Guns and explosions, oh my!
Jun. 13th, 2007 06:49 pm![[identity profile]](https://www.dreamwidth.org/img/silk/identity/openid.png)
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Hello
I looked up some rule stuff that was bugging me a bit, so that next time we can do it better.
1. Explosions and other area of effect:
Roll for hit location as if it was a normal attack. We did this right when Jacob attacked with his shotgun (cone area of effect), but did it wrong when there was that huge gas-tank explosions. This avoids the pain of figuring out average armor and such.
2. On armor piercing and reduced penetration weapons:
Armor Piercing reduces defense by half for both the killing and the stun part of the damage. Reduce penetration doubles the armor vs the body damage but NOT the stun. So a weapon that is both reduced penetration AND armor piercing will do normal body damage (the 2 effects cancel each other out) but the stun part of the damage is still armor piercing.
3. On energy weapon and armor:
Most "conventional" types of armor (like say Kevlar), contrary to the little discussion we had about energy weapon, is PD/ED - this is why a flack jacket helps to survive explosions. If the GM wants energy swords (for example) to be better against armor, they should be armor piercing, half-armor piercing, piercing etc etc.
cheers!
I looked up some rule stuff that was bugging me a bit, so that next time we can do it better.
1. Explosions and other area of effect:
Roll for hit location as if it was a normal attack. We did this right when Jacob attacked with his shotgun (cone area of effect), but did it wrong when there was that huge gas-tank explosions. This avoids the pain of figuring out average armor and such.
2. On armor piercing and reduced penetration weapons:
Armor Piercing reduces defense by half for both the killing and the stun part of the damage. Reduce penetration doubles the armor vs the body damage but NOT the stun. So a weapon that is both reduced penetration AND armor piercing will do normal body damage (the 2 effects cancel each other out) but the stun part of the damage is still armor piercing.
3. On energy weapon and armor:
Most "conventional" types of armor (like say Kevlar), contrary to the little discussion we had about energy weapon, is PD/ED - this is why a flack jacket helps to survive explosions. If the GM wants energy swords (for example) to be better against armor, they should be armor piercing, half-armor piercing, piercing etc etc.
cheers!
no subject
Date: 2007-06-14 12:53 pm (UTC)2) *crosses eyes* What an odd situation. So this means that armour is normal for BODY and half for Stun. Okay. We'll go with that. (This was the rubber bullets right?)
3) Where is this in the book(s)? I want to look it up before I comment further on it.
no subject
Date: 2007-06-15 01:39 am (UTC)2: No, these are flechette rounds, shot out of a shotgun. Shotguns usualy shoot slugs (one big chunk of metal) or shot (several lead pellets that spread out). Shot has reduced penetration. Flechettes are thin and pointy so they pierce armor. However, Flechettes shot out of a shotgun don't go as fast as in other situations so they don't work quite as well - the end result being that they penetrate armor a lot better than shot, better than a normal bullet, but not as well as an armor piercing bullet. If you think about it that way, it makes sense.
3: Main book not sure (I did find it in the "revised" edition), but in dark champion look at page 270 (bottom right of page) and page 272 and 273 for example of ordinary armor that is both PD and ED.
no subject
Date: 2007-06-16 03:02 pm (UTC)2) Got it.
3) "Most armour functions as both PD & ED Armour, although some armour only protects against one category of attacks." (pg 334)
Please note that Liquid armour has a special vulnerability to electrical attacks (that do damage).
That said. Gawen's sword is the same as his metal one only it is an energy weapon. The purpose of it isn't to make it a kick ass weapon but to be a symbol of rank.