need military weapons help for Nexus D20

garrowolf

First Post
Ok I'm working on blast effects now. I have a base damage for most things in my game but I need blast radii. I have a personal weapons range list like this:


Range (Penalty) Distance Weapon types Examples
Close Quarters 30ft. Melee, Pistols, Shotguns, SMG, Throwing Knives Inside a room.
Short (-5) 120ft. Pistols, Shotguns, SMG, Assault Rifles, Javelin Across the street ranges
Medium (-10) 240ft. SMG, Assault Rifles, Short Bow Down the street a few city blocks
Longbow (-15) 540ft. Old Rifles, Longbow Across a field
Long (-20)
1050ft. Assault Rifles, SAWs, Sniper Rifles Across downtown
Extreme (-30) 2400ft. Sniper Rifles One end of a small city to another

I use this instead of figuring out a bunch of weapon ranges in great detail. I got the idea of using this table for blast effects as well. Basically a grenade would do primary damage to everyone within close quarters and has a chance of doing secondary damage at short range (ie you get a savings throw). This would be from shrapnel, etc. Explosives would also have an additional range called "Target" for weapons that penetrate and make smaller explosions. Some explosive weapons may only do concussion as their secondary blast radius effect.

Anyway that is the idea I have so far. Right now I'm trying to figure out what blast ranges different kinds of weapons would have. I know that air to air missiles and such would normally not have another craft close enough to matter but if they shot something on the ground what would they do?

These are some examples I am working on:
[FONT=Verdana, sans-serif]Grenade Launcher[/FONT]
[FONT=Verdana, sans-serif]20 mm Cannon[/FONT]
[FONT=Verdana, sans-serif]25 mm Cannon[/FONT]
[FONT=Verdana, sans-serif]30 mm Cannon[/FONT]
[FONT=Verdana, sans-serif]40 mm Cannon[/FONT]
[FONT=Verdana, sans-serif]FIM-92 Stinger Missile[/FONT]
[FONT=Verdana, sans-serif]105 mm Cannon[/FONT]
[FONT=Verdana, sans-serif]Hydra 70 Rockets[/FONT]
[FONT=Verdana, sans-serif]120 mm Cannon[/FONT]
[FONT=Verdana, sans-serif]AIM-120 AMRAMM[/FONT]
[FONT=Verdana, sans-serif]AIM-54 Phoenix Missile[/FONT]
[FONT=Verdana, sans-serif]AIM-9 Sidewinder Missile [/FONT]
[FONT=Verdana, sans-serif]AIM-7 Sparrow Missile[/FONT]
[FONT=Verdana, sans-serif]BGM- 71 TOW Missile [/FONT]
[FONT=Verdana, sans-serif]155 mm Cannon[/FONT]
[FONT=Verdana, sans-serif]200 mm Cannon[/FONT]
[FONT=Verdana, sans-serif]AGM-114 Hellfire[/FONT]
[FONT=Verdana, sans-serif]AGM-65 Maverick Missile[/FONT]
[FONT=Verdana, sans-serif]MGM-104 ATACMS[/FONT]


Any help would be great!
 
Last edited:

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Ok I'm working on blast effects now. I have a base damage for most things in my game but I need blast radii. I have a personal weapons range list like this:


Range (Penalty) Distance Weapon types Examples
Close Quarters 30ft. Melee, Pistols, Shotguns, SMG, Throwing Knives Inside a room.
Short (-5) 120ft. Pistols, Shotguns, SMG, Assault Rifles, Javelin Across the street ranges
Medium (-10) 240ft. SMG, Assault Rifles, Short Bow Down the street a few city blocks
Longbow (-15) 540ft. Old Rifles, Longbow Across a field
Long (-20)
1050ft. Assault Rifles, SAWs, Sniper Rifles Across downtown
Extreme (-30) 2400ft. Sniper Rifles One end of a small city to another

I don't know if I'd do this, unless you are trying to compare longbows to assault rifles in the same game. An assault rifle should require about the same level of skill to be effective at 300 meters as a pistol at 50 meters, or a sniper rifle at 600 meters. This system would unfairly penalize weapons that are actually capable of longer ranges (unless that's your intent).

I use this instead of figuring out a bunch of weapon ranges in great detail. I got the idea of using this table for blast effects as well. Basically a grenade would do primary damage to everyone within close quarters and has a chance of doing secondary damage at short range (ie you get a savings throw). This would be from shrapnel, etc. Explosives would also have an additional range called "Target" for weapons that penetrate and make smaller explosions. Some explosive weapons may only do concussion as their secondary blast radius effect.

So for real-world reference, an M67 frag grenade has a thrown range of about 35 meters, with a kill radius of about 3 meters and wound radius of about 10 meters (yeah, the book says 5 and 15, but I know better).

