Grenades & Mortars
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- 13eowulf
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Grenades & Mortars
I know there is much to be talked about regarding explosives.
What I am looking for here is any book references for S.D.C. 40mm (or similar) grenade stats, and S.D.C. 60mm (or similar) Mortar stats (if they exist).
I would be more than happy to hear about home-brew stats for such as well, but first I would like any book references.
What I am looking for here is any book references for S.D.C. 40mm (or similar) grenade stats, and S.D.C. 60mm (or similar) Mortar stats (if they exist).
I would be more than happy to hear about home-brew stats for such as well, but first I would like any book references.
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Re: Grenades & Mortars
13eowulf wrote:I know there is much to be talked about regarding explosives.
What I am looking for here is any book references for S.D.C. 40mm (or similar) grenade stats, and S.D.C. 60mm (or similar) Mortar stats (if they exist).
I would be more than happy to hear about home-brew stats for such as well, but first I would like any book references.
40mm grenades do 1d4*100 damage to a 20' blast radius (yes, that's really times 100).
Mortor shells cost 100 dollars a shell (up to double for black market) and have no stats. they are simply assumed to blow up whatever they hit, or at least blow a hole in a large structure, unless the GM decides it's tough enough to take it. they're essentially megadamage weapons in an SDC setting.
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Re: Grenades & Mortars
Nekira Sudacne wrote:13eowulf wrote:I know there is much to be talked about regarding explosives.
What I am looking for here is any book references for S.D.C. 40mm (or similar) grenade stats, and S.D.C. 60mm (or similar) Mortar stats (if they exist).
I would be more than happy to hear about home-brew stats for such as well, but first I would like any book references.
40mm grenades do 1d4*100 damage to a 20' blast radius (yes, that's really times 100).
Mortor shells cost 100 dollars a shell (up to double for black market) and have no stats. they are simply assumed to blow up whatever they hit, or at least blow a hole in a large structure, unless the GM decides it's tough enough to take it. they're essentially megadamage weapons in an SDC setting.
And where were these stats found? *Spock eyebrow raise*
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Re: Grenades & Mortars
Ok, the numbers are a little off......numbers below are from the HU:GMG
40mm Grenade Launcher: 2D4x10 S.D. (same for thrown grenades)
66mm LAW: 1D6x100 S.D.
90mm Recoilless Rifle: 1D10x100 S.D.
Rocket Launcher "Super Bazooka": 1D4x100 S.D.
40mm Grenade Launcher: 2D4x10 S.D. (same for thrown grenades)
66mm LAW: 1D6x100 S.D.
90mm Recoilless Rifle: 1D10x100 S.D.
Rocket Launcher "Super Bazooka": 1D4x100 S.D.
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Re: Grenades & Mortars
drewkitty ~..~ wrote:Nekira Sudacne wrote:13eowulf wrote:I know there is much to be talked about regarding explosives.
What I am looking for here is any book references for S.D.C. 40mm (or similar) grenade stats, and S.D.C. 60mm (or similar) Mortar stats (if they exist).
I would be more than happy to hear about home-brew stats for such as well, but first I would like any book references.
40mm grenades do 1d4*100 damage to a 20' blast radius (yes, that's really times 100).
Mortor shells cost 100 dollars a shell (up to double for black market) and have no stats. they are simply assumed to blow up whatever they hit, or at least blow a hole in a large structure, unless the GM decides it's tough enough to take it. they're essentially megadamage weapons in an SDC setting.
And where were these stats found? *Spock eyebrow raise*
Ninja's and superspys page 143 for the rifle-mounted 40mm grenade launcher (the 2d4*10 grenade is not listed as 40mm)
The prices for mortor shells are listed in the explosive section on the next page, but no damage is listed.
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Re: Grenades & Mortars
Snake Eyes wrote:Ok, the numbers are a little off......numbers below are from the HU:GMG
40mm Grenade Launcher: 2D4x10 S.D. (same for thrown grenades)
66mm LAW: 1D6x100 S.D.
90mm Recoilless Rifle: 1D10x100 S.D.
Rocket Launcher "Super Bazooka": 1D4x100 S.D.
