
Originally Posted by
mudpyr8
I've found that assessing "accurate" damage correlation between DC and any amount of gun statistics is difficult at best. GURPS does a pretty good job of representing this on many levels, but also presents a fairly lethal system for handling it.
This is what I've found works for me. Most weapons can be classified in this manner such that for a cinematic game it provides enough realism yet is easy to manage.
Pistol Rounds
tiny (5-6mm, .22) 1/2d6
v small (7-8mm,) 1d6-1
small (9mm, .38) 1d6
medium (.41, 10mm) 1d6+1
large (.45, 11mm) 1 1/2d6, +1 STUN
v large (.44 mag, .50, 12mm) 2d6, +1 STUN
high velocity (e.g. 9mm para, 357 mag) +1 DC
Rifle Rounds
All rounds are AP due to velocity
v small (3.5-5mm) 1 1/2d6
small (4.5-6.5mm, .223) 2d6
medium (6.5-8.5mm, .308, 30-06) 2d6+1, +1 STUN
large (8.5mm-10.5mm, .44, .45) 2 1/2d6, +1 STUN
v large (10.5-12.5mm, .50) 3d6, +1 STUN
huge (14.5mm) 3d6+1, +1 STUN
All "bullet proof" armor (Threat III & IV) provide one level of hardening. This means that a second chance vest (rPD 6 or 7) vs. a Rifle is still going to allow someone to die. However, a level II vest (DEF 8) is still going to offer good protection, since it's hardened, and if it has the inserts (+3 DEF) be effectively bullet proof vs. most rifle rounds.
This has worked really well for me. If you are using DC, just add AP to all rifles and hardened to level III/IV armor. Done.
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