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Quick Question: LAW
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<blockquote data-quote="Upper_Krust" data-source="post: 1383081" data-attributes="member: 326"><p>Hi all! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>There are a number of problems with converting modern weaponry over to 3.5 (or d20 Modern for that matter). </p><p></p><p>One is that the scaling system for damage since 3rd Edition has been warped.</p><p></p><p>Think about it; a Colossal Dragons bite only deals the same base damage as two greatswords. Surely a 100 Ton dragons claw attack is going to hit you like a 18 wheel juggernaut doing 60 mph!? </p><p></p><p>Not according to the official rules.</p><p></p><p>Obviously thats why the Kurgan was happy to play chicken on the motorway - he was only going to take 4d6 damage in the crash anyway! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>If we look a bit deeper into the mechanics we see that:</p><p></p><p>Each Size category increase = (roughly) x2 HD = x8 mass = x1.5 base damage</p><p></p><p>That constant gives a ridiculous skew of mass to damage but it is consistent between Hit points and Damage (x2 HD = x1.5 damage).</p><p></p><p>So if we assume that each size increase multiplies the energy of the attack by x4 (x8 mass but roughly three quarter velocity) to get an increase of x1.5 damage. </p><p></p><p>Then once we work out the base damage for a pistol (eg. 2d6) then we simply double the damage for the average increase that provides x8 energy.</p><p></p><p>So you can have a rough table as follows:</p><p></p><p>Kinetic Damage</p><p></p><p>Pistol: 2d6</p><p>Rifle (5.56mm): 4d6</p><p>Sniper Rifle (12.7mm): 8d6</p><p>25mm Cannon: 16d6</p><p>50mm Cannon: 32d6</p><p>100mm Cannon (Main Battle Tank): 64d6</p><p>200mm Guns (Howitzer): 128d6</p><p>400mm Guns (Battleship): 256d6</p><p></p><p>This of course only counts the kinetic energy for a direct hit, not any subsequent blast damage.</p><p></p><p>However the principle remains the same; increasing the effective TNT yield by a factor of x8 increases the damage by a factor of x2.</p><p></p><p>The tricky part however is accurately finding out the explosive yield of some weapons and balancing that with kinetic energy.</p><p></p><p>My best guess is that a typical 40mm hand grenade (125g) will deal 16d6 damage to a 5m radius.</p><p></p><p>So 1 kg rocket (explosion) will deal 32d6 to a 10 m radius</p><p></p><p>A 8 kg rocket (explosion) will deal 64d6 in a 20m radius</p><p></p><p>A 64 kg Missile (explosion) will deal 128d6 to a 40 m radius. (eg. Hellfire)</p><p></p><p>A 512 kg Missile (explosion) will deal 256d6 to an 80m radius. (eg. Patriot)</p><p></p><p>etc.</p><p></p><p>In my opinion the kinetic energy of a rocket is generally equal to its explosive yield. While the explosive energy of tank shells or larger munitions is about equal to half the kinetic damage.</p><p></p><p>So a LAW (4kg) will deal 48d6 kinetic damage and 48d6 blast damage (48d6: average 336)</p><p></p><p>Whereas a 100mm Tank shell would deal 64d6 kinetic damage and 32d6 blast damage (96d6: average 336)</p><p></p><p>Then of course you have to account for Armour Protection etc.</p><p></p><p>The above stats suggest a Main Battle Tank has Damage Reduction in the order of 512. Thats probably about 128 per inch of Chobham armour, which is itself four times stronger than steel so one inch of steel plate probably gives about 32 points of protection.</p><p></p><p>Primary (special steel used was about double the tensile strength of ordinary steel) Battleship Armour is about one foot thick (suggesting about DR/768) at the strongest points (such as gun turrets).</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 1383081, member: 326"] Hi all! :) There are a number of problems with converting modern weaponry over to 3.5 (or d20 Modern for that matter). One is that the scaling system for damage since 3rd Edition has been warped. Think about it; a Colossal Dragons bite only deals the same base damage as two greatswords. Surely a 100 Ton dragons claw attack is going to hit you like a 18 wheel juggernaut doing 60 mph!? Not according to the official rules. Obviously thats why the Kurgan was happy to play chicken on the motorway - he was only going to take 4d6 damage in the crash anyway! :D If we look a bit deeper into the mechanics we see that: Each Size category increase = (roughly) x2 HD = x8 mass = x1.5 base damage That constant gives a ridiculous skew of mass to damage but it is consistent between Hit points and Damage (x2 HD = x1.5 damage). So if we assume that each size increase multiplies the energy of the attack by x4 (x8 mass but roughly three quarter velocity) to get an increase of x1.5 damage. Then once we work out the base damage for a pistol (eg. 2d6) then we simply double the damage for the average increase that provides x8 energy. So you can have a rough table as follows: Kinetic Damage Pistol: 2d6 Rifle (5.56mm): 4d6 Sniper Rifle (12.7mm): 8d6 25mm Cannon: 16d6 50mm Cannon: 32d6 100mm Cannon (Main Battle Tank): 64d6 200mm Guns (Howitzer): 128d6 400mm Guns (Battleship): 256d6 This of course only counts the kinetic energy for a direct hit, not any subsequent blast damage. However the principle remains the same; increasing the effective TNT yield by a factor of x8 increases the damage by a factor of x2. The tricky part however is accurately finding out the explosive yield of some weapons and balancing that with kinetic energy. My best guess is that a typical 40mm hand grenade (125g) will deal 16d6 damage to a 5m radius. So 1 kg rocket (explosion) will deal 32d6 to a 10 m radius A 8 kg rocket (explosion) will deal 64d6 in a 20m radius A 64 kg Missile (explosion) will deal 128d6 to a 40 m radius. (eg. Hellfire) A 512 kg Missile (explosion) will deal 256d6 to an 80m radius. (eg. Patriot) etc. In my opinion the kinetic energy of a rocket is generally equal to its explosive yield. While the explosive energy of tank shells or larger munitions is about equal to half the kinetic damage. So a LAW (4kg) will deal 48d6 kinetic damage and 48d6 blast damage (48d6: average 336) Whereas a 100mm Tank shell would deal 64d6 kinetic damage and 32d6 blast damage (96d6: average 336) Then of course you have to account for Armour Protection etc. The above stats suggest a Main Battle Tank has Damage Reduction in the order of 512. Thats probably about 128 per inch of Chobham armour, which is itself four times stronger than steel so one inch of steel plate probably gives about 32 points of protection. Primary (special steel used was about double the tensile strength of ordinary steel) Battleship Armour is about one foot thick (suggesting about DR/768) at the strongest points (such as gun turrets). [/QUOTE]
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