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I had been working on my own protection numbers prior to joining the board, since the 2.2 rules have minimal body armor. What I had come up with was that each NIJ type had AV equal to its type (i.e. Type I = AV1, Type IV = AV4). Types ending in A are half a point lower, with subtracted dice rounded down (so Type IIA is AV1.5; against Pen 1 it subtracts 1 die, against Pen 2 it subtracted 3 dice, etc).
Based on some of the tests mentioned by Dr. Bashford Dean in Helmets and Body Armor in Modern Warfare (Yale University Press, 1920), I'd put most trench armor at AV1 with a weight of 19 to 24 pounds. It won't stop rifle bullets up close, but it's moderately effective against pistols and long-range shots from many rifles. It was noted as resisting .30-06 service ammunition (2,780 fps muzzle velocity) at 300 yards, but failing at 60 yards. A low-powered rifle test at 2,140 fps penetrated at 30 yards but did not penetrate at 60 yards.
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Writer at The Vespers War - World War I equipment for v2.2 |
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Last edited by swaghauler; 12-26-2016 at 05:35 PM. |
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__________________
Writer at The Vespers War - World War I equipment for v2.2 |
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I have a PBI I've been rolling around my head for years, but haven't put in any real work on.
Basically, each vest (and ballistic plates, if applicable) type would stop a certain percentage of hits coming in. For every five points of damage stopped (rounding up), one point of blunt trauma is assessed. The old penetration figures stop five more points and assess one more point of PEN listed, and the PC is assessed one point for every five points the incoming round stops. The problem is the old penetration figures. How to integrate them? I know I'm not doing it the right way, but haven't put in the thought to fix it. Is this a worthwhile idea? Should I proceed with it further? Does anyone else have any ideas on how this might be fixed?
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I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes Entirely too much T2K stuff here: www.pmulcahy.com |
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It may sound funny, but I actually began using a system similar to what you propose for less-than-lethal damage in Twilight2000. I CANNOT EVEN REMOTELY CLAIM CREDIT FOR IT THOUGH. I "lifted" the Stun Damage system from Fantasy Hero for use in my game. I give each player a number of DAMAGE DICE (not points) equal to their HTH Damage Rating. This damage (using #D6 for punches, & #D10 for kicks) is all stun damage. Every 5 FULL POINTS OF STUN DAMAGE EQUAL 1 POINT OF WOUND DAMAGE to the location hit (figured from the damage rolled). Each location also has a "Stun Multiplier" (X1/2 for limbs, X1 for chest, X1.5 for abdomen, & X2 for head) to multiply the stun damage (only) and a player has five damage levels just like the Wound Thresholds.... Light, Medium, Serious, Critical and Deadly wound levels. Those thresholds act like fatigue and a wound that exceeds your Deadly Stun Threshold renders you unconscious. I figure each Stun Damage Wound threshold by adding STR & CON. Thus a person with a STR of 5 and a CON of 5 would have a 10 Light Stun Level and a 50 Deadly Stun wound threshold. I'll have to think about how you may improve your "Armor Ablation System(?)" for play. I'm not really sure what would work best right now. |
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So I guess I am asking are you trying to get more realistic? If so all rifles (not pistol caliber carbines) will penetrate them at just about any range that you can hit with, and even the rifle rated plates are only good for a limited number of hits (level III rated at six, level IV rated at one, but both last longer). Or are you trying to make it less lethal on the players? |
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Using book values, the two .44 Magnum revolvers are both Dam 3, Pen 2-Nil. The M16A1 is Dam 2, Pen 1-Nil. AV 1 will be penetrated by both, AV 2 will be resisted by both. Using Paul's damage values, the .44 Magnum is Dam 4, Pen 1-Nil, and the M16A1 is Dam 3, Pen 1-Nil, so it's impossible to protect against the .44 without also protecting against the M16 (the M4 is also 3, 1-Nil). You need AV 3 to protect against an M16 or M4, and AV 4 to protect against the .44 Magnum. Since NIJ Class IIIA is supposed to protect against .44 Magnum. Going back to book values (and using the NIJ 0101.06 standard), each level needs to protect against the following: IIA: 9mm, .40 S&W: no .40 S&W weapon is in IWW, and all the 9mm pistols are Pen Nil. II: 9mm, .357 Magnum: .357 Magnum is Dam 2, Pen 1-Nil. IIIA: .357 SIG, .44 Magnum: Only 9mm Sigs are included, but .44 Magnum is Dam 3, Pen 2-Nil. III: 7.62x51mm: Every rifle in IWW using 7.62mmN is Dam 4, Pen 2-3-Nil. Looking at it this way, it becomes clear that the damage and pen values are the problem. AV2 is the minimum to protect against .357 Magnum, but it also protects against 7.62x51mm and .44 Magnum. If we use numbers from the weapons Paul has done up: IIA: the .40S&W Glock 22/23 series are Dam 2, Pen 1-Nil II: the S&W Model 13 (.357 Magnum) is Dam 3, Pen 1-Nil IIIA: the S&W Model 29 (.44 Magnum) is Dam 4, Pen 1-Nil III: the Springfield M14 is Dam 4, Pen 2-3-Nil Paul's numbers would work if we change the Pen around. It doesn't really make sense that pistol rounds (slower and heavier) have better Pen, since velocity is what matters (as swag mentioned). If all the pistols mentioned become 2-Nil, and the M14 is 1-2-Nil, then we end up in a situation where AVs of 1 (for IIA), 1.5 (for II), 2 (for IIIA), and 4 (for III with plates) will work against the appropriate weapons. An M-16, with Dam 3 and Pen 1-Nil, will penetrate up to IIIA and be stopped by III. This is better, but it's not systematic yet. The problem extends into Fire, Fusion & Steel, where low-powered rounds (between 600 and 2000 joules muzzle energy) are the best penetrators. Get a round up to 1990 joules (but don't go over 2000), and you'll get Dam 3, Pen 1-Nil; the next time something will be able to penetrate AV2 is at 6807 joules, when you get Dam 5 and Pen 2-3-4. The solution would be to rewrite the Penetration table so that each step is no worse than the step before. As it stands, there are two "bad" steps - going from 1-Nil to 2-Nil at 2000 joules, and from 2-3-Nil to 2-4-6 at 5000 joules. I don't have that solution yet (i.e. a rewritten Pen table for FF&S), but at least now the problem seems clear.
