Things that go Boom! Parts 7-8: Looking at Dropped Weapons

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JCab747
March 10, 2019 - 10:12am
Note: This story will build upon Part 1: looking at grenades, Part 2: looking at rockets and missiles, and Part 3: looking at mines.

Dropped weapons -- i.e. bombs -- first appeared in Dragon magazine with the "Tanks a lot!" story and were later updated by Larry Moore for his vehicle combat article in Star Frontiersman magazine.

What I want to do here is flesh things out a bit more.
Joe Cabadas
Comments:

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JCab747
September 18, 2019 - 4:16pm
An idea for building levels of protection, based on information from FEMA.

Protection Level
Low -- This is a standard structure. It will take damage as normal.

Medium -- Reduce bomb, artillery and demolition damage by 50 percent... and probably cut damage from beam weapons too?

High -- This is a fortress. It receives superficial damage from all but the largest bombs and weapons, though components, such as exposed turrets, might be attacked and knocked out separately.

Virtually Imprenetrable -- a bunker built into a mountain, like the old NORAD center... or Stargate Command... It can survive a direct hit from a nuclear weapon.



Joe Cabadas

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JCab747
September 19, 2019 - 6:22pm

Levels of Protection

Just like characters and vehicles can be armored, buildings and structures can be reinforced to reduce damage from bombs.

“The extent and severity of damage and injuries in an explosive event cannot be predicted with perfect certainty,” noted a U.S. Federal Emergency Management Administration documentabo ut the effects of an explosive blast. “The air blast shock wave is the primary damage mechanism in an explosion. The pressures it exerts on building surfaces may be several orders of magnitude greater than the loads for which the building is designed.”

While the FEMA document is geared toward guarding against terrorist car and truck bombs, it can be used to infer what would happen when an aerially delivered bomb or artillery shell or missile lands near a building. The U.S. Department of Defense lists several levels of protection for buildings against the effects of explosions. We will adapt these levels for the Star Frontiers game.

Note, the following chart can be used for determining what will happen to a structure from most conventional attacks – bombs, lasers, missiles, artillery, demolitions, etc. But it does not necessarily offer a guide of what a weapon of mass destructions, such as the use of a nuclear warhead, will do to a building or to those inside.

Level of Protection

Potential Structural Damage

Potential Door and Glazing Hazards

Potential Injury

Below Standards

Double the damage to the structure, causing massive destruction. If the explosion is massive enough, little is left standing.

Doors and windows fail and result in lethal hazards

Majority of personnel may suffer fatalities.

Very Low

Apply normal damage. Major deformation of primary and secondary structural members, but progressive collapse is unlikely. Collapse of non-structural elements.

Glazing will break and is likely to be propelled into the building, resulting in serious glazing fragmentation injuries, but fragments will be reduced. Doors may be propelled into rooms, presenting serious hazards.

Majority of personnel suffer serious injuries. There are likely to be a limited number – 10 to 25 percent – of fatalities.

Average

Apply Damage as normal. This is a typical civilian structure. Depending upon the amount of damage, it may be repairable. There will be deformities of non-structural elements and secondary structural members. Minor deformation of structural members, but progressive collapse is unlikely.

Glazing will break, but fall within 1 meter of the wall or otherwise do not present a significant fragment hazard. Doors may fail, but they will rebound out of their frames, presenting minimal hazards.

Majority of personnel suffer significant injuries.  There may be a few fatalities – less than 10 percent.

Medium

Reduce damage to structure by 50 percent. Building may be repairable with minor deformations of non-structural elements and secondary structural members. No permanent deformation in primary members.

Glazing will break, but will remain in the window frame. Doors will stay in frames, but will not be reusable.

Some minor injuries, but fatalities are unlikely.

High

Reduce damage by 90 percent. Superficially damaged. No permanent deformation of primary and secondary structural members or non-structural elements.

Glazing will not break. Doors will be reusable.

Only superficial injuries are likely.

Based on information from the U.S. Department of Defense.

