RPG Forums

Go Back   RPG Forums > Role Playing Game Section > Twilight 2000 Forum
Register FAQ Community Calendar Today's Posts Search

Reply
 
Thread Tools Search this Thread Display Modes
  #1  
Old 10-27-2011, 12:05 PM
Milano Milano is offline
Registered User
 
Join Date: Apr 2011
Location: California, Unided States
Posts: 61
Default Explosive effectiveness

I have been working on doubling weapon damages and such stuff and have run into a question.

How much damage in real life does shrapnel do?

Doesn't it depend upon the projectile size also? (I have thought of having different damage values based on the weapon. Hand grenades, 60mm mortars in one. Then anything up to 125mm. Then the big boys bigger than that.)


Studies have said that artillery are huge casualty producers on the battle fields but in game terms, excluding concossion effects, it doesn't do more than a hand grenade. Any thoughts would be appreciated.
Reply With Quote
  #2  
Old 10-27-2011, 01:05 PM
simonmark6 simonmark6 is offline
Registered User
 
Join Date: Dec 2008
Location: Swansea, South Wales, UK
Posts: 374
Default

I think that the differences in destructiveness are modeled by the blast range. The larger shells are more deadly because they have a larger blast range and thus have more chance of hitting more people. For instance, a grenade's bast has a chance of harming anyone in a radius of about 30m whilst a 122mm shell's danger zone covers over twice that much.
Reply With Quote
  #3  
Old 10-27-2011, 02:07 PM
HorseSoldier HorseSoldier is offline
Registered User
 
Join Date: May 2010
Location: Anchorage, AK
Posts: 846
Default

In terms of trauma, shrapnel will be like any projectile, with power determined by mass and velocity -- of the fragments, not the shell, grenade or whatever launching it. I'd think you have much greater potential for heavier and more energetic projectiles coming from large artillery and bombs and the like -- but still a chance of small and weak. Maybe if using the 1st edition rules for damage use the standard d6 x d6 roll, but any time a 6 comes up reroll with a d10. Gives a potential up to 100 points of damage which would effectively model the occasional fragment powerful enough to just rip someone apart. Or maybe have a primary and secondary drag zone, with d10xd10 in the primary and d6 x d6 in the secondary.
Reply With Quote
  #4  
Old 10-27-2011, 05:40 PM
Legbreaker's Avatar
Legbreaker Legbreaker is offline
Registered User
 
Join Date: Dec 2008
Location: Tasmania, Australia
Posts: 5,070
Default

How long is a piece of string?
The larger/faster shrapnel is moving, the higher the likelyhood it will do serious injury/damage. The shape and even how jagged it is will all likely have some influence on the end result.
All in all though it's a bit of a crap shoot. A weapon designer can prefragment the detonating device to (hopefully) evenly spread shrapnel of approximately equal size and (again hopefully) with predictable results, but there will always be an element of randomness.

Throw improvised charges into the mix, not one which is the same as another, and the situation gets even less predictable.

Without carrying out some fairly complex calculations for each and every blast, it's doubtful a truely accurate game mechanic could be developed. Take your best guess based on what you know and what you've been able to research - it's not like the players will know the difference when they're either catching a grenade in their teeth or putting up the bullet proof umbrella during a 203mm HE hailstorm.
__________________
If it moves, shoot it, if not push it, if it still doesn't move, use explosives.

Nothing happens in isolation - it's called "the butterfly effect"

Mors ante pudorem
Reply With Quote
  #5  
Old 10-28-2011, 02:24 AM
HorseSoldier HorseSoldier is offline
Registered User
 
Join Date: May 2010
Location: Anchorage, AK
Posts: 846
Default

The emphasis has been on getting more consistent and relatively small fragments from HE weapons intended to fragmentation effects, the better to ensure hits on personnel or other targets in a kill zone. I don't recall the exact numbers, but read years ago about some experimental tests on fragmentation, where there was a higher probability of hits from fragments from mortar bombs but artillery (I think 105mm, 122mm, and 155mm were all listed) was much less consistent in fragment dispersion . . . but there tended to be some very notable "sucks to be you" fragments coming off those rounds, made up of large enough chunks of the shell a target might be killed or incapacitated even if the frag hit body armor or helmets. Getting howitzer projectiles downrange at the pressures and velocities they run at meant the shells had to be sufficiently heavy that they were not optimized for fragmentation, whereas lower pressure mortars were much better in that respect.
Reply With Quote
  #6  
Old 10-28-2011, 06:57 PM
Legbreaker's Avatar
Legbreaker Legbreaker is offline
Registered User
 
Join Date: Dec 2008
Location: Tasmania, Australia
Posts: 5,070
Default

I wonder if angle of impact has anything to do with it too? A mortar round is fired on a high arc, so would usually impact in a more vertical position allowing fragments to be relatively evenly spread sideways, while an artillery shell is usually fired at a flatter trajectory. If it were optimised to spread sideways from the round, a large proportion of the fragments would be directed downwards into the ground while more would go up into the air.
That's overly simplified, but I hope you can understand the general idea.

All in all though, a 105mm round is going to be about as healthy for you as catching a 4.2".
__________________
If it moves, shoot it, if not push it, if it still doesn't move, use explosives.

Nothing happens in isolation - it's called "the butterfly effect"

Mors ante pudorem
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 2 (0 members and 2 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:05 AM.


Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.