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Armor Table


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[table]Aluminum|-4

Bronze|-5

Soft (Not-Hardened) Steel|-3

Cement|-15

Oak|-18

Pine|-19

Sand|-27[/table]

Is sand that bad, I mean? you see an awful lot of sandbags on old tanks, around pillboxes, bunkers etc? Does that count as something else? Its what alot of WW1 and WW2 soldiers are using as 'hard cover'.

Fantastic little ruleset by the way....! Well done!

Paul Elliott

Warlords of Alexander - Roleplaying in the ruins of Alexander's Empire

Zenobia - Fantasy RPG in the Eastern Roman Empire

Zaibatsu - Fast-play Japanese cyberpunk - Gibson-style

www.geocities.com/mithrapolis/games.html

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If I might butt in.

I have become increasingly lazy in houserule design and so would recommend slotting in rules inspired by Savage Worlds.

Firstly AP (Armour Piercing) values which would work exactly as others have already suggested.

Armour in BRP is about 3x as big as in Savage Worlds (SW Leather 1, Chain 2, Plate 3; BRP Leather 1-3, Chain 7, Plate 8) so I'd simply multiply SW AP values by 3.

Secondly 'Acing'. As with many Roll High systems SW says that when you roll the maximum value on a die you keep the roll and roll the die again and add it. If you applied that to Firearms only then you could avoid die code escalation, keep gun damage codes down at a reasonable level, have lots of faffy fleshwounds and have the chance to do lots of damage on a very (un)lucky hit.

[i do have a much more involved firearms ruleset but why bore you with that when the official one has not even been PUBLISHED yet?!]

Al

Rule Zero: Don't be on fire

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Come to think of it, what kind of protection stats would a human sheild have?

I've been asked this before, and the answer is simple. 2x the AP in the location, +2x the HP in the location.

This is based upon the RQ3 damage that indicates that double damage in a location has destroyed or penetrated that location. Logically, you'll hit the armor on the way out, also.

An average unarmored human would be worth 8AP at best, 5AP at worst.

@ material:

perhaps other materials should be rated in terms of a % of steel, rather that a flat mod.

The very existence of flamethrowers proves that some time, somewhere, someone said to themselves, "You know, I want to set those people over there on fire, but I'm just not close enough to get the job done."

George Carlin (1937 - 2008)

_____________

(92/420)

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@ material:

perhaps other materials should be rated in terms of a % of steel, rather that a flat mod.

Actuaqlly, they are. Sincvew the AP chart uses at x2 thickness -+4 APS then a material with a -4 modifers is 50% as effective as steel.

THe scale is compressed a quite a bit, to try and get the numbers to match up with the values in the BRP book.

Chaos stalks my world, but she's a big girl and can take of herself.

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Is the question how to reconcile reality to a system or to make a system that accurately models reality?

I use a different "scale" for my games that seems to work better than that found in BRP...although it does lead to large numbers >:->

Oh yeah, SL is Super Light (smallest version you can buy), VL is Very Light, L is Light, M is Medium, H is Heavy, VH is Very Heavy and SH is Super Heavy.

