Quote:
Originally Posted by The Dark
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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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.