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Old 09-06-2023, 11:37 AM   #11
Polydamas
 
Join Date: Jan 2006
Location: Central Europe
Default Re: Low Tech cannons mortars and shells

Quote:
Originally Posted by ravenfish View Post
It seems fairly simple to me. Draw a cone for the area potentially affected, then use the fragmentation rules as normal to determine how much shrapnel hits each person therein.
Since you know exactly how many projectiles are released, you would want to look at the actual chances of a standing human getting hit at various ranges from the point at which the projectile starts to disperse, and chose the effective skill (and range modifiers) accordingly. If one part of the GURPS rules is too simplified or unrealistic for you, its rarely a good idea to assume that a module next to it is perfect for your needs (Gell-Mann Amnesia).

We already have one person who thinks that the Fragmentation rules may be too generous for low-tech projectiles which were not scientifically designed to break into many fragments just big enough to disable.
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Last edited by Polydamas; 09-06-2023 at 11:41 AM.
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artillery, gunpowder, high-tech, low-tech


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