Hi JD!
JDWiker said:
I'd have to agree that the numbers seem too low--and, for the most part, I'm the one who put them in there.
Well at least you are honest.
JDWiker said:
The idea was that they would be commensurate with the rest of the starship weapons, but other factors were supposed to make them more efficient.
I see this as an indictment of all the weapons though - not just nukes. I'll try and explain below.
JDWiker said:
For example, the revised starship rules leave out the fact that damage is doubled in the initial blast radius (600 feet for low-yield nukes, 3 miles for high-yield nukes), normal for a certain radius beyond that, and halved for a certain radius beyond that.
Makes them *a little* better, and certainly better than just throwing three hand grenades, but I'll take at least part of the blame for not assigning higher damage numbers, even without the doubling.
Here is how I see modern and future weaponry and armour being properly rated according to the d20 fundamental rule that:
x8 mass (or one size category) = x1.5 (base) damage.
Now in d20 Future we are also told that each Progress Level can reduce the size of previous PL equipment by one category and maintain the same power output.
So reverse engineering that law and we can estimate that the same peice of equipment will be (roughly) x1.5 more effective (either weaponry or armour) for each Progress Level increase.
Case Study: 1 - Melee Weapons.
PL 2: Greatsword = 2d6
PL 3: Mercurial Greatsword = 2d8
PL 4: ? (Okay I haven't worked this one out yet) = 4d6
PL 5: 2-H Chainsaw = 4d8
PL 6: 2-H Vibroblade = 8d6
PL 7: 2-H Monoweapon = 8d8
PL 8: 2-H Beamsword = 16d6
etc.
Case Study: 2 - Missile Weapons.
PL 1: Shortbow = 1d6
PL 2: X-Bow, Longbow = 1d8
PL 3: Heavy X-bow = 2d6
PL 4: Arquebus = 3d6
PL 5: Assault Rifle = 4d6 (5.56mm) 5d6 (7.62 mm)
PL 6: Laser Rifle = 6d6 (or 7d6)
PL 7: Plasma Rifle = 8d6 (up to 11d6)
PL 8: Pulse Rifle = 12d6 (up to 15d6)
etc.
Case Study: 3 - Explosives
PL 1: Greek Fire = 1d6
PL 2: ? = 1d8
PL 3: Bomb (Gunpowder) = 2d6
PL 4: Dynamite = 3d6
PL 5: Fragmentation Grenade = 4d6 (or 5d6)
PL 6: Concussion Grenade = 6d6 (or 7d6)
PL 7: Gravitic Grenade = 8d6 (up to 11d6)
PL 8: Thermal Detonator = 12d6 (up to 15d6)
etc.
Case Study: 4 - Armour
PL 2: Platemail (Heavy) = +6 (L/M/H = +1/+3/+6)
PL 3: Full Platemail (Heavy) = +8 (L/M/H = +2/+4/+8)
PL 4: ? (L/M/H = +3/+6/+12)
PL 5: Kevlar Vest (Light) = +4 (L/M/H = +4/+8/+16)
PL 6: ? (L/M/H = +6/+12/+24)
PL 7: ? (L/M/H = +8/+16/+32)
PL 8: Clone Trooper Armour (Medium*) = +24 (L/M/H = +12/+24/+48)
etc.
*If we assume (non-powered) Heavy Armour affects mobility then Clone Trooper Armour is at best Medium.
This can also be applied to Vehicles.
eg. M1A2 Abrams (Huge: Heavily Armoured PL 5) = +32
eg. Imperial Star Destroyer (Colossal++++++: Heavily Armoured PL 8) = +1536
Maybe I should write an article on this for Dragon Magazine.
