| Post/Author/DateTime | Post |
|---|---|
| #1kronos182Jul 23, 2011 21:57:48 | Anyone seen rules for land mines? I thought I saw some somewhere in the books, but I could be mistaken. Probably some in some 3rd party book I don't have, I'm betting. |
| #2bone_nagaAug 07, 2011 14:53:16 | I haven't seen any. For my 4e games, I just create them as traps. |
| #3AnimeSniperAug 09, 2011 23:26:20 | Anyone seen rules for land mines? I thought I saw some somewhere in the books, but I could be mistaken. Probably some in some 3rd party book I don't have, I'm betting. Hey Kronos182 I recently had an epiphany in regards to this so I will post my houserules in regards and here is what I can up that would maim, disable, and outright kill PC and NPC's Grenades: Lets face it they are underpowered so I say up it to d8 while keeping rolled number that the books state Anti-Personnel: Use d10's I just haven't figured out how many Anti-Vehicular: Use d12's Anti-Power Armor: ? No Idea on how to homebrew stat them... Maybe d8's Anti-Mecha: Use d20's Anti-Starship: ? Again, no idea on how to homebrew stat them... Maybe d20's with a minimum of 100 dice rolled or figure in proximity when they explode |
| #4AnimeSniperAug 10, 2011 21:20:54 | The Claymore mine listed in my Blood & Guts PDF, 96 pages, is listed as a meager 6d6 so max 36 HP way under what I have statted under my Houserules which used the Claymore at 10d6 from Dandwiki.com but I do have that every square after where the mine was emplaced to subtract 5 points for every square out... so you could roll 84 points for anyone right next to the mine then anyone six squares away only recieve 54 damage... |
| #5kronos182Aug 11, 2011 7:00:56 | The Claymore mine listed in my Blood & Guts PDF, 96 pages, is listed as a meager 6d6 so max 36 HP way under what I have statted under my Houserules which used the Claymore at 10d6 from Dandwiki.com but I do have that every square after where the mine was emplaced to subtract 5 points for every square out... so you could roll 84 points for anyone right next to the mine then anyone six squares away only recieve 54 damage... That's definitely deadly. I think the book makes the claymore 6d6 to make it deadlier than a grenade, but what's it's blast radius? reflex save? Maybe we don't need to increase the damage too much, although I do like the idea of a higher die type.. but we can increase the area it affects and how hard it is to avoid taking damage. Like a frag grenade in d20 core 4d6 damage to a 20 ft radius area with a reflex save of 15. but if we make a frag landmine, why not make it do 4d8, sure not much more damage, but increase radius to 30 feet and reflex to 18? some players will sit up and notice that their makeshift landmines of grenades aren't as nice as the dude with the claymores that just forced them to roll higher.. |
| #6AnimeSniperAug 12, 2011 22:13:05 | The Claymore mine listed in my Blood & Guts PDF, 96 pages, is listed as a meager 6d6 so max 36 HP way under what I have statted under my Houserules which used the Claymore at 10d6 from Dandwiki.com but I do have that every square after where the mine was emplaced to subtract 5 points for every square out... so you could roll 84 points for anyone right next to the mine then anyone six squares away only recieve 54 damage... Good Points and a Claymore detonates in a conical field whichever way it is facing so it is a directional weapon.... basically the RL unit has wording along the lines of 'This Face towards Enemy' on one side which is the side you want to put to the enemy... also the mine can be detonated by several methods including tripwire, remote clacker detonation, and I thinks time delayed Here is the wiki link en.wikipedia.org/wiki/Claymore_mine and then the entire listing of mine types en.wikipedia.org/wiki/List_of_land_mines |
| #7backstabbistAug 14, 2011 12:29:25 | just for fun I did up a formula based system for popping HE Arty Shells on guys last year (hmm, year before?)... cause shelling folks is fun. Perhaps a revisit to the Ole HE Shelling formula: In a nutshell, for Artillery HE Shells I would skip the nuts&bolts way if it is handy, and just go the Traps CR route. You dont need the gorey details of a 'claymore' if you just want to have a generic CR3(or5 or whatever) 'ClaymoreMine' Trap and use appropriate CR3 damage/save from oldschool TrapMaking. However, if you DO want the hardcore way, I suggest treating a Claymore as an 10d shell in my formula, with limited angle for erea of effect. |