Ballistics and Armor guide

slavyori

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This a ballistic chart I made for another server long ago, but I figured I would post it here too to help players who don't know much about firearm ballistics and such. You do not need to know anything from this chart, and please do not use this chart to argue with GMs. This exists purely to help players and GMs get a general understanding of firearm ballistics if they do not know much. Feel free to just look it over before buying firearms or armor, at the very least.

The guide has also been approved by Mickee already, so please don't DM me with complaints about it, but you can offer suggestions.

https://docs.google.com/spreadsheet...s2arZ-CA6MWJ9nqBshV-uw-Ieg8/edit?usp=drivesdk
 
Resident gun nerd here:

As someone who has done enough research to maybe fill an essay's worth of knowledge into a forum post, I'd like to keep it short and just ask a couple questions that (hopefully!) gets answers that will help GMs (and players) out when it comes to making rulings.

--
1. Pulse is not listed. It was explained that it is almost "similar to plasma [sic]" in that it melts the material in front of it. So,
a). What is the limit to pulse's damage?
b). Can it be registered on a NIJ / GOST scale?
c). Does it entirely depend on if the GM ate breakfast that morning? [// joking]

2. Some bullets have different variants, more particularly, 7.62 and 5.45 come to mind - and since it's unlikely we'll ever be firing specifically AP rounds,
a). What bullet variants are the most common, in such that it's the round we're most likely to be using in our guns?

and finally, 3. What is the rating of some of the Combine's armor?
a). Can they be put on a NIJ / GOST scale?
--

I hope these questions are worded well enough to be answered to the fullest capacity possible, and they originate from a place in which I hope both players and GMs can reach mutual understandings in combat rulings -- and so that hissy fits can be avoided where possible.

If you have any questions please feel free to reply, I'll be happy to clarify anything that needs clarifying.
 
Resident gun nerd here:

As someone who has done enough research to maybe fill an essay's worth of knowledge into a forum post, I'd like to keep it short and just ask a couple questions that (hopefully!) gets answers that will help GMs (and players) out when it comes to making rulings.

--
1. Pulse is not listed. It was explained that it is almost "similar to plasma [sic]" in that it melts the material in front of it. So,
a). What is the limit to pulse's damage?
b). Can it be registered on a NIJ / GOST scale?
c). Does it entirely depend on if the GM ate breakfast that morning? [// joking]

2. Some bullets have different variants, more particularly, 7.62 and 5.45 come to mind - and since it's unlikely we'll ever be firing specifically AP rounds,
a). What bullet variants are the most common, in such that it's the round we're most likely to be using in our guns?

and finally, 3. What is the rating of some of the Combine's armor?
a). Can they be put on a NIJ / GOST scale?
--

I hope these questions are worded well enough to be answered to the fullest capacity possible, and they originate from a place in which I hope both players and GMs can reach mutual understandings in combat rulings -- and so that hissy fits can be avoided where possible.

If you have any questions please feel free to reply, I'll be happy to clarify anything that needs clarifying.
1. The effect of Pulse rounds varies widely depending on the GM, event, and injury location. But a safe bet is to assume it is equal to 7.62x51 in damage.

2. FMJ or Ball ammo is the usual ammo type.

3. It is usually Level 3 but can be stronger or weaker depending on the GM.
 
I can only speak as to my opinion on pulse.
  1. Pulse has kinetic energy to equal to 30-06. So each time a person is hit they really should feel like they're getting their legs kicked out underneath them.
  2. Pulse does not have armor pen it has armor degradation.
    1. Penetration bypasses armor while DEGREDATION removes the armor.
    2. The better armor you wear the better KINETIC resistance you gain, however T3 Ceramic plates vs T5 Steel plates makes no difference as to how the PULSE DEGREDATES the AMOUNT of armor you have. In laymen's terms, the thicker the better against pulse when it comes to inorganic material.
  3. Pulse will flash cauterize any wound inflicted to the body. You can not, and will not, bleed out from pulse.
  4. Pulse does not penetrate hardened material very well [Refer to the pen vs deg example] however it will chew through nearly anything given enough time and material, ergo, it's anti-material as well.1747679598303.png

    Line 1 provides next to no protection against
    pulse, if anything the superheated material would simply melt through the thin metal bars and probably just shrapnel the fuck out of who ever is behind it.

