Guns and explosions, oh my!
Jun. 13th, 2007 06:49 pm![[identity profile]](https://www.dreamwidth.org/img/silk/identity/openid.png)
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!