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As to impaling I've always had guns Impale. That is only way a handgun can kill in one shot typically.
To accurately model modern ballistics Penetration (the ability to penetrate armor and other hard substances) and Damage should be differentiated. The Armor absorbing damage model of BRP fails to capture this. It works well enough for Melee weapons, but with modern ballistics, armor piercing rounds, hollow point and hydroshock rounds, and advanced weapons like flechette weapons the combined damage/penetration used by BRP starts breaking down. A 9mm should penetrate better than a .45, but the .45 should be more effective against an unarmored foe. A shotgun does massive damage against an unarmored foe but is not effective against armor. Flechette is sort of the opposite of the shotgun (high penetration but low damage - the damage compensated for by volume of fire and low recoil - making it easy to put a LOT of rounds on target). Armor Piercing rounds should penetrate better than standard rounds, but do less damage. They also suffer a loss of accuracy at long ranges. Hollow Point rounds should do more damage but armor should be more effective against them. Without introducing a seperate Penetration value (though adding penetration is certainly an option for an advanced set of rules) I think a guidline like the following makes sense: AP rounds: Reduce the Damage die one step and any damage add by one. Armor value is halved. Optionally additional hit penalties at long ranges. (A .45 acp does 1d8+1) HP Rounds*: Increase the Damage Die one step but armor is doubled. (A .45 does 1d12+2) On an Impale damage that penetrates armor is doubled. A crit Impales AND ignores armor. Thoughts? Other areas poorly covered by BRP: Auto-fire, Recoil, Psychology of gun combat (performing under fire), and range system (very poor recreation of snipers using RAW). |
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I think there's certainly an argument that guns are going to look odd as long as you don't differentiate penetration and damage, that's not unique to them; there are distinct problems with other types of weapons in this area, too (as far as that goes the psychology of combat thing is more general; people behave erratically under fire, but I don't doubt the same thing is true when rude people are swinging battleaxes at your person).
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Not too shabby Rurik,
About the only thing I'd dispute is that AP rounds loose accuracy over long distance. I don't think that is a property of AP as much as a property of less mass, and thus lower inertia. Main reason I bring that up is because a lot of AP rounds have increased powder for more energy and flatter trajectories. Oh, and the AP anti-tank round typically have the longest range. BTW, Sandy may have used Jane's to get the weapon damages, but for whatever reason, those numbers were thrown out when they revised the game. First edition CoC damages are different that what is is 5th, and seem to work better IMO. P.S. Rurik, you sure you haven't read Timelords? Your damage idea is fairly similar to what they do there. |
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Good old soft lead takes to the rifling very well so actually shoot straighter (and also does verry little damage to the rifling because lead is so much softer than the barrel's steel). Positive I've never read Timelords. Sounds decent though. |
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Yep. Guns are impaleweapons in CoC (20% special) |
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The question becomes is it significant enough to model, and the answer to that is going to vary by each gaming group and game. I'd probably not use these rules for a pulp, Indiana Jones type game. But for say a game where the characters are say Delta Force or professional mercenaries against say third world military forces I'd say such rules would be very desireable. Last edited by Rurik; October 20th, 2007 at 18:56. |
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Thing to remember if you start adding bullet types out there there a ton of different types out there. Starting with explosive bullets(The Soviet snipers used them as " markers" in their rifles during WWII) To my favorite Glaser rounds. Don't think I would want to do the work but would be glad to see some one else do it.
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One thing that you have to watch when setting weapon damages is making them _too_ robust. Handguns kill people, and do so regularly, but people also eat four or five shots and keep coming; rifle rounds are more reliable, but people still survive being shot with rifles (and even .50 caliber machine guns). That's why I suspect keeping the damage somewhat modest and expecting impales to make up the difference is going to work better than getting too carried away with base damage.
Of course you also run into some problems where what works in a system using hit locations won't work in one that doesn't; in practice our black powder rules are much more deadly in RQ than they'd be in most versions of BRP. |
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