Beyond the high level of protection, there are military structures that are virtually impenetrable, such as a bunker built into a mountain with blast doors that can absorb a nuclear explosion. Even with such a fortress, there are probably ways to get inside of it through emergency – and probably secret – exits where hatches can be blown up, allowing intruders to enter.

 

Joe Cabadas

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JCab747
September 19, 2019 - 5:04pm

Explosions and Craters

Craters are formed in the ground when an explosion occurs either at the surface or immediately above or below the surface. Many craters are bowl-shaped, but there are several exceptions. This shape is caused by high-pressure gases and the resulting blast shockwave.

Writer Peter Hibbs of the United Kingdom has a blog at pillbox.org.uk, for a research paper called “The Defence of East Sussex Project.” He noted that during World War II, the British Home Office’s Research and Experiments Department offered some information on the effectiveness of German bombs and the types of craters they left. Please see the chart below.  

German Bomb Weight

 Crater Diameter

Crater Depth

50 kg

8-12 ft (2.4 - 3.6m)

2-5 ft (0.6 - 1.5m)

100 kg

20-30 ft (6-9.1m)

7-10 ft (2.1-3m)

250 kg

24-36 ft (7.3-11m)

10-12 ft (3-3.7m)

500 kg

30-40 ft (9.1-12.2m)

10-16ft (3-4.9m)







This information could be useful to a referee when determining what happens when a bomb or shell hits. Keep in mind, the chart about crater sizes is for a World War II era bomb, rather than more powerful explosives that would be used in a Frontier bomb.

Hibbs also references a 1942 UK manual called Bomb Reconnaissance and Protection Against Unexploded Bombs. That document notes that the size and shape of a crater and how far a bomb penetrates into the ground depends several factors, including:

·        The composition of the ground. Bombs, for example, would have a hard time denting granite.

·        Heavier bombs tend to be able to penetrate soils easier.

·        How high up a bomb was dropped – up to about 15,000 feet (approx.4,500 meters) after which there is no added penetration. For game terms, figure that this is for planets with approximately 1 G gravity that has any more than a thin atmosphere.


Joe Cabadas

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JCab747
September 19, 2019 - 5:05pm

The bowl-shaped crater in figure 1 was made from a bomb that exploded on or shortly after impact. The actual size may be much larger, but material ejected upward (ejecta) may fall back in and erosion and landslides from the walls will partially fill the crater back in. 


Joe Cabadas

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JCab747
September 19, 2019 - 5:06pm
Figure 2 shows a surface hole and camouflet (an artificial cavern) was formed by an unexploded bomb that deviated from its original trajectory.


Joe Cabadas

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JCab747
September 19, 2019 - 5:07pm

Figure 3 shows a surface crater and camouflet from a bomb that deviated from its original trajectory but exploded.



Joe Cabadas

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JCab747
September 19, 2019 - 5:08pm

Figure 4 shows a surface crater and camouflet from a bomb that exploded underground, but only a small surface area was affected.


Joe Cabadas

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JCab747
September 19, 2019 - 5:09pm

Figure 5 is when a bomb explodes too deeply in the ground to form a crater on the surface, but soil may be heaped over the camouflet. This soil covering may collapse when a character or vehicle travels over the area.

Craters and camouflets are potentially dangerous. Along with the possibility of encountering an unexploded bomb, the pit may have poisonous carbon dioxide or other gases lingering inside!

Joe Cabadas

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JCab747
September 19, 2019 - 5:23pm

Concluding Notes

For the sake of brevity, this concludes Part 7 of “Things that go boom!” The next article will return to looking at dropped ordnance, along with looking bombs with other types of warheads, including aerial deployed minefields, aerial resupply containers, and bomb disposal equipment.

