Thread: Warhead data
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Old 02-29-2016, 09:44 AM
mmartin798 mmartin798 is offline
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I have been thinking about the way grenade damage is applied in game versus the calculations I have been working with and the killing and casualty causing radius of the M67.

The rules give the M67 a 15m burst radius. The M67 has a killing radius of 5m and a casualty causing radius of 15m. So far they seem in agreement.

3rd edition has 1d20 fragments of Efactor 4 for any one in the burst radius. So wearing resistweave coveralls will keep you safe from fragment damage and you only take the full body damage from the DPW of the filler.

4th edition has number of fragments hitting equal to DoS*(Burst radius - actual radius). So we have Kevin, a Marine recon sniper with STR 26 and no specialization in thrown weapons chuck an M67 at Floyd 30m away, rolls a 37 which hits with a DoS of 3. The grenade explodes 9m from Floyd creating 3*(15-9) or 18 fragments with 1+ DoS * 2 or 7 fragments hitting of Efactor 4 each. Again the resistweave coveralls are great.

Using the real world data, assuming uniform fragment distribution, 1335 fragments disbursed and an human silhouette are of about 0.8m^2, we have 4.2 fragments hitting that silhouette at 5m with an Efactor of 17. At 10m we have 1 fragment with an Efactor of 14. At 15m, we have 0.5 fragments with an Efactor of 11. So here at 5m, resistweave bring us 3-5 fragments doing 10 dp each, at 10m, that is 1-2 doing 7 dp each and at 15m we have 0-1 fragments doing 4dp.

Clearly the rules don't really represent the real world data well. But are we satisfied with the rules or could they stand a tweak?

Last edited by mmartin798; 02-29-2016 at 09:54 AM.
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