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Grenades & Mortars

Posted: Tue Aug 13, 2013 6:57 pm
by 13eowulf
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.

Re: Grenades & Mortars

Posted: Tue Aug 13, 2013 7:12 pm
by Nekira Sudacne
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.

Re: Grenades & Mortars

Posted: Wed Aug 14, 2013 11:20 pm
by drewkitty ~..~
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*

Re: Grenades & Mortars

Posted: Wed Aug 14, 2013 11:31 pm
by Snake Eyes
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.

Re: Grenades & Mortars

Posted: Thu Aug 15, 2013 3:44 am
by Nekira Sudacne
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.

Re: Grenades & Mortars

Posted: Thu Aug 15, 2013 3:45 am
by Nekira Sudacne
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.

Re: Grenades & Mortars

Posted: Thu Aug 15, 2013 1:59 pm
by Snake Eyes
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..

Re: Grenades & Mortars

Posted: Thu Aug 15, 2013 6:47 pm
by Icefalcon
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.

Re: Grenades & Mortars

Posted: Thu Aug 15, 2013 7:45 pm
by Jefffar
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.

Re: Grenades & Mortars

Posted: Tue Sep 10, 2013 12:18 am
by Deadboy Dakka
As for mortars, 2D4x10+20 is in Endless Dead for a 60mm Mortar round, with an ungodly radius...

Re: Grenades & Mortars

Posted: Tue Sep 10, 2013 4:47 pm
by Alrik Vas
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.

Re: Grenades & Mortars

Posted: Tue Sep 10, 2013 10:53 pm
by Deadboy Dakka
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....

Re: Grenades & Mortars

Posted: Tue Sep 10, 2013 11:05 pm
by Jefffar
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.

Re: Grenades & Mortars

Posted: Tue Sep 10, 2013 11:49 pm
by Snake Eyes
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 :twisted:

Re: Grenades & Mortars

Posted: Wed Sep 11, 2013 1:19 am
by Warshield73
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?

Re: Grenades & Mortars

Posted: Wed Sep 11, 2013 12:36 pm
by Alrik Vas
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.

Re: Grenades & Mortars

Posted: Sun Sep 15, 2013 5:07 am
by Deadboy Dakka
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.

Re: Grenades & Mortars

Posted: Sun Sep 15, 2013 4:43 pm
by flatline
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

Re: Grenades & Mortars

Posted: Sun Sep 15, 2013 8:55 pm
by Warshield73
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.

Jane Cobb said it all in Serenity while being chased by reapers "Gee, I wish we had some grenades."

Re: Grenades & Mortars

Posted: Mon Sep 16, 2013 10:38 pm
by Alrik Vas
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...

Re: Grenades & Mortars

Posted: Tue Sep 17, 2013 1:29 am
by SpiritInterface
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.

Re: Grenades & Mortars

Posted: Tue Sep 17, 2013 12:50 pm
by Alrik Vas
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.