Berkut said:
Hey all. I'm currently at work, down time, and I am working on a scenerio, and I need a couple stats from the D20 system. I left my book at home.
It's to do with Mines.
How much damage does an Anti-personel mine do? what kind of intervals does the damage increase in?
I figure it would do 4d6 damage (same as a grenade). A minefield would be an EL 7 obstacle.
Claymore mines do 6d6 damage, mainly in a cone. A single claymore mine would be an EL 6 obstacle, and a field of them would be an EL 9 obstacle.
What do you mean by intervals of damage increase?
Also Anti-tank mines, same thing.
Thanks Guys
I don't know - I guess a lot, and they would ignore hardness, too. If you give tanks a more realistic number of hit points, the damage of the anti-tank mine has to increase. Mines are more effective than rocket launchers - if experience in Israel and Afghanistan are any judge. However, they wouldn't be set off by humans stepping on one, which means they can do a lot of damage without serioiusly harming your campaign, one hopes. (Now, blowing the heroes into chunky salsa while also destroying their Hummer might not be such a good idea...)
I wonder what the EL of a poison trap is?
I wouldn't actually try to use the stats of the poison as listed in D20 Modern. I'd rather have a slightly more flexible system, where you could increase the save DC or even ability damage at the cost of raising CR.
According to my probably wildly inaccurate calculations, I figure the hazard CR of mustard gas, if it had a save DC of 16 and did 1d4 Con damage per round (primary and secondary) would be 12.
I figure this from using the rules from Iron Heroes (to figure out the approximate CR - I think an 11th-level character can make a poison that does 1d4 Con damage, then I reduced the CR by two because that Iron Heroes character would have other abilities).
I increased the CR by 3 because it's exposure over time, rather than one round (so CR 9 for one whiff).
Finally, the save DC came from a chart I use (level 9 opponents could make a Fort save DC 16 half the time, which might not be particularly accurate at all - the DC here is low for CR 12 because the players have to breathe the stuff every round).