03-22-2020, 02:58 PM | #21 | |
Join Date: Aug 2019
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Re: GURPS Explosives: Custom Shrapnel and other ways to deal more damage
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Based on this information, Kalos produced this formula, which appears to be relatively reliable and roughly in line with Kromm's data and High Tech. (shrapnel material weight in lbs)^1/3 *2 in dice Running Mk82's weight ratio (192 lbs explosive, 308 lbs shrapnel), I get [13d+2] shrapnel, High Tech puts it at [7dx2]. All that's left is to decide the minimum limit of explosive in the bomb, otherwise firecrackers can launch some serious shrapnel. Let's say, minimum 25% of the bomb must be explosive filler? Based on these assumptions, 16 lbs C4 satchel, with explosive filler of 4 lbs and shrapnel filler of 12 lbs, deals 6dx4.73 [4d+2] cr ex damage, or 28d+1 [4d+2] cr ex, or 7dx4 [4d+2] cr ex.
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit Last edited by MrFix; 03-22-2020 at 03:23 PM. |
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03-22-2020, 03:16 PM | #22 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: GURPS Explosives: Custom Shrapnel and other ways to deal more damage
For the big AP and HC shells I spoke of:
The 2,700 lb shell has about 41 lbs of explosive. (1.5%) But fragmentation isn't really the point of that. The 1900 lb shell has 150 lbs of explosive. That's about 8%. If you like round numbers, 10% seems like a proper minimum.
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03-22-2020, 03:16 PM | #23 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: GURPS Explosives: Custom Shrapnel and other ways to deal more damage
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As for the OP's idea - bear in mind that while more mass in the fragmentation sleeve (or pre-made fragments in the case of a nail bomb, etc.) means more and/or larger fragments, it also means less explosive energy per unit mass of fragments. At some ratio you'll reach a point where more fragments and less explosive actually reduces the fragmentation damage. Another issue is that in the rules as they are, bigger weapons get more fragment damage, but their effective reach doesn't go up because there's no adjustment to their odds of hitting. Once the fragments get enough damage to one-hit kill someone from a body or head hit (so 4d or more), they don't really get more lethal in the military sense (in the game sense they do, because PCs often have rather higher HP pools and HT, and may well have serious body armour), because all explosives have the same effective 'skill' for their fragments. I've suggested in the past giving a bonus of +1 to hit per doubling of grenade/shell size, starting from somewhere in the 20-30mm range, or per doubling of fragment damage (as it's linear with shell diameter). As shells and grenades have 10-20% explosive by weight in a normal HE-Frag type, for customised explosive devices you'd probably want to work out the hit bonus for a 'heavy' model (using Kromm's examples), and use that for all sizes of 'sleeve'. Realistically, weapons using very small amounts of explosive (like the big naval AP shells) should have a penalty for their fragments' hit chance, but the fragments should do oversized amounts of damage which is fine for wrecking the insides of battleships but is very poor for killing infantry on a battlefield.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." Last edited by Rupert; 10-04-2020 at 09:35 PM. |
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03-22-2020, 03:21 PM | #24 | |
Join Date: Mar 2006
Location: Iceland*
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Re: GURPS Explosives: Custom Shrapnel and other ways to deal more damage
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There is no doubt a complicated field of study for this in the real world, but for gameable purposes, we should just take care to benchmark against real-world bombs and use common sense. If almost all real world bombs of that size use a certain amount of explosive payload, there is probably not an advantage to using less.
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03-22-2020, 03:23 PM | #25 |
Join Date: Aug 2019
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Re: GURPS Explosives: Custom Shrapnel and other ways to deal more damage
Also, is there really no connection with power of the explosion and the shrapnel damage? You'd think that, for example, REF 10 explosive would propel shrapnel faster and farther, compared to same weight of TNT REF 1.
With minimum of 10%, 16 lbs satchel charge (1.6 c4, 14.4 shrapnel), the output is 6dx3 [5d] cr ex. This is very close to early WW1 bombs of 22-25 lbs range (6dx3 [4d+2])
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit Last edited by MrFix; 03-22-2020 at 03:34 PM. |
03-22-2020, 05:22 PM | #26 |
Join Date: Nov 2014
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Re: GURPS Explosives: Custom Shrapnel and other ways to deal more damage
I am kinda curious why Frag is Cutting btw, not questioning it just curious :3
i personally redid the HT bombs and grenades with a RoF |
03-22-2020, 05:30 PM | #27 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Explosives: Custom Shrapnel and other ways to deal more damage
Sure, blast overpressure can kill you. It's just really horrible at killing soft objects like humans. One of the problems with the GURPS explosion rules is that explosives are too good at directly killing people, and not good enough at destroying buildings (any blast wave sufficient to kill humans with overpressure will also completely destroy ordinary buildings).
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03-22-2020, 05:36 PM | #28 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: GURPS Explosives: Custom Shrapnel and other ways to deal more damage
Past a certain point, the fragments aren't going to get much more energy from the explosive because once the casing has broken and split the energy will go into pushing the combustion gasses through the gaps, just as high-powered guns waste energy by having very high pressures when the bullet leaves the barrel, because all the energy still in the high pressure gas just goes into the gas' expansion.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
03-22-2020, 05:40 PM | #29 | ||
Join Date: Aug 2004
Location: Wellington, NZ
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Re: GURPS Explosives: Custom Shrapnel and other ways to deal more damage
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Quote:
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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03-22-2020, 05:58 PM | #30 | |
Join Date: Aug 2007
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Re: GURPS Explosives: Custom Shrapnel and other ways to deal more damage
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A rule of thumb for aerial bombs and mortar rounds is that casing is 50% of total weight while you're looking at c. 90% for artillery shells and 95% for APEX.
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bombs, demolition, explosives, kromm answer, shrapnel |
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