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Blast Radii

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JimJim JimJim's picture
Blast Radii
I may be looking in the wrong place, but can anyone tell me what the blast radii are for grenade and seeker types? A few seem to say 10 meters, which seems reasonable, but others say nothing. I've considered that it may be as simple as -2 from the epicenter of the blast until all damage is dissipated, but A) that leaves the ranges for explosives rather subjective based on rolled damage, and B) doesn't make much sense for uniform blasts such as thermobarics, which don't lose damage within their area of effect (and the thermobaric grenade on page 341 has no listed radius).
Decivre Decivre's picture
Re: Blast Radii
JimJim wrote:
I may be looking in the wrong place, but can anyone tell me what the blast radii are for grenade and seeker types? A few seem to say 10 meters, which seems reasonable, but others say nothing. I've considered that it may be as simple as -2 from the epicenter of the blast until all damage is dissipated, but A) that leaves the ranges for explosives rather subjective based on rolled damage, and B) doesn't make much sense for uniform blasts such as thermobarics, which don't lose damage within their area of effect (and the thermobaric grenade on page 341 has no listed radius).
Well, A is correct for most explosives. It is subjective based on how much damage is rolled, and I believe that was the intention. However, it's quite distressing that you're very correct about B. Thermobaric grenades do not have a listed radius, and that does seem to be a misprint. Better bring that up as something that needs errata.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
JimJim JimJim's picture
Re: Blast Radii
Thanks for bringing this up on the errata thread. Right now, my group is assuming that the average grenade either dissipates damage (the "option A" that I mentioned) or has a standard 10-meter radius (as indicated by grenade types like overload, spray, and a few others). The description of the uniform blast on page 194 says: "All targets within the noted blast radius suffer the same damage. Damage against targets outside of the main blast sphere is reduced by –2 per meter." After doing a little reading on how thermobaric devices work (one word: OUCH), I've decided to run the grenades as uniform damage out to 10 meters from the epicenter (adjust up or down based on charge size), and -2 from the edge of that radius until the damage is gone. I'm still not sure that I'm correct about this; based on a little light math, the average person wouldn't be able to throw a standard-sized thermobaric grenade far enough to get out of its secondary blast radius, at least not with any accuracy. But it does seem fairly consistent with what I've read about air-fuel devices.
Decivre Decivre's picture
Re: Blast Radii
JimJim wrote:
Thanks for bringing this up on the errata thread. Right now, my group is assuming that the average grenade either dissipates damage (the "option A" that I mentioned) or has a standard 10-meter radius (as indicated by grenade types like overload, spray, and a few others). The description of the uniform blast on page 194 says: "All targets within the noted blast radius suffer the same damage. Damage against targets outside of the main blast sphere is reduced by –2 per meter." After doing a little reading on how thermobaric devices work (one word: OUCH), I've decided to run the grenades as uniform damage out to 10 meters from the epicenter (adjust up or down based on charge size), and -2 from the edge of that radius until the damage is gone. I'm still not sure that I'm correct about this; based on a little light math, the average person wouldn't be able to throw a standard-sized thermobaric grenade far enough to get out of its secondary blast radius, at least not with any accuracy. But it does seem fairly consistent with what I've read about air-fuel devices.
No problem, it's an issue that warrants errata. As for your fix, I think it might be a bit excessive. 5 meters might be reasonable for a grenade. Remember, we're talking radius in meters for a hand-portable bomb... and a 10 meter radius (effectively a 20 meter diameter/width) would have a primary blast zone that is essentially a 65½ foot-wide ball of fire. That's a span about a fifth the length of a football field. If you are comfortable with a 10 meter radius, then there are plenty of ways for agents to remain safe. Besides the obvious facts that lobbing actually gives a grenade good distance from the thrower if done right, or that most people who throw a grenade take immediate cover (always a good idea when dealing with explosives anyways; practically a universal rule of combat), you might want to remember that not all grenade necessarily have to work off of a timed fuse. There are a number of other possible options, of which I'll list my two favorites. [list][*]Remote Control: Potentially the best one, with the best possibilities. Such grenades are synched to your mesh inserts and will detonate whenever you want them to, if you want them to. The absolute best grenades when someone is a klutz... a misthrown grenade can be left inert and possibly even retrieved for a second attempt. [*]Programmable: Everything in Eclipse Phase seems to have sensors; some way to perceive the outside world. It should not be too surprising if grenades also had such options. If that were the case, then it should be completely logical for grenades to be programmed to take in certain environmental factors when deciding to prime or detonate. For example, one of my players has programmed his grenades to remain permanently inert so long as they are within 10 meters of his mesh inserts. Most of my players have programmed their grenades to detonate 1 meter off the ground when thrown, blowing up just before landing to do the most possible damage at torso-level. The number of options is potentially limitless if your players decide on the right parameters, effectively allowing them to own smart grenades. Just make sure you tell them what sort of sensors the grenades have, so they can make assumptions on what the grenades can detect.[/list] These are just possibilities, which may or may not be canon to the setting (it never really says how grenades detonate in Eclipse Phase, far as I can see). Use them as you please.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Eleazar Eleazar's picture
Re: Blast Radii
I noticed this problem too. What I decided for my houserule (until an errata) is that all "Uniform Blast Radius" weapons determine their blast radius in the same manner as normal blast weapons, but for damage purposes they get the full value in that inner radius. As an example a thermobaric grenade will produce a 4m-18m uniform blast radius (avg. 11m) where it does full damage to all targets. Past that radius it will decrease in damage like the rule says, so you end up with a total blast about twice that size. This actually isn't too unbalancing in combat, because 8m-36m (avg. 22m) of fire & damaging shockwave is not a weapon to use unless collateral damage isn't a concern.
Prime Mover Prime Mover's picture
Re: Blast Radii
Any official answer on this yet?
"The difference between truth and fiction, people expect fiction to make sense."
OneTrikPony OneTrikPony's picture
Re: Blast Radii
I'm not sure why so many people question the uniform blast radius thing. I've always agreed with Eleazar. toss a thermobaric grenade. Roll 22DV your uniform blast radius is 22 meters reduced by 2/meter outside of that radius. Is it stupid powerfull? Yes. because it only works inside habitats with an oxygen atmosphere.

