11-14-2024, 11:52 AM | #11 | |
Join Date: Jul 2008
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Re: Rapid fire explosive rules, again
Quote:
Really, the problem is your first sentence: grenades are not explosive attacks. Grenades are grenades. They can be used to make explosive attacks. But when you make a RoF N attack using N grenades, you make 1 attack, not N attacks.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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11-15-2024, 09:35 AM | #12 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Rapid fire explosive rules, again
It's probably not RAI that the extra rounds just vanish, either.
Regardless of whether scatter by Rcl is actually the RAI or not, it's still an unwieldy amount of rolling, first to hit, then for scatter, then for explosive damage for each round, then for fragments to hit for each round and finally fragment damage. |
11-15-2024, 10:41 AM | #13 | |
Join Date: Jun 2013
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Re: Rapid fire explosive rules, again
Quote:
So, let's say you're using an RoF 6 Rcl 3 automatic grenade launcher. You hit your target with MoS 5 and they fail to Dodge. So that's two grenades on target, one 1 yard away, one 4 yards away, then one at 7 yards away, and finally one at 10 yards away. You roll your 1d6 4 times to work out scatter. For the target, the first two automatically deal full damage; you just use 1 roll for the rest - if you rolled 30 damage, those are 10, 7.5, 4.3, and 3, respectively, for a total of 24.8 (added to the two max-damage hits for contact explosions), which I think would round down to 24 cr. For fragmentation, let's say all are within range (so it's at least a [2d] attack). The closest are actually the two that directly impacted the target*, so you start with RoF 50 and add another 50. The next one out (at 1 yard) is still at +0 to hit, so +50. The next one out (4 yards) is at -2 to hit, so +20. The next is -3, for +15, and the last is -4, for +10. That's a total RoF of 195, for a +7 to hit. Note in this case that's indistinguishable from the RoF 100 you get from the two direct hits (100-199 is +7). So you roll against 16 to determine how many additional fragments hit the target. For another target in the same area, the divisors on the various explosions will be different, and you'll need to recalculate sharpnel RoF based on the distance of the explosions from this actual target. *The rules just say you score one automatic hit with shrapnel on a direct hit. I'd say do it as 1 automatic hit, then also roll against 15 to see if there are additional hits. Note the above isn't something that is likely to be done quickly absent something like computer assistance, but at least it should be faster than rolling individually for each explosion (both for explosion damage and fragmentation). This does make multiple sources of fragmentation less lethal than doing things the longer way, but that's just the nature of the RoF rules. If you're a real glutton for complexity, note each explosion would be knocking the character back, but in different directions. This would be a vector sum situation, using the adjusted crushing damage for each explosion.
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