01-16-2017, 10:26 AM | #1 | |
Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
|
Hand Grenade Fragments and Hits
Hi guys
As per B415, grenades with a fragmentation hull have a special statistic in [] saying how much damage these fragments will do over what distance. It also says that Quote:
But what about the "recoil" (I just use recoil, as the application of the rule is as recoil with ranged weapons), it is at a flat 3 and does not change. Wouldn't it be better to have the recoil be dependent on the distance the victim is from the grenades impact? Have there been any expanded rules concerning fragments I am not aware of? I've checked High Tech, Tactical Shooting, Gun Fu and Ultra Tech but didn't find anything. It may also be that I am very spoiled by Hollywood and just think that frag grenades are much more effective that they are in real life. If you had or have any ideas, please let me know. Cheers Onkl Last edited by Onkl; 01-16-2017 at 10:35 AM. Reason: Hollywood... |
|
01-16-2017, 10:59 AM | #2 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
Re: Hand Grenade Fragments and Hits
Looking at the hand grenades in High-Tech, they range up to [3d], which means a maximum range of 15 yards, which is a range penalty of -5. The "attack skill" at that range is 10, with for a 50% chance of a hit, a 16.2% chance of two, and a 1.9% of three.
At 2 yards range, there's a 95% chance of one hit, a 74% chance of two, and 37.5% of three. Most grenades do 2d cutting on an unarmoured human per hit. That's an average of 10.5 points of wounding, which is a "that's enough for today" wound for most people who aren't being excessively heroic, from a single hit. This seems adequately dangerous for their military purpose. The impression I have of fragmentation grenades is that they are very dangerous at close range, but become less so quite rapidly at distance, due to the inverse square law. The rules seem to fit this model.
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
01-16-2017, 11:07 AM | #3 | |
Join Date: Jul 2008
|
Re: Hand Grenade Fragments and Hits
Quote:
...I'm curious which movies make frag grenades look impressive. Most of what I see is 'do not touch the fireball' explosions and doesn't really depict fragmentation at all.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
01-16-2017, 01:33 PM | #4 |
Join Date: Sep 2004
Location: Canada
|
Re: Hand Grenade Fragments and Hits
My experience with fragmentation in GURPS is that it's plenty dangerous, even without the usual "kaboom". Using the Shattershot Imbuement, or spells with houseruled-on fragmentation, we've found that even with body armor getting fragged is an issue.
We've actually found that for most light-fantasy-combat-scale explosions, the fragmentation is the worst part. It doesn't suffer a damage penalty from range!
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
01-16-2017, 01:38 PM | #5 |
Join Date: Apr 2005
|
Re: Hand Grenade Fragments and Hits
I'd say no. Due to the range penalties and the natural bell-curve produced by 3d6 rolls, the chance of multiple hits drops sharply with range. Increasing recoil for range would be some harsh double-dipping, especially if it applies to other ranged attacks as well (And makes even less sense if they end up using different mechanics).
|
01-16-2017, 04:43 PM | #6 |
Join Date: Jun 2013
|
Re: Hand Grenade Fragments and Hits
Trying to do grenades "correctly" would be a pain. Let's consider the M67, which has a convenient casualty radius of 15 meters, which we'll round down to 15 yards. "Casualty radius" means something like "50% of targets at this range will become casualties" - that is, you can expect 50% of people (SM+0 targets) that are 15 yards away (-5 to hit) to be hit by at least one fragment. We'll call that an average of 0.5 fragments. Assuming the fragments spread in a mostly-uniform pattern, that would mean at 10 yards out (-4 to hit) you'd expect an average of a bit over 1.5 fragments. At 7 yards (-3 to hit), you'd expect around 4 fragments. At 5 yards (-2 to hit), that's 13.5 fragments. At 3 yards (-1 to hit), that's 62.5 fragments. At 2 yards (+0 to hit), that's 171.5 fragments.
