Blast Rules Variant

>From: biggles@vircom.com (Owen Coughlan)

Here's a ruling for Grenade explosions (and other similar devices) that might be useful -- comments welcome since I've only done limited play-testing with it.


BLAST RADIUS is EVERTHING.

For a GM it means rolling blast damage once. The PCs affected calculate their own hits and stun saves. Naturally if the blast radius is different (say 4 meters) then the number of hits, and the stun modifiers are also different. A blast of 10D6 over 8 meters would mean 8 random locations at 0-1m from blast, and -8 to stun.


FULL-AUTO RULING

When firing full-auto at multiple targets the distance between targets is included when dividing the number of possible hits. So two characters 5 meters apart=7, 6 targets over 8 meters = 10, etc. The ROF of the wepon is divided by this number to determine the maximum number of hits per target.

If ROF is 30 and targets are 5 meters apart (7 including targets themselves) then 30/7 = 4; a maximum of 4 rounds per target. Roll as per FULL AUTO FNFF rules. Naturally everything in the back-ground (i.e. between the targets) makes a save as well. Natural 10 means the target takes extra hits (roll 1d10 again). As a difficulty option, remove the +1 per target bonus.

Any comments here are welcome.

BTW, I think someone else has developed a system for FULL-AUTO similar to this. If so, my appologies, I'm not claiming it's original, I'm just looking for something that works!