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Armor Penetration.
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garhkal
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PostPosted: Sun Nov 27, 2005 5:57 am    Post subject: Armor Penetration. Reply with quote

Some of my weapons (and their ammo), along with IIRC 2 weapons from the books state that they ignore Xd worth of armor.

How would you actually use it in game. Would you actually ignore that D worth of armor, or would you add it into the weapons base damage?

Also, how would you handle it if used against an unarmored target? Would it cause MORE damage?

As an example, the god gun (my version of the .50 cal rifle), has one ammo type called the Heavy Target Interdictor, which was made to punch through space trooper armor, and speeders/small walker vehicles (like those Chariot assault LAVs used by Thrawn on myrkr).
The GodGuns base damage is 5d+2, and the HTI round ignores 3d worth of armor. Would it do 8d+2 damage if shot at an unarmored target???
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Boomer
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PostPosted: Sun Nov 27, 2005 6:28 pm    Post subject: Reply with quote

It does it's same damage, but due to design ignores armor under a certain strength.

An unarmored target is not hurt more by this design diffrence.

Simply remove dice from the armor roll, and assume the armor takes all the damage dished out by the weapon, as well as whatever gets to the character.

Unarmored characters are of course hit by only the 5d+2 damage.
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Vartax
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PostPosted: Sun Nov 27, 2005 6:53 pm    Post subject: Reply with quote

It's just like from Gundarks fantatic Tech book talking about how you can change the ammo to detonite tipped and they do normal damage but do more against armor.
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garhkal
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PostPosted: Mon Nov 28, 2005 4:30 am    Post subject: Reply with quote

Ah.... Ok.
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Boomer
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PostPosted: Mon Nov 28, 2005 3:57 pm    Post subject: Reply with quote

In other words, when it says it ignores certain dice of armor, that is all it does. Subtract that dice of armor from the target and don't dwell on it too much.
Adding damage is not what the weapon does at all.

It is just like with the anti-armor tank shells, they don't knock down walls any better, but they cut through tank armor a lot better.
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PostPosted: Tue Nov 29, 2005 3:10 am    Post subject: Reply with quote

you could do it either way with taking dice away or adding dice. With the bullets there is nothing hard enough to cause the detonite tip to explode so the damage is normal. But if it hits a stormtrooper in armor then it can either take dice away from the armor, or add dice to the damage.
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garhkal
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PostPosted: Tue Nov 29, 2005 7:43 am    Post subject: Reply with quote

Well, the bullet i was looking at making, had a hollow core, half filled with liquid mecury. So as the bullet was in flight, the mecury would be 'flushed' towarsd the rear of the shell. BUT when it hit, the mecury would rush foward giving it extra 'punch'...
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PostPosted: Tue Nov 29, 2005 9:19 pm    Post subject: Reply with quote

Wow... never thought of applying that to a bullet.

I wonder, if at those speeds would the mercury even effect the impact, and how much.

It also makes sense to use a heavy metal liquid like mercury to do it too. I wish I knew what the effect would be.
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garhkal
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PostPosted: Tue Nov 29, 2005 10:23 pm    Post subject: Reply with quote

From yaking with a marine sniper (whom gave me the idea), as long as there is 30cc worth of mecury in the .50 shell, then oh heck yea... Takes about 20% off teh range, but makes it have the punch (well almost) of a depleted uranium round, without the radiation problems.
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Jedi Skyler
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PostPosted: Thu Dec 01, 2005 10:17 am    Post subject: Reply with quote

Man, that could do the trick!

Talk about the size of the exit hole!!! Shocked

I wonder how such rounds would affect recoil, if at all...
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garhkal
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PostPosted: Fri Dec 02, 2005 2:30 am    Post subject: Reply with quote

From their talking about it, it was like the difference, between a buckshot from a shot gun (reg round from the barret) and a solid slug from a shotgun (this mod).. Basically it adds to it, but not quite to be double...

In game, i made the barret 'damaging' to anyone who uses it if their strenght is not a specific amount (3d+2), and for this round (which is what i call HEAVY TARGET INTERDICTOR) 4d+1. Recoil rating also affects the to hit roll, by adding to the 'dodge' of the target, depending on how fired:
Recoil: +10 without bipod, +5 with.
If fired from the 'hip', or while standing, add 5 to the above.
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Jedi Skyler
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PostPosted: Fri Dec 02, 2005 8:42 am    Post subject: Reply with quote

"...And in other galactic news, there has been a huge increase in the number of hip replacements among smugglers and mercenaries. It all seems to be attributed to their tendency to shoot 'from the hip' while using a brand-new type of ammunition designed to pack a lot more punch..." Laughing
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garhkal
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PostPosted: Fri Dec 02, 2005 9:17 am    Post subject: Reply with quote

ROTFL....

IIRC, i set the damage at 2 pips per point of strength less than the minimum strength rating required. So someone using HTIs with only a 2d+1 strength takes 4d damage...
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Jedi Skyler
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PostPosted: Fri Dec 02, 2005 11:13 am    Post subject: Reply with quote

Glad you liked that one... Very Happy
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Vartax
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PostPosted: Sat Dec 03, 2005 4:33 am    Post subject: Reply with quote

Do you guys think that a light saber with less than 5d would still be able to cut through anything such as for armour purposes?
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