I get what you're saying here, but remember the DRv3 has allowances for, but does not quantify 'critical hits'. So a GM would be allowed to say a well placed grenade incapacitated a tank in 'one shot'. The Tier damage is supposed to be a dead on 'generic' hit.I still think that an M67 fragmentation grenade, which has a kill radius of five meters, injury radius of fifteen, and danger of up to 250 meters, is going to be a lot more harmful to most PA systems than a mere tier 3. Especially considering an M67 fragmentation grenade is quite happily capable of immobilizing modern main battle tanks and armored fighting vehicles.
Ever wonder why the US military is so afraid of IEDs? Explosives are relatively cheap and easy to manufacture, and their high gaseous expansion rates make stopping death or injury very difficult even in heavily armored applications. Combined with high velocity shrapnel thrown alongside the initial blat wave and I don't think a hand grenade should be tier 3. It should be Tier 4 or 5. If you're not wearing power armor and are within five meters when that thing goes off, you are dead. If you are in power armor, your shit just got rocked so hard your grandkids felt it. And your day is going to suck.
That's exactly how it works. A Mindy β and most actual power armors in-setting β could take quite a few T3 hits and weather them just fine (though the concussive force should be narrated properly). Plus, the GM can dictate whatever damage to characters that they want.people will see a fragmentation grenade at tier three and have their tier 5 heavy power armor laugh it off rather than taking any kind of damage ... That's not how this works.
I think the point Madi is getting at is that a grenade isn't something that a PA or vehicle can just shake off, but putitng it at T3 would make that the case.That's exactly how it works. A Mindy β and most actual power armors in-setting β could take quite a few T3 hits and weather them just fine (though the concussive force should be narrated properly). Plus, the GM can dictate whatever damage to characters that they want.
That's exactly how it works. A Mindy β and most actual power armors in-setting β could take quite a few T3 hits and weather them just fine (though the concussive force should be narrated properly). Plus, the GM can dictate whatever damage to characters that they want.
If grenades are T3, then they definitively would no do impact. I said on the Discord when I saw the discussion as to why it makes sense, however.I think the point Madi is getting at is that a grenade isn't something that a PA or vehicle can just shake off, but putitng it at T3 would make that the case.
That's exactly how it works. A Mindy β and most actual power armors in-setting β could take quite a few T3 hits and weather them just fine (though the concussive force should be narrated properly). Plus, the GM can dictate whatever damage to characters that they want.
Right.Seems to me that the point of this ruling is that, on the DR scale we use, the damage potential of the ammunition and explosives commonly found in real life is limited to DR 1, 2, or 3. Sure, individual rounds within each tier might have differing wound patterns, but ultimately are so similar that the minutiae is lost within our scale.
Basically: Luger 9mm, 10mm auto, and .45 ACP are all going to do essentially the same thing even though the wound pattern is different in-narrative.
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