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Writer at The Vespers War - World War I equipment for v2.2 |
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Sectional Density = bullet weight (in grains)/ [7000 X bullet diameter (in inches) X bullet diameter (in inches)]. Sectional densities range from less than 1 to more than 3 and give shooters a way to rate a bullet's performance on the four sizes of "game animal." Animals (including humans) are broken into four categories known as CPX ratings. These CPX Ratings are: CPX-1, Varmints: These are animals up to about 50lbs. The Sectional Density used should be above 1 and up to 2. CPX-2, Medium Game: These include larger sized game that is "thin skinned" up to about 250lbs. Humans are CPX-2 and a Sectional Density around 2.5 is considered a very good "stopper" for a man. CPX-3, Large Game: These include still larger sized game such as bear, moose, or certain African big game. These animals REQUIRE a bullet with a Sectional Density above 3 for it to be effective in stopping CPX-3 game. CPX-4?, Dangerous Game: This list includes the largest of the dangerous game. Rhino, Elephants, and Hippo's all fall into this category and a bullet should have a Sectional Density of around 3.5 to ensure a lethal hit on these animals. You could use the sectional density of the round to modify that caliber's Penetration value. I would use the following modifiers based on Sectional Density: SD of less than 1 = Increase PEN by 1 level (3 becomes 4). SD of 1 to 1.9 = No increase in PEN. SD of 2 to 3 = Decrease of 1 in PEN (3 becomes 2). SD of more than 3 = Decrease of 2 in PEN (3 becomes 1). I also use a round's Velocity to determine Penetration. I have modified my original chart to take into account real world ballistics AND to better "mesh" with Twilight's integrated Penetration-Damage-Armor Value system. My Penetration Ratings have changed to the following: 5400fps or more = 1/4 PEN 4000fps to 5400fps = 1/2 PEN 2800fps to 4000fps = 1 PEN 1800fps to 2800fps = 2 PEN 1000fps to 1800fps = 3 PEN 1000fps or less = 4 PEN I "overlap" my velocity numbers to give the developer/GM the flexibility to round up or down based on a round's real world performance characteristics. I also allow for modification of PEN for certain designs of ammo. If a round is known for good penetration BUT has a lower Sectional Density (like the various PDW rounds such as .30 Carbine or the 5.7mm X 28mm), you can "swap" Damage for Penetration. The best formula I have found is to Multiply a round's Velocity by X1.5 to find its PEN Number. Nothing is free, though. If this modification to PEN is made, the round's Damage must be recalculated as well. Multiply the Energy of that round by X0.75 to find the new (reduced) DAM of that round at a given range. This is the "tradeoff" for increased PEN. For example: The 7.62 Tokarev round is well known for its penetration, being able to punch through EVERY cold war helmet and easily penetrating NIJ Level 2A soft armor in its military steel-cored loading. The 90grn steel cored military round averages 1460fps and achieves 426ft/lbs of muzzle energy. Using the formulas above, the 7.62's PEN improves to 2 (from 3) when you multiply 1460fps by X1.5 (2190fps). Its Damage drops from 3d6 (for an energy from 401ft/lbs to 600ft/lbs) to 2D6 (for an energy from 250ft/lbs to 400ft/lbs) when its Energy of 426ft/lbs is multiplied by X0.75 for 319ft/lbs of energy. This gives it the ability to penetrate NIJ Level 2/2A armor (1/2 AV) while still being stopped by NIJ Level 3A armor (AV1) just like it is in real life. These newer numbers are based on about 3 months of in-game play and seem to be working ok now. I highly recommend several Youtubers for those interested in Armor Testing and Materials Penetration testing. Check out: The Military Arms Channel: Tim was the first person to test Dyneema NIJ Level 3 (rifle) armor and has several interesting videos. The Wound Channel: He was one of the first YouTubers to discover that 3000fps is the threshold for penetrating an NIJ Level 3 (rifle) plate. He also demonstrates that M193 Ball actually penetrates BETTER than the SS109/M855 round. I HIGHLY RECOMMEND HIM. The Chopping Block: Much like the Wound Channel, He does a lot of armor/penetration testing. MikeB: He has shot virtually EVERY helmet made in the 20th Century. Go here to see the 7.62T punch through EVERYTHING but the PASGT helmet. ShootingTheBull.410: This man has test HUNDREDS of rounds in ballistic gel. He is a true authority on "stopping power" as the FBI tests for it. These are just a few of the better YouTubers out there. There are others such as PocketGunsandGear, TN9Outdoors, ScubaOz, Taofledermouse, and DemolitionRanch. I hope you can use some of this to fix your issues. Swag. Last edited by swaghauler; 12-28-2016 at 05:19 PM. |
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