| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • Stop wasting time looking for files and revisions. Connect your Gmail, DriveDropbox, and Slack accounts and in less than 2 minutes, Dokkio will automatically organize all your file attachments. Learn more and claim your free account.

View
 

Morrow Project Explosions

Page history last edited by Michael 2 years, 9 months ago

back to the Index or the Game Mechanics page

 


Blast Damage Calculation

 

    The following chart gives the mass of explosive (in kilograms) required to produced a given damage, and the maximum armor penetration for that amount of damage. Explosions with no fragmentation effect do the listed damage out to the range value, and then drop 1d6 of damage for each additional increment of the range value. Weapons with a fragmentation effect will do more dice of damage, and have a larger range increment. Range increment will often be negatively affected by fuse sophistication -- a shell that digs into the ground before exploding will do less damage at range.

 

Explosive Damage

explosive

RE

3d6

4d6

5d6

6d6

7d6

8d6

9d6

10d6

11d6

12d6

range

black powder, 40% ammonium dynamite

0.5

0.1

0.2

0.4

1.8

2.8

4

6.4

9

13.6

20

m = 1/4 core dice

TNT, military or 60% commercial dynamite, nitrocellulose, nitrostarch

1.0

0.05

0.1

0.2

0.9

1.4

2

3.2

4.5

6.8

10

m = 1/3 core dice

C-3, C-4. Semtex, Composition B, Amatol

1.25-1.35

0.04

0.07

0.15

1

1.4

1.5

2.4

3.4

5

7.5

m = 1/2 core dice

nitroglycerin, Octol, Hexogen, PETN, RDX

1.6

0.03

0.05

0.1

0.2

0.9

1.4

2

3.2

6.8

10

m = 1/2 core dice

 

     For larger charges, use this formula to find the mass of C-4 needed to produce a given blast:

 

(core dice)³ / 200 = mass in kilograms

  (40 / (core dice)) + 3 = range increment in meters

 

     The calculation to find the damage for a given amount of C-4 is:

 

(200 x mass, kg) = core dice

 

     The effect of charge placement are as follows:

 

Explosive Charge Placement Effects

not in contact

maximum penetration = number of dice x 3

in contact with target

maximum penetration = number of dice x 4

tamped charge or well-placed

maximum penetration = number of dice x 5, +20% damage to target

internal charge

maximum penetration = number of dice x 6, +50% damage to target

shaped charge

maximum penetration from research, +100% damage to target

 

Sample Explosives

 

  • 1/2 pound stick of military dynamite:  5d6 out to 2 meters, minus 1d6 for each 2 meters beyond that

  • 3 stick bundle of commercial dynamite:  6d6 out to 2 meters, minus 1d6 for each 2 meters beyond that

  • blasting cap:  2d6

  • fragmentation hand grenades (e.g., Mills bomb, or Mk II):  4d6 out to 4 meters, minus 1d6 for each 4 meters beyond that

  • blast hand grenades (e.g. German stick grenade):  4d6 out to 2 meters, minus 1d6 for each 2 meters beyond that

  • 100 pound aerial bomb:  20d6 out to 5 meters, minus 1d6 for every 5 meters beyond that

  • 250 pound aerial bomb:  28d6 out to 4 meters, minus 1d6 for every 4 meters beyond that

 

Artillery Shell Example

 

     We found a good description of all the fragmentation sizes, velocities and ranges for German 88mm high-explosive shells and American 105mm shells ... this will do an an example for other shells with high-explosive filler between 75 and 105 millimeters diameter:

 

88mm Artillery Shell Explosion Damage

distance

effects

0 - 2 m

6d6 blast damage, + make a POWx2 roll on 1d100. If you fail, take 1d2 damage from a fragment. If you fail by more than 30 points, take a 1d10 fragment instead. If you fail by more than 50 points, or fumble, take a 4d6+1 fragment instead. If you roll 00, take a 1d10 and a 4d6+1 fragment to separate locations

2 - 4 m

5d6 blast damage + make a POWx3 roll on 1d100. If you fail, take 1d2 damage from a fragment. If you fail by more than 30 points, take a 1d10 fragment instead. If you fail by more than 50 points, or fumble, take a 4d6+1 fragment instead.

4 - 6 m

4d6 blast damage + make a POWx4 roll on 1d100. If you fail, take 1d2 damage from a fragment. If you fail by more than 30 points, take a 1d10 fragment instead. If you fail by more than 50 points, or fumble, take a 4d6+1 fragment instead.

6 - 8 m

3d6 blast damage + make a POWx5 roll on 1d100. If you fail, take 1d2 damage from a fragment. If you roll 96+, take a 1d10 fragment instead.

8 -10 m

2d6 blast damage + make a POWx6 roll on 1d100. If you fail, take 1d2 damage from a fragment. If you roll 97+, take a 1d10 fragment instead.

10- 12 m

1d6 blast damage + make a POWx7 roll on 1d100. If you fail, take 1d2 damage from a fragment. If you roll 98+, take a 1d10 fragment instead.

12 - 20 m

make a POWx8 roll on 1d100. If you fail, take 1d2 damage from a fragment. If you roll 99+, take a 1d10 fragment instead.

20 - 80 m

make a POWx10 roll on 1d100. If you fail, take 1d8 from a fragment.

 

     Non-player characters not in hard cover, or not wearing body armor, will be casualties at 12 meters range from the blast.

  • Maximum penetration of 1d2 fragments is 2 points of armor; they're about 0.6 grams by weight.

  • Maximum penetration of 1d10 fragments is 7 points of armor; they're about 6 grams by weight, sort of bullet-sized.

  • Maximum penetration of 4d6+1 fragments is 10 points of armor; they're about 30 grams by weight.

  • For a 105mm shell, they start with 8d6 blast damage, but the blast still drops off 1d6 for every 2 meters ... so some more effects out to 16 meters. NPCs in the open, not wearing body armor, will be casualties at 25 meters range from the blast.

  • For a 155mm shell, the explosion starts at 11d6 blast damage, and the blast drops off 1d6 for every 3 meters. NPCs in the open, not wearing body armor, will be casualties at 50 meters range from the blast. The "large" fragments do 2d10+4 damage, and have a maximum penetration of 12 points of armor; they're about 50 grams by weight.

Comments (0)

You don't have permission to comment on this page.