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Old 12-26-2016, 09:55 PM
The Dark The Dark is offline
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Originally Posted by swaghauler View Post
How do you reconcile a level 2 kevlar vest stopping a 5.56mmN or a 7.62mmN rifle round when Penetration is calculated in? Do you change their penetration numbers or damage in any way, or do you just run a "Hollywood" type campaign? And don't get me wrong, I have NOTHING against "Hollywood, Space Opera, or High Fantasy" campaigns.... they can be the most fun. I just have a bunch of players who are shooters and combat veterans. They'll call "BS" on anything I introduce that's not based in reality (and this can occasionally be a real pain in the a**). I'd be interested in any changes you have made. I'm still trying to reconcile my AV ratings to stop pistols but not affect rifles as much.
I haven't changed it, although after looking a bit more, I may need to in order to keep high-powered rounds from being less useful. I'm mostly OK with how 5.56mmN interacts, since it only fails at long or extreme range (Dam 3, Pen 1-Nil, so at short or medium 1 die is still getting through). So an M-16 will penetrate up to 110 meters and an M4 at up to 68 meters. 7.62mmN's Dam 4, Pen 2-3-Nil is more problematic, since it won't penetrate at all. I'll need to look into some sort of mechanic for high-powered rounds. My first thought (and totally not playtested) is to give a 1 point penetration bonus for rounds that are either double the armor's value or the armor's value +2 (those are two different options), with a minimum of 1 and no change to Nils (so 1-Nil would remain 1-Nil, 2-3-Nil would become 1-2-Nil, etc). Either would allow 7.62mmN to be considered 1-2-Nil against 1 or 2 point armor, which would let it penetrate Class II up to medium range and Class I up to long range. The difference is that the blowthrough would be at either 3, 4, 5, and 6 or at 2, 4, 6, and 8 for the four classes of armor. My first inclination is to go with 3, 4, 5, 6 to keep most pistols out of the world of armor penetration.
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