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Prime Mover Prime Mover's picture
Re: Blast Radii
Thats 72'+ of blast from a pocket sized delivery system or 144'+ from man portable missile. I'm just thinking volume of combustibles wouldn't be that large. I was thinking 2-4 meters for a grenade sized delivery system, 4-8 for a full sized missile. This makes it a little safer to use as a man portable weapon and make more sense considering the amount of dispersal you could achieve with such a small amount of chemical. I'm no expert though and this is a sci fi setting so I was just wondering if anyone official had chimed in.
"The difference between truth and fiction, people expect fiction to make sense."
OneTrikPony OneTrikPony's picture
Re: Blast Radii
I fully agree that it covers an implausibly huge area. But from my perspective it's not a problem with the rules. I think they are complete and have the added benefit of eliminating one column on the table of grenades and seekers. thermobaric hand grenades are kind of a dumb idea for reason's allready mentioned; you just can't throw it far enough. So a character shouldn't make thermobaric hand grendades. But i don't have a problem with the power because they're right there in a chapter with a shard pistol that has a 100 round magazine capacity. Light pistol rounds that can carry a reactive armor piercing warhead at the same time as they carry the electronics and mechanics for homing. man portable weapons in EP are super powerfull. They have to be because characters cant die.

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Prime Mover Prime Mover's picture
Re: Blast Radii
A quick and admittedly imprecise experiment accomplished a misty spray of 480cc's of thickened liquid under high pressure just under 10 meters. I think this works out pretty well for a hand thrown delivery system. Works out to around 10 meters uniform blast and another 10 for the shock-wave reduced damage area. I think for our games I'd feel more comfortable with this.
"The difference between truth and fiction, people expect fiction to make sense."
OneTrikPony OneTrikPony's picture
Re: Blast Radii
LOL :D did you happen to get video of this "quick and admittedly imprecise experiment"? cuz it sounds like something that should be on youtube or jackass. ;) One problem is that if you make uniform blast rules scale to thermobaric hand grenades then it doesn't scale well to vehicle launched thermobaric missiles and bombs. You end up with two rules to cover the same tech.

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Prime Mover Prime Mover's picture
Re: Blast Radii
No video..was one of those probably shouldn't be doing this at work experiments.
"The difference between truth and fiction, people expect fiction to make sense."
Prime Mover Prime Mover's picture
Re: Blast Radii
Using then 10 meters as a base. Total effective area x2 Grenade 20 meters or est. 60' Missiles (Man Portable) 40 meters or est. 120' (This appears to be about right after viewing a larger thermobaric missile deployed against a house, video.) Full sized FAE bomb with 500lbs or more of chemical payload deployed from altitude...priceless.
"The difference between truth and fiction, people expect fiction to make sense."
Scion Scion's picture
Re: Blast Radii
The fix that I'm using for now is that a smart-linked Thermobaric can be programmed to disperse for a particular time, letting them choose how big the uniform blast is. But the 10-meter radius works for pre-programmed grenades. Of course, the grenade they got off their g-net contact may not be standard ;)