Re: Bullet flight time conventions
In the case of projectiles, I generally assume that 1/2D range represents the velocity of a round in yards/second. Max range then represents the maximum range for a flat trajectory based on air resistance, gravity, etc. (ballistic trajectories have a greater range dependant on the angle). When attacking beyond 1/2D range, I generally give targets a +1 to Dodge per 1/2D interval beyond 1/2D range (rounded up) if they are aware, mobile, and know roughly where the attack is coming from, as they have time to get out of the way.
In the case of direct energy weapons, I generally rule that 1/2D range just represents optimal range and max range represents effective range. Beyond max range, a directed energy weapon is generally harmless, though very powerful weapons might be dangerous beyond max range, divide by 10 for every max range interval. For example, a laser cannon that deals 100d damage at 100 miles max range would still deal 10d damage at 200 miles and 1d at 300 miles.
|