    Line 2 provides enough cover to hide behind against one to two soldiers for a decent amount of time. Although technically all bullets will EVENTUALLY go through this concrete barricade, pulse will punch through CONSIDERABLLY quicker

    As for the armor of units it depends on the units. OTF grunts probably rock T3, special units probably rock T4 etc.





 
I can only speak as to my opinion on pulse.
  1. Pulse has kinetic energy to equal to 30-06. So each time a person is hit they really should feel like they're getting their legs kicked out underneath them.
  2. Pulse does not have armor pen it has armor degradation.
    1. Penetration bypasses armor while DEGREDATION removes the armor.
    2. The better armor you wear the better KINETIC resistance you gain, however T3 Ceramic plates vs T5 Steel plates makes no difference as to how the PULSE DEGREDATES the AMOUNT of armor you have. In laymen's terms, the thicker the better against pulse when it comes to inorganic material.
  3. Pulse will flash cauterize any wound inflicted to the body. You can not, and will not, bleed out from pulse.
  4. Pulse does not penetrate hardened material very well [Refer to the pen vs deg example] however it will chew through nearly anything given enough time and material, ergo, it's anti-material as well.View attachment 946

    Line 1 provides next to no protection against
    pulse, if anything the superheated material would simply melt through the thin metal bars and probably just shrapnel the fuck out of who ever is behind it.

    Line 2 provides enough cover to hide behind against one to two soldiers for a decent amount of time. Although technically all bullets will EVENTUALLY go through this concrete barricade, pulse will punch through CONSIDERABLLY quicker

    As for the armor of units it depends on the units. OTF grunts probably rock T3, special units probably rock T4 etc.




This is pretty much my thoughts exactly. I never could wrap around the possible technical feasibility behind pulse somehow having penetrative properties, aside from it just being hot enough to blow through materials.

Thanks for the clarification!
 
I can only speak as to my opinion on pulse.
  1. Pulse has kinetic energy to equal to 30-06. So each time a person is hit they really should feel like they're getting their legs kicked out underneath them.
  2. Pulse does not have armor pen it has armor degradation.
    1. Penetration bypasses armor while DEGREDATION removes the armor.
    2. The better armor you wear the better KINETIC resistance you gain, however T3 Ceramic plates vs T5 Steel plates makes no difference as to how the PULSE DEGREDATES the AMOUNT of armor you have. In laymen's terms, the thicker the better against pulse when it comes to inorganic material.
  3. Pulse will flash cauterize any wound inflicted to the body. You can not, and will not, bleed out from pulse.
  4. Pulse does not penetrate hardened material very well [Refer to the pen vs deg example] however it will chew through nearly anything given enough time and material, ergo, it's anti-material as well.View attachment 946

    Line 1 provides next to no protection against
    pulse, if anything the superheated material would simply melt through the thin metal bars and probably just shrapnel the fuck out of who ever is behind it.

    Line 2 provides enough cover to hide behind against one to two soldiers for a decent amount of time. Although technically all bullets will EVENTUALLY go through this concrete barricade, pulse will punch through CONSIDERABLLY quicker

    As for the armor of units it depends on the units. OTF grunts probably rock T3, special units probably rock T4 etc.




This is insane fucking information to learn 3 months into the iteration

I remember when one of you guys told us "no armor can stop pulse" on The Hive. A darker era truly
 
Who the fuck said that lol.

Also yeah, if I knew there was confusion about pulse I would have said something sooner
 
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This is insane fucking information to learn 3 months into the iteration

I remember when one of you guys told us "no armor can stop pulse" on The Hive. A darker era truly
it was prob Mickee lmao
 
Who the fuck said that lol.

Also yeah, if I knew there was confusion about pulse I would have said something sooner
this is half of why we were all pissed that you guys kept throwing OTF at us
 
The only pulse rounds I'd assume that would REALLY fuck your shit up would be from the CISR. I don't fully remember, but I think it takes 1-2 shots for it to kill regular resistance members, making it horrifying to deal with. But if I'm correct it's 'powered' by the suits of the overwatch units. I gotta recheck my lore on that one. Been a while.
 
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Well if /I/ Run any OTF event keep what I said in mind until it's finalized with mickee
 
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