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Snake Eyes wrote:I'm going to be running a Heroes Unlimited game soon and i need your GM ideas regarding explosives vs A.R.
I was going to rule that explosives reduce the A.R. of armor by half, and if i still rolled below the A.R. it would still do half damage.....
Give me your ideas please
No canon answer available at the moment as my books aren't with me, but if memory serves, explosives don't roll against AR at all, damaging EVERYTHING within their area of effect.
Sure, lions and tigers are stronger... But I've never seen a wolf jump through hoops in a circus
This is one of the Things I wish could be expanded....or to put all the AR rules in One spot.
If there is no strike roll then AR's are irrelevant. Is one way to read the text.
I agree with JC that they damage everything in the AoE. However, unless there is something that modifies things.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Icefalcon wrote:I always rule that explosives ignore A.R. and that it also damages the SDC of the armor accordingly.
Good point....
Another question came up while NPCs for my HU game, the Microjet ammo in AU, when they strike a target they explode (18" blast), plus it doesn't specify whether they ignore the target's A.R. (AU pg 180). Would you rule that these rounds ignore A.R.
Icefalcon wrote:I always rule that explosives ignore A.R. and that it also damages the SDC of the armor accordingly.
Good point....
Another question came up while NPCs for my HU game, the Microjet ammo in AU, when they strike a target they explode (18" blast), plus it doesn't specify whether they ignore the target's A.R. (AU pg 180). Would you rule that these rounds ignore A.R.
This is a little more tricky to deal with. First the explosive is contained in a very small round as opposed to being an explosive first. The thing is, most damage from an explosion is derived from the concussive force of the blast. For something like this, I might determine that A.R. is half and the explosive quality adds a knockdown component on top of the damage it delivers. My reason on the half A.R. is that the bullet actually has to impact first before the explosion happens. Otherwise, I would be open to anything that sounds better.
*Sniff, Sniff* Why does it smell like wet dog in here?!
Icefalcon wrote:I always rule that explosives ignore A.R. and that it also damages the SDC of the armor accordingly.
Good point....
Another question came up while NPCs for my HU game, the Microjet ammo in AU, when they strike a target they explode (18" blast), plus it doesn't specify whether they ignore the target's A.R. (AU pg 180). Would you rule that these rounds ignore A.R.
This is a little more tricky to deal with. First the explosive is contained in a very small round as opposed to being an explosive first. The thing is, most damage from an explosion is derived from the concussive force of the blast. For something like this, I might determine that A.R. is half and the explosive quality adds a knockdown component on top of the damage it delivers. My reason on the half A.R. is that the bullet actually has to impact first before the explosion happens. Otherwise, I would be open to anything that sounds better.
Ah, good point, thanks for that answer, that'll work perfectly in my next game
Icefalcon wrote:I always rule that explosives ignore A.R. and that it also damages the SDC of the armor accordingly.
Good point....
Another question came up while NPCs for my HU game, the Microjet ammo in AU, when they strike a target they explode (18" blast), plus it doesn't specify whether they ignore the target's A.R. (AU pg 180). Would you rule that these rounds ignore A.R.
This is a little more tricky to deal with. First the explosive is contained in a very small round as opposed to being an explosive first. The thing is, most damage from an explosion is derived from the concussive force of the blast. For something like this, I might determine that A.R. is half and the explosive quality adds a knockdown component on top of the damage it delivers. My reason on the half A.R. is that the bullet actually has to impact first before the explosion happens. Otherwise, I would be open to anything that sounds better.
Ah, good point, thanks for that answer, that'll work perfectly in my next game
Glad to be of help.
*Sniff, Sniff* Why does it smell like wet dog in here?!