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Originally Posted by Atgxtg
The problem is that with the impale rules the chances of doing 4, 5, 6 or 9 points through that armor are much higher than in real life.
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I have two responses to that:
1. We don't really know the likelyhood of that occuring in real life, because what damage points really mean in practice is vague.
2. My own opinion is that almost any game system simple to use is going to, in some circumstances, either understate or overstate damage.
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Also, with CoC's new damage table, weapons like the ,.45ACP become penetrators, when in fact they are among the least effective against body armor.
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Well, that's an issue with those specific numbers, which I'll not defend, having not even seen them.
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Interesting, but not vialbe for BRP. What could work would be something like giving weapons a PEN rating that is used to bypass armor. Heavy hitting weapon could get a condtinal damage mod that only applies to damage that get's through the armor, and only up to the amount that gets through.
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You can do a limited form of it, making AP weapons higher base value but divided in half after armor, and things like fragmenting ammo the inverse.
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Yup. Probably 85% of most vehicles is filled up with air.
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The only exceptions might be things like fighter aircraft which are rather tight for space.
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That wirks for me. Is there a hit location table for vehicles in BRP? If not, CORPS has a nice one worth swiping (it's d10, but double the ranges and voila, it works for BRP), and handles things in a manner that is compatible with BRP. You can hit the engine, controls, passengers, wheels, or even empty space.
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That'd be my own preference; then you can assign them damage points per location and base effects on the preportion of that. It'd be a bit of generic work, but it ought to produce at least a tolerable result.