[table]Type|Damage|Caliber

SL Pistol|1d4|.22 rimfire, .25 ACP

VL Pistol|1d5| .380 ACP

L Pistol | 1d10| .38 Special

M Pistol| 2d6| 9mm

H Pistol | 1d10+1d4| .45 ACP

VH Pistol | 2d8| .44 Magnum

SH Pistol | 1d10+1d8| .454 Cassull

SL Machine| pistol 1d5| .22 rimfire, .25 ACP

VL Machine| pistol 1d6| .380 ACP

L Machine pistol | 1d10+1| .38 Special

M Machine pistol| 1d10+1d3| 9mm

H Machine pistol |1d10+1d5| .45 ACP

VH Machine pistol| 2d8+1| 5.56mm

SH Machine pistol| 1d10+1d8+1| 6mm, 7.62mm x 39

SL SMG| 1d6| .22 rimfire, .25 ACP

VL SMG| 1d10| .380 ACP

L SMG| 2d6| 9mm

M SMG| 1d10+1d4| .45 ACP

H SMG| 2d8| 5.56mm

VH SMG| 3d6| 6mm, 7.62mm x 39

SH SMG| 2d10+1| 7.62mm

SL Carbine| 1d10| .380 ACP, 9mm short

VL Carbine| 2d6| 9mm

L Carbine| 1d10+1d4| .45 ACP

M Carbine| 2d8| 5.56mm

H Carbine| 3d6| .30-30

VH Carbine| 2d10| .44-40

SH Carbine| 3d8| .444 Marlin

SL Assault rifle| 2d6| 9mm

VL Assault rifle| 1d10+1d4| .45 ACP

L Assault rifle| 2d8| 4.45mm

M Assault rifle| 3d6| 5.56mm

H Assault rifle| 2d10| 6mm, 7.62mm x 39

VH Assault rifle| 2d10+1| 7.62mm

SH Assault rifle| 4d6| 8mm

SL Rifle| 1d10+1d4 |.17 Bee, 4.45mm

VL Rifle| 2d8 |5.56mm

L Rifle| 3d6 |6mm, 7.62mm x 39

M Rifle| 2d10+1 |7.62mm

H Rifle| 4d6 |.400 Weatherby Magnum

VH Rifle| 5d6 |.500 H&H Nitro Express

SH Rifle| 6d6 .|50 BMG, .700 H&H Nitro Express

SL MG| 1d10+1d4| 4.45mm

VL MG| 2d8 |5.56mm

L MG| 3d6| 6mm, 7.62mm x 39

M MG| 2d10+1 |7.62mm

H MG| 4d6 |10mm

VH MG| 5d6| 12.7mm

SH MG| 6d6| 14.5mm

SL Shotgun |(Shot 1d3 x 1d6) (Slug 1d10+1d4)| .410 bore

VL Shotgun |(Shot 1d4 x 1d6) (Slug 2d8) |28 gauge

L Shotgun| (Shot 1d5 x 1d6) (Slug 3d6) |20 gauge

M Shotgun| (Shot 1d6 x 1d6) (Slug 2d10)| 12 gauge

H Shotgun |(Shot 1d8 x 1d6) (Slug 4d6) |10 gauge, 12 gauge 3 1/2 Magnum

VH Shotgun| (Shot 1d10 x 1d6) (Slug 5d6)| 8 gauge

SH Shotgun| (Shot 2d6 x 1d6) (Slug 6d6) |4 gauge[/table]

[table]Ammunition types|Effects

Dual Purpose| ½ AV ½ damage if wearing armor, if no armor damage x 1.5,

Armor Piercing|½ AV, ½ damage,

Wadcutter|damage x 1.5, AV x 2, ½ range,

Semi wadcutter |damage x 1.25, AV x 1.5, 3/4 range,

Reverse semi wadcutter |damage x 1.5, AV x 2, 3/4 range,

Full Metal Jacket |standard damage,

Total Metal Jacket |AV -1,

Solid construction |AV -3,

Soft Point |Damage x 1.25, AV x 1.5,

Pointed Soft Point |Damage x 1.1, AV x 1.25,

Ballistic Tip |Damage x 1.25,

High Pressure |Damage x 1.1,

Very High Pressure |Damage x 1.25,

High Velocity |Damage x 1.25, range x 1.25,

Ultra Velocity |Damage x 1.5, range x 1.5,

Hollow Point |Damage x 1.5, armor x 2,

Fragmenting/Frangible |Damage x 2, will not penetrate any armor or cover[/table]

[table]Weapons modifications|Effects

Accurized|Range x 1.5, Accuracy +10%, Cost x 100%

Scopes|Increase accuracy by +5% AND increase range by 10% equal to the magnification power (usually 4 to 12), Cost 50 IM per mag.

Laser sights|Increase accuracy by +10% BUT target has a 50% of noticing....not good for ambushes, Cost 200 IM

IR Laser sights|Increase accuracy by +10% BUT target cannot notice unless they possess IR vision, Cost 400 IM

Cryogenically aligned barrel|Increase accuracy by +5%, Cost x 100%

Muzzle compensator|Increase Burst Value by 1, Cost x 25%

Free floating barrel|Increase accuracy by +5%, Cost x 50%[/table]

Odd calibers...there are some PC's who want to "design their own" guns and this is perfectly fine. These are known as wildcat cartridges, and those who make them are called wildcatters. It requires some knowledge of ballistics, gun smithing, physics and some equipment. This setup will cost 5,000 IM. It will also need a skill called "wildcatting", that will enable the character to design his own rounds. The process is much less designing as it is modifying common rounds for other effects. Extending the range or adding damage are the most common ends, but there are also those who seek to create more accurate rounds as well. Take a weapon and determine if you want to add range, damage or accuracy. There are tradeoffs involved. If you want to add range....remove damage. Lower the dice by one "class" for a 50% increase in range. Thus a 2d6 weapon with a range of 30 becomes a 1d10 weapon with a range of 45 or a 4d6 weapon with a range of 50 becomes a 2d10 weapon with a range of 75m!. To increase the damage, you lose accuracy...for every +1 to damage, you lose 5% accuracy, but you cannot add straight +1's you have to add them in dice multiples...therefore to take a 1d8 weapon to 2d6 means a +4 and a 4 accuracy!

