The Diary Of John Sing
How weapons work.
Here we cover how the various damage types and weapon types work. Bleed out and vital hits are also covered here. Now trauma is another matter.
First the weapons with standard damage
Ballistics: These bullets hit people and put holes in them. Once damage is resolved if the person still lives then you have bleed out effects. Vital hits are only a 10% chance with standard ammunition. Against body armor these weapons do a minimum damage. Body armor stops all damage to a point then is penetrated but the concussive force still is absorbed by the body partly. Ballistic weapons do 10% minimum damage.
EG. You’re wearing a ballistic vest that stops 75 points of damage. Some punk fires and hits you with a 9mm causing 35 points of damage. While your vest prevents penetration including no bleed out affects you still take 3 points of damage from the force of the impact. In the event of a fractional hit round down in the player favor.
High Velocity: Ammunition designed to penetrate and puncture. While devastating initial damage there is little chance of vital damage to people. The rounds just leap though soft tissue. Minimum damage if blocked by armor is 15% chance of a vital hit on a non-called shot is 5%.
Energy: Weapons of tightly packed partials or beams of light that sear and burn though targets with a devastating effect. These weapons cause no bleed out effects as they cauterize the wounds as they pass though. They also have a low chance to hit the vitals causing more damage than anything else. Vital chance is 1% on a non-called shot. They also have no minimal damage.
Explosives: Bombs, grenades, missiles, mortars, all sorts of shit that goes boom! Often these weapons have two types of damage. A frag grenade has both cutting and concussive force. Energy shields can stop the concussive effects with a 10% minimum damage effect. The shrapnel is covered under the cutting damage type.
Cutting: Blades shrapnel and other weapons used to make lacerations. These weapons have a higher chance to hit vitals as they have a larger surface area. They also almost always cause bleed out effects if stabbed into the body. These weapons also have minimum damage of 20%. Vital chance is 40%.
So now we move on to how the diffrent ammunition/damage types work.
Gore Damage: This is caused be certian melee weapons like serrated combat knives and by bullets like hollow point rounds. These weapons are supposed to make things in the human body much worse. If a weapon doing this kind of damage gets though it does 25% more damage and has a 40% chance of causing a vital wound hit.
Armor Piercing or High Velocity: Ammunition designed to penetrate and puncture. While devastating initial damage there is little chance of vital damage to people. The rounds just leap though soft tissue. Minimum damage if blocked by armor is 15% chance of a vital hit on a non-called shot is 5%.