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Blast Factor

PostPosted: Fri Sep 17, 2010 9:28 am
by viziel

Re: Blast Factor

PostPosted: Tue Sep 21, 2010 9:56 am
by Rob Lang
Ah, I think it might not be very well explained:

For example (making up numbers). If you have armour like:

AR:20
H: 2000
LA: 2000
T: 4000
RA: 2000
LL: 3000
RL:3000

Then you have your human body underneath it:
AR:1
H:10
LA:10
T:40
RA:10
LL: 15
RL:15

I shoot at you with an assault rifle with a BF of 25, damage 30 and shoot 100 rounds. If I hit your torso, I do 3000 (30 x 100) points of damage to the armour. Your armour will then be:

AR:20
H: 2000
LA: 2000
T: 1000 (4000-3000)
RA: 2000
LL: 3000
RL:3000

If, instead, I shoot at you with a low power rifle, BF of 15 damage 30 and shoot 100 rounds. If I hit your torso, I do 300 (30 x 100 and then knock off a zero). Your armour will then be:

AR:20
H: 2000
LA: 2000
T: 3700 (4000-300)
RA: 2000
LL: 3000
RL:3000

Some damage is done but not that much. In both cases your human body remains untouched.

P.S. I don't really care what "typical game systems" do, I've read about 70 in the past year and none of them do firefighting combat in a particularly interesting way.

Re: Blast Factor

PostPosted: Tue Sep 21, 2010 12:00 pm
by viziel

Re: Blast Factor

PostPosted: Tue Sep 21, 2010 3:45 pm
by DOC_Agren

Re: Blast Factor

PostPosted: Wed Sep 22, 2010 7:21 am
by viziel
I agree I've ran many Cyberpunk games and I really like that system...it is however...quite deadly.

The straight forward rule of any limb taking more than 8 pts in a single round of combat results in it being severed or crushed is tough, and if its a head shot...damage is doubled! lol...

My wife never forgave me for sawing off her leg while she was on a motorcycle with an drive-by AK-47 strafe...

There is a certain point in games where players want to feel heroic or super-human, and being gunned down by a beggar in the street may be realistic given the setting, but dosn't make the players feel very good or safe in their characters..lol


I also had the reverse situation, when I ran cyberpunk along side the Roadstriker rules (before Mekton Z came out, and the Fuzion system), those rules allowed for small transformable vehicles like mecha-bikes which provided pretty good armor against small arms fire...Players thought they were pretty invincible...

until I found a rocket launcher which did some craaazy damage (like 7D10 which is pretty high for a cheap weapon in that game). I always beat this one player up with that weapon over and over till he was a neurotic mess...quite funny.

Thing is, when you wear LOTS of armor...you sick quite fast in water if you are out of power!!

Re: Blast Factor

PostPosted: Wed Sep 22, 2010 10:05 am
by Rob Lang
Yep, if the Blast Factor (ability to penetrate) is less than the Armour Rating (ability to protect), you do 10% (or 1/10 or knock off a zero) damage. What that is saying is that your calibre isn't very high but you're doing something to the armour - just not as much as it should.

Re: Blast Factor

PostPosted: Wed Sep 29, 2010 9:13 am
by randolph
nah Scariest was 2nd edition Albedo wheare 95% of head shots and almost half of the chest shots ended up as KIAs .
and yes the weapons weapons here have a very lite recoil, they better as most of the designs don't have any stocks....

Re: Blast Factor

PostPosted: Thu Oct 14, 2010 11:11 am
by viziel

Re: Blast Factor

PostPosted: Thu Oct 14, 2010 8:27 pm
by DOC_Agren

Re: Blast Factor

PostPosted: Fri Oct 15, 2010 5:34 am
by Rob Lang
Called shots are a weird one. If you are calling a shot, then if the character has armour there then it's much the same. For example, if you're wearing powered armour, then someone calling a shot on your head just means that damage will be done to the head, not that there will be more damage done.

Does that sound reasonable.