Yeah. You try to turn that into something gameable. You've also got to try to figure out how many fragments a grenade actually makes to get an idea of what the cap is - the above scheme works out to roughly 1500 fragments total (human profile is roughly 1 square yard, fragment density at 15 yard radius is roughly 0.5 fragments per person, or 0.5 fragments per square yard, and the surface area of a 15 yard radius sphere is a bit shy of 3000 square yards). |
01-16-2017, 08:08 PM | #7 | |
Join Date: Aug 2004
Location: Edmonton, Alberta, Canada
|
Re: Hand Grenade Fragments and Hits
Quote:
Also, I hate the Fragmentation rules. Not because they're bad, but because they're slow. Combat grinds to a halt when the Wiz tosses a Shattershot. And it's disproportionately effective, because of the lack of a damage penalty, because of random hit location, and because it's easy to metagame and declare the shot lands just beyond the range where the players can be affected. Downside of playing on a hex-grid. |
|
01-16-2017, 11:04 PM | #8 |
Join Date: Jun 2013
|
Re: Hand Grenade Fragments and Hits
I just wrote up a nice system with reasoning, and the forum ate it, so here's the Cliff notes:
Code:
Frag Range Skill NKR NCR [1d] 5/20 13 1.5 5 [1d+2] 7/30 14 3 7 [2d] 10/50 15 5 15 [3d] 15/70 16 15 20 [5d] 20/100 17 20 30 [7d] 30/150 18 50 50 [10d] 50/200 19 70 70 [15d] 70/300 20 100 100 [20d] 100/500 21 150 150 If you want to speed things up, instead of rolling 3d for each target and damage for each hit, roll damage first (same for each hit, halved beyond 1/2D) then just roll 2d. After that, roll 1d for each target, adding this to the previous 2d roll to see if you score a hit. So, for a [3d] that explodes in the middle of a group of 7 people - two 1 yard from the epicenter, one 3 yards out, two 5 yards out, one 10 yards out, and one 20 yards out, you'd do the following: Roll 3d for damage; you get an 8. Next, roll 2d - a result of 9. Roll 1d for each target - 6, 3, 2, 4, 1, 5, 1, for 15, 12, 11, 13, 10, 14, 11, respectively. With base skill 16, target numbers are 18, 18, 15, 14, 14, 12, 10, respectively. That's 2 hits (16 damage), 3 hits (24), 2 hits, 1 hit (8), 2 hits, 0 hits (0), and 1 hit (4 - beyond 1/2D), respectively. Assuming no armor, that's 24 injury, 36 injury, 24 injury, 12 injury, 24 injury, 0 injury, and 6 injury - yowch. EDIT: These numbers are based on the kill radius of the M67 being 5 meters (rounded down to 5 yards) and the casualty radius being 15 meters (rounded down to 15 yards). The M67 is [2d] in GURPS; the rest are extrapolated from here. Max was chosen to correspond to skill 7, below which you're basically crit-fishing and rolling isn't worthwhile. Last edited by Varyon; 01-16-2017 at 11:09 PM. |
01-17-2017, 05:09 AM | #9 |
Join Date: Aug 2004
Location: Los Angeles
|
Re: Hand Grenade Fragments and Hits
In a post about grenades, I made a quick chart of common grenades with their damage and 'skill' level pre-figured. Might be of some use. Also, the GURPS Calculator has a tool for explosives.
Generally, if I don't have one of those resources handy, I just "eyeball" things and keep it moving.
__________________
How to Be a GURPS GM, author Game Geekery, Blog (GURPS combat examples, fillable PDF sheets, rules summaries, campaigns and one-shots, beginners' intro) GURPS Discord, unofficial hangout and real-time chat |
01-17-2017, 08:39 AM | #10 |
Join Date: Aug 2007
|
Re: Hand Grenade Fragments and Hits
Note that the entire Gurps fragmentation system is grossly unrealistic. WWI helmets as low as DR3 were considered "effective" (whatever that means) against fragments from large artillery shells. Same for WWII to 1980s vests of DR4 to 5 even when it was acknowledged that they did little good against bullets.
So while fragments do little damage individually the number that hits is from a hand grenade explosion within the casualty radius in the in the high tens to even hundreds. You can see this by counting the number of hits that fail to penetrate a sheet of plywood. Then there are things like the ball bearings in a claymore or newer grenades like the Diehl that can not reasonably be described as "cutting". A system that was even real-ish could be much more complicated but even a simpler one assigning an automatic number of hits at a penetration of 1D(0.5) at a given distance would be at least as good a playable abstraction.
__________________
Fred Brackin |
Tags |
frag, fragmentation, grenade, hand grenade |
|
|