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<blockquote data-quote="Zoatebix" data-source="post: 2497508" data-attributes="member: 11401"><p>Thanks for the ideas, UK! I'd say that I'm especially looking forward to Chronicle, but since I was already planning on buying everything...</p><p></p><p></p><p></p><p>He does indeed: one Russian nuclear cruise missile, the RK-55 Granat whose NATO reporting name is SS-N-21 Sampson, and one US ballistic missile (the Trident D-5). The former has an average damage of 2415, the later 2100. I believe that the Garant's warhead is 200 Kilotons, which puts Pulver's Nuke damage in the same order of magnitude as your Nuke damage, if I've extrapolated the shockwave damage from the kiloton epic spell correctly (5906.25 damage for 200 kilotons. I'd get a pretty number if I converted using dice of damage rather than just raw damage...). The area of effect for the Granat's blast is 40,960 feet, and 20,480 feet for the Trident missile.</p><p></p><p>As far as I'm concerned, that's so close that I'd call you guys pretty much on the same page.</p><p></p><p>As for the M1A1's damage, Military Vehicle stats an 120mm smoothbore tank gun firing an armor-piercing fin-stabilised discarding sabot round does 10d12 damage and either reduces a targets armor (hardness) by ten or halves its hardness, whichever results in a greater reduction. HEAT-MP ammo does only 10d8 damage but has a blast radius of 20 ft. For non-military buffs, the HEAT stands for high explosive anti tank and the MP stands for multi-purpose, meaning the ammo has an anti-personal fragmentation effect in addition to it's shaped-charge tank killing properties.</p><p></p><p>Pulver does provide design formula for his stats. Vehicle hit points are derived with the formula 23 times (the square root of the square root of the vehicle's usual operating weight in tons), with adjustments up or down based on known ruggedness or lack of survivability in the real world.</p><p></p><p>Real world vehicle armor is described in terms as being equivalent to some thickness (in milimeters) of rolled homogenous armor (RHA), AKA military steel plate. Amor (hardness) in the Military Vehicles book is equal to 5 times the cube root of the RHA equivalent of the armor.</p><p></p><p>Unarmored vehicles were assigned a hardness from 3 to 5. Other vehicles have real-world armor described as resistant "to small arms fire" or "up to 23mm cannon". Such vehicles were assigned a hardness equal to or greater than an average damage roll made by that particular attack.</p><p></p><p>Explosive damage has a formula, too: approximately (the square root of the square root of the warhead weight in pounds) times 1.66 for missiles and bombs, or times 2 for torpedos. Nuclear ordinance replaces the warhead weight with the value (2 million times the yield in kilotons). So he ends up at about 1/3 your damage at 1 kiloton and 1/2 your damage at 200, ignoring the heat damage and vaporisation. Not too bad.</p><p></p><p>Okay - I think if I paraphrased any more information I'd have to slap an OGL on this post <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> .</p><p></p><p></p><p>Fieari, thanks for recommending Ken Hood's Grim 'n Gritty rules. I'm actually going to be using a rather similar variant damage system in my game: the damage save system from Steve Kenson's True 20. It's pretty much the Mutants and Masterminds/BlueRose damage system ('cause, you know, Kenson wrote those too). It's simpler and more elegant than Grim 'n Gritty, but not quite as simple as hit points. I like it a lot, especially for human-like targets, but I'm not sure how well it works on objects, vehicles, and really big and fantastic creatures. But since True20 and normal d20 convert pretty easily back and forth, I was hoping to get a good, accurate, d20 object and material damage system that I could jury-rig to give similar results with the damage-save mechanic.</p><p></p><p>-George</p></blockquote><p></p>
[QUOTE="Zoatebix, post: 2497508, member: 11401"] Thanks for the ideas, UK! I'd say that I'm especially looking forward to Chronicle, but since I was already planning on buying everything... He does indeed: one Russian nuclear cruise missile, the RK-55 Granat whose NATO reporting name is SS-N-21 Sampson, and one US ballistic missile (the Trident D-5). The former has an average damage of 2415, the later 2100. I believe that the Garant's warhead is 200 Kilotons, which puts Pulver's Nuke damage in the same order of magnitude as your Nuke damage, if I've extrapolated the shockwave damage from the kiloton epic spell correctly (5906.25 damage for 200 kilotons. I'd get a pretty number if I converted using dice of damage rather than just raw damage...). The area of effect for the Granat's blast is 40,960 feet, and 20,480 feet for the Trident missile. As far as I'm concerned, that's so close that I'd call you guys pretty much on the same page. As for the M1A1's damage, Military Vehicle stats an 120mm smoothbore tank gun firing an armor-piercing fin-stabilised discarding sabot round does 10d12 damage and either reduces a targets armor (hardness) by ten or halves its hardness, whichever results in a greater reduction. HEAT-MP ammo does only 10d8 damage but has a blast radius of 20 ft. For non-military buffs, the HEAT stands for high explosive anti tank and the MP stands for multi-purpose, meaning the ammo has an anti-personal fragmentation effect in addition to it's shaped-charge tank killing properties. Pulver does provide design formula for his stats. Vehicle hit points are derived with the formula 23 times (the square root of the square root of the vehicle's usual operating weight in tons), with adjustments up or down based on known ruggedness or lack of survivability in the real world. Real world vehicle armor is described in terms as being equivalent to some thickness (in milimeters) of rolled homogenous armor (RHA), AKA military steel plate. Amor (hardness) in the Military Vehicles book is equal to 5 times the cube root of the RHA equivalent of the armor. Unarmored vehicles were assigned a hardness from 3 to 5. Other vehicles have real-world armor described as resistant "to small arms fire" or "up to 23mm cannon". Such vehicles were assigned a hardness equal to or greater than an average damage roll made by that particular attack. Explosive damage has a formula, too: approximately (the square root of the square root of the warhead weight in pounds) times 1.66 for missiles and bombs, or times 2 for torpedos. Nuclear ordinance replaces the warhead weight with the value (2 million times the yield in kilotons). So he ends up at about 1/3 your damage at 1 kiloton and 1/2 your damage at 200, ignoring the heat damage and vaporisation. Not too bad. Okay - I think if I paraphrased any more information I'd have to slap an OGL on this post :p . Fieari, thanks for recommending Ken Hood's Grim 'n Gritty rules. I'm actually going to be using a rather similar variant damage system in my game: the damage save system from Steve Kenson's True 20. It's pretty much the Mutants and Masterminds/BlueRose damage system ('cause, you know, Kenson wrote those too). It's simpler and more elegant than Grim 'n Gritty, but not quite as simple as hit points. I like it a lot, especially for human-like targets, but I'm not sure how well it works on objects, vehicles, and really big and fantastic creatures. But since True20 and normal d20 convert pretty easily back and forth, I was hoping to get a good, accurate, d20 object and material damage system that I could jury-rig to give similar results with the damage-save mechanic. -George [/QUOTE]
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