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Rebounding grenade damage
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ifurin
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Joined: 20 May 2007
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PostPosted: Tue May 29, 2007 9:35 pm    Post subject: Rebounding grenade damage Reply with quote

one of my players wanted to bring this damage rule from another game system. the problem was you practically needed to know calculas to figure out the damage. so this is what i came up with, what do you think?
Explosive rebounding: if a grenade is thrown into a small room or other confined area the GM may decide that rebounding rules apply.
If the explosive radius is larger than the longest side of a room then rebounding rules come into play. If the GM decides to use rebounding take the dice rating of the bulkhead, in character scale, and re-apply that back to everyone in the room the rest of the damage is applied to the wall/bulkhead. The rebound rule is only used once, if more damage is added, because of additional range, this damage is applied to the wall and not rebounded.
Eg: A character tosses an energy grenade into a room. (radius= 0-2/4/6/10 damage=5D/4D/3D/2D) The room is 3x5 meters with standard metal walls, roughly 3D body. The GM decides that rebounding will occur so he looks at the longest dimension, 5 meters, and rolls damage for 0-2 and 4 but adds 3D (the walls body) to each roll. The damage for the 6 and 10 against the walls only, this damage will not rebound. So those in the 0-2m radius will take 8D and those within the 4m radius will take 7D of damage, and the walls take 5D of damage.
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masque
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Joined: 16 Mar 2006
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Location: Houston, TX

PostPosted: Tue May 29, 2007 11:04 pm    Post subject: Reply with quote

If it's a fragmentation grenade, I could understand why a rebound would come into play. I don't see what is there TO rebound if it's an energy-based explosive.
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Esoomian
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Joined: 29 Oct 2003
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Location: Auckland, New Zealand

PostPosted: Tue May 29, 2007 11:45 pm    Post subject: Reply with quote

masque wrote:
I don't see what is there TO rebound if it's an energy-based explosive.


Concussive force can be redirected in this way but then you'd have to start taking into acount things like the dynamics of the blastwave as the force works against itself when it starts to rebound and creates eddies and the like.

I propose just adding +2 to the damage for every meter that the radius is reduced by
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vong
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Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Wed May 30, 2007 7:52 am    Post subject: Reply with quote

Esoomian wrote:
I propose just adding +2 to the damage for every meter that the radius is reduced by


I like this one personally, simple. The simpler the rule, the easier it is to add it on the fly in a game Smile. You dont want to take out a pen and paper and start solving long equations while gaming Smile
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Tupteq
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Joined: 11 Apr 2007
Posts: 285
Location: Rzeszów, Poland

PostPosted: Wed May 30, 2007 8:50 am    Post subject: Reply with quote

I'm resolving such things individually. For example shrapnel of frag grenade will not rebound if walls are rather soft (plaster), they will penetrate. But the situation is completely different in room with durasteel or metal walls. I'm using common sense here (+0 for frag and plaster, +1D for room size close to blast radius, +2D for small rooms - let's say < half of blast radius).
The other thing is the grenade explosion in tunnel. It's blast radius (it's not radial anymore) may grow significantly, common sense is helpful here too (x2 big tunnel, x3 for small - like 2x2m tunnel, x5 or more for ventilation shaft).
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garhkal
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Joined: 17 Jul 2005
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PostPosted: Wed May 30, 2007 12:53 pm    Post subject: Reply with quote

Good point... Also, what about someone standing inside teh doorway to a room where a grenade goes off. Would his 'dodge' be hampered?
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vong
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PostPosted: Wed May 30, 2007 1:00 pm    Post subject: Reply with quote

I dont think so, it may even get a bonus, because he just needs to dive back at an angle to be free of the blast..
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ifurin
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Joined: 20 May 2007
Posts: 208

PostPosted: Wed May 30, 2007 2:27 pm    Post subject: Reply with quote

we usually modify the cover rules and concider the person 1/2 covered and give them +2D to dodge instead of the normal modification to hit.
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Esoomian
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Joined: 29 Oct 2003
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PostPosted: Wed May 30, 2007 4:48 pm    Post subject: Reply with quote

Tupteq wrote:
I'm resolving such things individually. For example shrapnel of frag grenade will not rebound if walls are rather soft (plaster), they will penetrate. But the situation is completely different in room with durasteel or metal walls. I'm using common sense here (+0 for frag and plaster, +1D for room size close to blast radius, +2D for small rooms - let's say < half of blast radius).
The other thing is the grenade explosion in tunnel. It's blast radius (it's not radial anymore) may grow significantly, common sense is helpful here too (x2 big tunnel, x3 for small - like 2x2m tunnel, x5 or more for ventilation shaft).


Hmmm good point I was assuming a durasteel room.
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