Link to the National Institute of Justice pdf about the level criteria.
The GURPS standard for penetration is based on the average roll of a six sided die, or 3.5 points.
That means that something that is proof against 2d will have DR 7. That also means that 2d can penetrate it on a good die roll.
This is GURPS and not the real world, but we're going to try to get things to pass a reality check and still conform to the game assumptions.
What they're supposed to stop:
Type IIA: 9mm and .40 S&W
Type II: 9mm and .357 Magnum
Type IIIA: .357 SIG and .44 Magnum
Type III: Rifles 7.62x51mm M80 ball from an M14 is what's spec'd.
Type IV: Armor piercing rifles .30-06 M2 AP from an M1 is what's spec'd.
The standards specify bullet weight and velocity.
IIA: 2d+2 pi and 2d pi+ --> DR 9
II: 3d pi --> DR 10
IIIA: 3d-1 pi and 3d+2 pi+ --> DR 12
III: 7d pi --> DR 25
IV: 5d(2) pi- --> DR 35
Quite simple, really.
Interesting, I remember back in the 90's when I was shooting Garands competitively we would use the AP rounds since they were far more accurate at the longer (600m) ranges and there was no body armor (at the time) that would stop them... In fact we demonstrated that for local PD as a "REALLY be careful, body armor does not make you immune" with the 30.06 round being so common as a hunting round... Good to see that something exists now to at least give some protection...
ReplyDeleteOnly passing familiarity with the GURPS stuff, we used the HERO system a lot since it was fairly simple, but interesting how detailed that system can get...