how the round would have its trajectory changed.
In the first place, the round can fragment, or deflect off some bone or something, and exit at a different trajectory than it entered. So you can't just draw a straight line from target A into target B and decide the round is going to hit both at once because they're lined up. If you have the idea that people have things like dermal armor and metal limbs, that is just going to get less predictable. Maybe you don't even get an exit wound because the round gets caught on the 2nd layer of dermal armor exiting the body, for example.
Secondly, it would depend what kind of round you're using. Obviously frangible and hollow point type rounds would be less likely to overpenetrate, and FMJ or steel cored would be more likely. But even in the event that FMJ or steel core overpenetrates, how much of the round is left in target one, and what exactly hits target 2? Just the penetrator core? Just a fragment of the original bullet from a FMJ?
So, it's basically really hard to implement, and unless someone has something like an antivehicular round I'm not sure you could reliably set up some trick shot where you shoot two people at once who are lined up and get the same effect as shooting each person once with a fresh round.
Maybe just say that if the second target is in more or less of a straight line from the original target and is less than 5 yards away, there is a small random chance of being hit with an overpenetration shot that has half the power of the original shot, or something like that.
This leads into the question of what happens with near misses. What if you actually missed your first target and a second target was within 5 yards of that first target. What are the chances you hit the second target instead? I don't have a good way to address this, but always thought that SR needed some really solid suppression fire rules, that could be applied both to unaimed fire, but also what happens if you have one or more near misses on a target, to account for how those near misses threaten or effect other nearby targets. The rule would have to be able to handle individual rounds, rapid semi auto fire, and single bursts, besides for handling full auto fire. But this gets into a whole other big discussion...