Then the HU: GMG and N&SS have different 40mm grenade launchers, because if you look in N&SS it's 1d4*100 for 40mm grenades. I use N&SS a lot more than HU so I grabbed the N&SS book.
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
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Re: Grenades & Mortars
Nekira Sudacne wrote:Snake Eyes wrote:Ok, the numbers are a little off......numbers below are from the HU:GMG
40mm Grenade Launcher: 2D4x10 S.D. (same for thrown grenades)
66mm LAW: 1D6x100 S.D.
90mm Recoilless Rifle: 1D10x100 S.D.
Rocket Launcher "Super Bazooka": 1D4x100 S.D.
Then the HU: GMG and N&SS have different 40mm grenade launchers, because if you look in N&SS it's 1d4*100 for 40mm grenades. I use N&SS a lot more than HU so I grabbed the N&SS book.
Well ok then, yup you're right......i guess the 40mm rifle launched grenade is different then a hand tossed one..
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Re: Grenades & Mortars
Compendium of Modern Weaponry has stats for both as does N&SS. Nightbane and dead reign has stats for the 400mm launched grenade.
Considering that Dead Reign has the most up-to-date stats; the damage is listed at 2d4x10 for launched or hand grenades.
Considering that Dead Reign has the most up-to-date stats; the damage is listed at 2d4x10 for launched or hand grenades.
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Re: Grenades & Mortars
I'd say use the most up to date stats, and for the sticklers for realism, a hand grenade should be slightly more powerful than a 40mm grenade due to more explosives within.
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Re: Grenades & Mortars
As for mortars, 2D4x10+20 is in Endless Dead for a 60mm Mortar round, with an ungodly radius...
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Re: Grenades & Mortars
Well, it's indirect fire, so i would hope the shrapnel would travel far. When you think about it, that's about an average of 50-60 damage rolled for direct hit, half for blast radius and half again if they rolled with impact. Seems about right. Bits of frag at the edge of an attack, there's a chance (pretty random) that you won't be disabled by that.
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Re: Grenades & Mortars
Alrik Vas wrote:Well, it's indirect fire, so i would hope the shrapnel would travel far. When you think about it, that's about an average of 50-60 damage rolled for direct hit, half for blast radius and half again if they rolled with impact. Seems about right. Bits of frag at the edge of an attack, there's a chance (pretty random) that you won't be disabled by that.
More like 60-80 average, i really hate that half damage rule though....
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Re: Grenades & Mortars
I tend to use the listed damage as the radius and double the damage to the poor schmoe that takes the direct hit. Triple for the AP style weapons.
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Re: Grenades & Mortars
Jefffar wrote:I tend to use the listed damage as the radius and double the damage to the poor schmoe that takes the direct hit. Triple for the AP style weapons.
Thats how i do it......makes for a very lethal game
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Re: Grenades & Mortars
I was thinking along these lines the other day, how do you guys handle blasts in enclosed places?
Throwing a 5D6 grenade with a 20 foot blast radius in a room that is 10X10.
Do you double the damage? More?
Throwing a 5D6 grenade with a 20 foot blast radius in a room that is 10X10.
Do you double the damage? More?
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Re: Grenades & Mortars
Warshield73 wrote:I was thinking along these lines the other day, how do you guys handle blasts in enclosed places?
Throwing a 5D6 grenade with a 20 foot blast radius in a room that is 10X10.
Do you double the damage? More?
I wouldn't really double the damage. The people in the 10x10 area are going to take (practically) the same damage they would have without the walls there, you know...dead guy status. The structure on the other hand is going to be pretty unfortunate. I'd probably give it 50% more, if not double.
Deadboy Dakka wrote:Alrik Vas wrote:Well, it's indirect fire, so i would hope the shrapnel would travel far. When you think about it, that's about an average of 50-60 damage rolled for direct hit, half for blast radius and half again if they rolled with impact. Seems about right. Bits of frag at the edge of an attack, there's a chance (pretty random) that you won't be disabled by that.
More like 60-80 average, i really hate that half damage rule though....
Most frag grenades have a kill radius of what, 20ft? Their injury radius is like, 60ft? (you can correct me on the specific numbers, but in reality grenades injure much further out than they kill). Palladium handles it differently, sure, but it still makes "RPG Sense" at least.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
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Re: Grenades & Mortars
Alrik Vas wrote:Warshield73 wrote:I was thinking along these lines the other day, how do you guys handle blasts in enclosed places?
