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Rules Q: Fragmentation attacks
Hi all,
I just noticed in the BYB that the pg 258 Fragmentation Attack chart and the pg 207 rules/chart are different. The pg 207 rules are more lethal (1-2 / 3-4 for chance getting hit by multiple / single fragments, vs. 1 / 2 on pg 258)... ... but this makes the secondary burst radius (1-2 / 3-4) not lot different from the primary burst radius (1-3 / 4-6). I'm not a military man, but pg 258 feels more 'right' to me... Which do you guys use? Andrew Edit: falling back on my physics degree for a second - surface area of the sphere = pi x r x r. So if 'r' doubles, the area goes up by factor of 4. So the fragment density would be 1/4 at the edge of the secondary radius, compared to at the edge of the primary radius. This explains my feeling, at least :) |
Andrew,
I never knew about the table in back of the BYB so I've never used it. The tables I think usually tend to be more accurate than the ones in the text. That said, I think you're right: there should be a reduced chance of receiving fragmentation based on the range simply due to physics. One common complaint is that T2K is non-lethal to PCs (built-in as a stated part of the game design) so the "higher lethality" model might be the more desirable one. Tony |
Looking back to v1 rules, the chance of getting hit by fragments are:
primary 30/60% and secondary 10/20%, so I guess the 1, 2, 3-10 rules are the way it's meant to be. This isn't what I've been using - looks like I'm going to change and see how it goes. |
One big issue with the rules is that they don't model explosions realistically -- fragmentation rules are okay to an extent but blast over pressure just is poorly done. And can and will kill you worse than fragmentation all day long.
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Having had a block (1.25 lbs) of Comp B go off less than ten feet away from me and do little more than stun, I feel I can safely say that yes, the pressure wave, while nasty and headache causing, isn't all that bad. Sure I wouldn't want to be shot at in the next 30 seconds or so while lying on the ground with a ringing head unable to string two thoughts together, but I can think of worse things to happen.
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I agree that overpressure is overstated in most games, unless you are right next to the source of the explosion, it is a really big explosion, or both. It helps if you have your ears covered/plugged and your mouth open too. And you're not underwater. Underwater overpressure is nasty.
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