In order to add accuracy, you lose damage. For every +2 you lose 1 damage. So to gain a +8 accuracy you would lose 4 damage, so a 1d10 weapon becomes a 1d6 weapon. As you can see they all have tradeoffs, but if you want to spend a lot of time shooting and making your own weapons, wildcatting is for you.

All of these modifications can be made multiple times as well as make use of the previous ammunition charts!

Caliber Modifications

[table]add|lose

+1 Damage| 5% Accuracy

+50% Range| drop damage by one class

+2 Accuracy| 1 Damage[/table]

Armor Values!

[table]Material|AV

Padded armor| 1

Glass | 1/inch

Paper | 1/inch

Rope | 1/inch

Thick padded armor | 2

Thin leather armor | 2

Plastic, soft | 2/inch

Ceramic | 2/inch

Ice | 2/inch

Metal sheeting | 3

Studded leather armor | 3

Plastic, hard | 3/inch

Heavy studded leather armor| 4

Chainmail | 5

Bronze cuirass | 5

Splint mail | 6

Wood | 7/inch

Aluminum | 8/inch

Heavy chain mail | 6

Steel cuirass | 7

Light plate armor | 8

Concrete | 8/inch

Field plate armor | 9

Plate armor | 10

Class I |10

Class IIA |12

Class II | 14

Class IIIA | 16

Class III | 20

Class VI | 50

Vehicular Class I vs Kinetic |20

Vehicular Class II vs Kinetic |40

Vehicluar Class III vs Kinetic |50

Vehicluar Class IV vs Kinetic |75

Vehicular Class V vs Kinetic |120

Vehicular Class I vs Explosive| 100

Vehicular Class IIa vs Explosive| 200

Vehicluar Class IIb vs Explosive |300

Vehicluar Class IIIa vs Explosive |450

Vehicular Class IIIb vs Explosive| 600

Vehicular Class IVa vs Explosive |900

Vehicular Class IVb vs Explosive |1200[/table]

Big Guns

Don't know how much use this is, but if you like big guns, here is a big list of guns that I have statted up. The caliber of the weapon is in the first table, the type of ammo and damage mods is below it. For example a 120mm Hyper Velocity, Armor Piercing, Fin Stabilized, Discarding Sabot - Depleted Uranium round does (300 max damage x (4 for hyper velocity + 2 for armor piercing + 2 for discarding sabot + 2 for depleted uranium =) 10 to be 3000 max damage which can be written as 5d6 x 100 and it has a +1 to hit as well (Fin Stabilized)!!

[table]Caliber| Damage using HE warhead| Blast Radius = 1/100 damage in Meters (minimum is ½ m)

15mm | 6d6 | 1/2m

20mm |5d10 | 1/2m

25mm| 6d10 | 1m

30mm| 7d10 | 1m

35mm| 9d10 | 1m

40mm| 10d10 | 1m

45mm| 11d10 | 1m

50mm| 12d10 | 1m

60mm| 15d10 | 2m

70mm| 18d10 | 2m

80mm| 20d10 | 2m

90mm| 22d10 | 2m

100mm| 25d10 | 3m

110mm| 28d10 | 3m

120mm| 30d10 | 3m

125mm| 31d10 | 3m[/table]

Ordnance modifiers for projectiles:

[table]Warhead modification|Damage x, Notes

Hyper Velocity (HV) | Damage x 4

Fin Stabilized (FS) | +5% to accuracy

Discarding Sabot (DS) | Damage x 2

Depleted Uranium (DU)| Damage x 2

Armor Piercing (AP)| Damage x 2

High Explosive Dual Purpose (HEDP)| DR is ½, penetrating damage is not reduced

High Explosive (HE)| base damage

High Explosive Armor Piercing (HEAP)/High Explosive Anti Tank (HEAT)| Damage x 2, DR is 1/4, penetrating damage is not reduced

Explosively Formed Warhead (EFW)/Self Forging Projectile (SFP)| Damage x 2, DR is ½, penetrating damage is not reduced

High Explosive Pre Fragmented (HEPF)| DR x 2, Blast Radius doubled

High Explosive Plastic (HEP)/High Explosive Squash Head (HESH)| Damage x 2, DR is ½, penetrating damage is equivalent to ½ of base damage

Incendiary (I)| +1d10 incendiary damage

Tracer (T) | +1 accuracy on next combat round[/table]

Oh, and as a house rule to simulate skill in shot placement...1/10th skill percentage is added to the damage, so a pistolero with 68% in handgun adds +6 to his damage (if it penetrates the armor)...to simulate shooting you in the eye instead of depending on wonky hit tables (always aim for center mass!). It makes combat very deadly...most people I have shot only needed one round to stop and two to die.

Thanks Trifletraxor!

-STS

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