Throwing a 5D6 grenade with a 20 foot blast radius in a room that is 10X10.
Do you double the damage? More?
I wouldn't really double the damage. The people in the 10x10 area are going to take (practically) the same damage they would have without the walls there, you know...dead guy status. The structure on the other hand is going to be pretty unfortunate. I'd probably give it 50% more, if not double.Deadboy Dakka wrote:Alrik Vas wrote:Well, it's indirect fire, so i would hope the shrapnel would travel far. When you think about it, that's about an average of 50-60 damage rolled for direct hit, half for blast radius and half again if they rolled with impact. Seems about right. Bits of frag at the edge of an attack, there's a chance (pretty random) that you won't be disabled by that.
More like 60-80 average, i really hate that half damage rule though....
Most frag grenades have a kill radius of what, 20ft? Their injury radius is like, 60ft? (you can correct me on the specific numbers, but in reality grenades injure much further out than they kill). Palladium handles it differently, sure, but it still makes "RPG Sense" at least.
True, they due injure further out, but in most games grenades are frakking useless. Even more so in Rifts. Yes I know thats no the setting we are talking about but it pisses me off.
Uhh... Dragging of flesh and bone followed by a moan? Let's go examine the creepy sound.
With an automatic shotgun of course.
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Re: Grenades & Mortars
Grenades are expensive, but totally worth it even with their puny areas of effect.
I can't remember how many times grenades have been the only answer for some antagonist with crazy autododge.
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I can't remember how many times grenades have been the only answer for some antagonist with crazy autododge.
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Re: Grenades & Mortars
flatline wrote:Grenades are expensive, but totally worth it even with their puny areas of effect.
I can't remember how many times grenades have been the only answer for some antagonist with crazy autododge.
--flatline
I have to agree. Grenades are more then damage. They are concussion including things like knockdown. If your an SDC person in MDC armor and a grenade goes off next to you your going to have a few broken bones at the least.
Add in the indirect fire aspect you can throw them over cover, around a corner, use them to clear a corridor or seal a tunnel behind you and grenades can scratch the itch that no other weapon can reach.
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Re: Grenades & Mortars
Deadboy Dakka wrote:Alrik Vas wrote:Warshield73 wrote:I was thinking along these lines the other day, how do you guys handle blasts in enclosed places?
Throwing a 5D6 grenade with a 20 foot blast radius in a room that is 10X10.
Do you double the damage? More?
I wouldn't really double the damage. The people in the 10x10 area are going to take (practically) the same damage they would have without the walls there, you know...dead guy status. The structure on the other hand is going to be pretty unfortunate. I'd probably give it 50% more, if not double.Deadboy Dakka wrote:Alrik Vas wrote:Well, it's indirect fire, so i would hope the shrapnel would travel far. When you think about it, that's about an average of 50-60 damage rolled for direct hit, half for blast radius and half again if they rolled with impact. Seems about right. Bits of frag at the edge of an attack, there's a chance (pretty random) that you won't be disabled by that.
More like 60-80 average, i really hate that half damage rule though....
Most frag grenades have a kill radius of what, 20ft? Their injury radius is like, 60ft? (you can correct me on the specific numbers, but in reality grenades injure much further out than they kill). Palladium handles it differently, sure, but it still makes "RPG Sense" at least.
True, they due injure further out, but in most games grenades are frakking useless. Even more so in Rifts. Yes I know thats no the setting we are talking about but it pisses me off.
I like it when grenades kill, too. We're playing Only War right now, most things absorb about 6 damage and have about 8 wounds, frag grenades do 2d10. One guy lays down suppressive fire, the rest of us huck a frag. Dead guys everywhere...
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Re: Grenades & Mortars
One of the problems the group I'm in has found is that there are way too many sources of grenades, mortars, and infantry missiles. We wound up collating and reconciling them, we have an SDC and an MDC list.
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Re: Grenades & Mortars
Well, to be honest, though simplifying things is often great, weapons are tricky. To say they all do the same thing is a bit of a disservice (in an RPG, where combat is such a big deal anyway). Though for your purposes that might work out great, not hating.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
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