"Kill" radius = high damage/possible incapacitation; "wound" radius = low damage but minimal chance of incapacitation


These are some examples I am working on:
[FONT=Verdana, sans-serif]Grenade Launcher[/FONT] - Assuming 40mm, range 350m, KR 3m, WR 10m
[FONT=Verdana, sans-serif]20 mm Cannon[/FONT] - range 2000m, KR 2M, WR 5M
[FONT=Verdana, sans-serif]25 mm Cannon[/FONT] - range 3000m, KR 3M, WR 10M
[FONT=Verdana, sans-serif]30 mm Cannon[/FONT] - range 4000m, KR 5M, WR 12M
[FONT=Verdana, sans-serif]40 mm Cannon[/FONT] - ranger 4500m, KR 5M, WR 15M
[FONT=Verdana, sans-serif]FIM-92 Stinger Missile[/FONT] - Range 6000m; KR 10m, WR 25M
[FONT=Verdana, sans-serif]105 mm Cannon[/FONT]- Indirect fire: range 10500m, KR 25m, WR 50m; Direct fire (HE): range 1600m, KR 10m, WR 25M; (APERS) range 600m, KR: +15m per 100m range; WR +25m/100m
[FONT=Verdana, sans-serif]Hydra 70 Rockets[/FONT] - range 3000m, KR 8M, WR 15M
[FONT=Verdana, sans-serif]120 mm Cannon[/FONT]; Direct Fire (HE): range 4000m, KR 10M, WR 25M; (CAN): range 600m, KR +25M per 100m range
[FONT=Verdana, sans-serif]AIM-120 AMRAMM[/FONT]
[FONT=Verdana, sans-serif]AIM-54 Phoenix Missile[/FONT]
[FONT=Verdana, sans-serif]AIM-9 Sidewinder Missile [/FONT]
[FONT=Verdana, sans-serif]AIM-7 Sparrow Missile[/FONT] (above weapons aren't reasonable capable of air-to-ground employment)
[FONT=Verdana, sans-serif]BGM- 71 TOW Missile [/FONT] Range: 3750-4500 m (depends on version); KR 15M, WR 25M
[FONT=Verdana, sans-serif]155 mm Cannon[/FONT]; (Indirect) Range 18km (30km w/RAP), KR 50M, WR 100M
[FONT=Verdana, sans-serif]200 mm Cannon[/FONT] (indirect) range 24km, KR 75m, WR 150m
[FONT=Verdana, sans-serif]AGM-114 Hellfire[/FONT] - range 8000m, KR 15m, WR 25m (assuming standard HF -- variants would be different)
[FONT=Verdana, sans-serif]AGM-65 Maverick Missile[/FONT] - range 15000m, KR 25m, WR 50m
[FONT=Verdana, sans-serif]MGM-104 ATACMS[/FONT] - range 100km, KR 75m, WR 150m

You also need a standard MLRS spill: range 50 km, wound box 1 km x 1 km. ;)

This assumes modern capabilities ... if you back into WWI/WWI/Vietnam eras the ranges and radii will get smaller.

Check out my blog for some occasional military weapon tech discussion: SoldierGeek.com - Soldier/Geek MilBlog
 

d20 Mecha Compendium Deluxe and its companion provides a good basis (ie uniform) for developing such things; many of which are likely in its companion book, d20 Military Vehicles.

Both are on drivethrurpg and IRC most of the design chapter was available on GOO's website as a free srd.
 

Okay I had originally had the range table without the penalties. Then I got confused and added them in. So I will take them back out.

So for wound radius should I make it a percentage of the primary damage?

thank you very much for the info!
 

d20 Mecha Compendium Deluxe and its companion provides a good basis (ie uniform) for developing such things; many of which are likely in its companion book, d20 Military Vehicles.

Both are on drivethrurpg and IRC most of the design chapter was available on GOO's website as a free srd.

Well part of the problem is that my Nexus d20 uses a different damage system then standard D20 so I'm having to rework alot.

Where is the goo website? I couldn't find it (google thought I meant good).
 


@olgar I found this site with some interesting alternate explosive rules: d20 Modern Database - Deadlier Explosives Rules

I really like them. What I was thinking was maybe doubling the wound radius as a stun radius and triple is for deafened. Would that make sense or would it need to be more specific?

That's probably overkill for a game. I'd go with some high damage plus effect (e.g. 3d6 + stun) for the kill radius; reduced damage no effect (1d6 damage) for the wound radius. If you want to have additional effects beyond that, tie them to specialized munitions like flash bangs and thermobarics.

Stuns aren't much fun, so to have that effect when you are further from the weapon would suck in play -- at some levels characters would rather be in the kill radius than away from it. If you have time-delayed grenades, that could cause interesting effects -- say there's a one round delay between throwing a grenade and detonation (with 6 second rounds that's not terribly unrealistic). Round 1, grenade is thrown ... and everyone with subsequent initiative moves close to the grenade because they'd rather take the damage than be stunned and lose actions.

Better in many cases to sacrifice some realism for fun and playability.
 

actually I was talking about if you were in the kill radius you would have to take the damage AND save versus stun and deafness.

what about the wound damage levels? Should it be a percentage of the kill damage, which is in vehicle scale? Should it be in character scale but only enough to wound?
 

actually I was talking about if you were in the kill radius you would have to take the damage AND save versus stun and deafness.

what about the wound damage levels? Should it be a percentage of the kill damage, which is in vehicle scale? Should it be in character scale but only enough to wound?

If it's primarily an anti-vehicle weapon, used against personnel, the former. If it's primarily and anti-personnel weapon, the latter.
 


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