Joe Cabadas

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JCab747
September 19, 2019 - 6:16pm
JCab747 wrote:

Chart 59: Bomb Racks

Cost (Cr)

Wgt (kg)

HP

Small Bomb Mount

50

10

1

Medium Bomb Mount

50

12

2


Chart 60: Dropped Weapons

Cost (Cr)

Wgt (kg)

HP

 

Dropped Weapons

Cost (Cr)

Wgt (kg)

HP

Small Bombs

 

 

 

 

Medium Bombs

 

 

 

Standard Explosive

100

15

1

 

Standard Explosive

250

30

2

High Explosive

150

15

1

 

High Explosive

400

30

2

Electrical Discharge

150

15

1

 

Electrical Discharge

400

30

2

Field Crusher

140

15

1

 

Field Crusher

350

30

2

Foam: Acid

130

 

 

 

Foam: Acid

250

 

 

Foam: Chemical Defoliant

130

15

1

 

Foam: Chemical Defoliant

250

30

2

Foam: Extinguish

130

15

1

 

Foam: Extinguish

250

30

2

Foam: Irritant

130

15

1

 

Foam: Irritant

250

30

2

Foam: Slick

130

15

1

 

Foam: Slick

250

30

2

Foam: Solid

130

15

1

 

Foam: Solid

250

30

2

Foam: Rad-Blast

130

15

1

 

Foam: Rad-Blast

250

30

2

Gas: Doze

130

15

1

 

Gas: Doze

250

30

2

Gas: Dusk

130

15

1

 

Gas: Dusk

250

30

2

Gas: Nightfall

130

15

1

 

Gas: Nightfall

300

30

2

Gas: Poison

130

15

1

 

Gas: Poison

250

30

2

Gas: Smoke

130

15

1

 

Gas: Smoke

250

30

2

Incendiary

140

15

1

 

Incendiary

350

30

2

Sonic Stunner

135

15

1

 

Sonic Stunner

300

30

2

Tangler

130

15

1

 

Tangler

250

30

2

Airdrop Pod, Small

50

5 empty

1

 

Airdrop Pod, Medium

90

10 empty

2


Chart 61: Dropped Weapons

Damage

 

Blast Radius

Ammo

ROF

Defense

Range

PB/S/M/L/E

Small Bomb[1]

 

 

 

 

 

 

Standard Explosive

10d10 +100

20/30

1

1/all

Inertia

10/30/60/120/121+

High Explosive

15d10 +100

30/45

1

1/all

Inertia

10/30/60/120/121+

Electrical Discharge

Elect. Short

20/30

1

1/all

Insulation

10/30/60/120/121+

Field Crusher

10d10+50 vs. fields

20/30

1

1/all

--

10/30/60/120/121+

Foam: Chemical Defoliant

Defoliates

30/45

1

1/all

--

10/30/60/120/121+

Gas: Doze

Sleep

30/45

1

1/all

STA check

10/30/60/120/121+

Gas: Dusk

Dim Light

30/45

1

1/all

IR, scanners

10/30/60/120/121+

Gas: Nightfall

Darkness

30/45

1

1/all

IR, scanners

10/30/60/120/121+

Gas: Poison

S10/T10

30/45

1

1/all

STA check

10/30/60/120/121+

Gas: Smoke

-15% to hit

30/45

1

1/all

IR

10/30/60/120/121+

Incendiary

8d10 + (1d10x6turns)

30/45

1

1/all

Asbestos

10/30/60/120/121+

Sonic Stunner

Stun

20/30

1

1/all

Sonic, STA check

10/30/60/120/121+

Tangler

Entanglement

2d10 + 10 turns

20/30

1

1/all

RS check

10/30/60/120/121+

Medium Bomb

 

 

 

 

 

 

Standard Explosive

20d10 + 200

30/45

1

1/all

Inertia

10/30/60/120/121+

High Explosive

30d10 + 200

40/60

1

1/all

Inertia

10/30/60/120/121+

Electrical Discharge

Elect. Short

30/45

1

1/all

Insulation

10/30/60/120/121+

Field Crusher

10d10 + 200  vs. fields

30/45

1

1/all

--

10/30/60/120/121+

Foam: Chemical Defoliant

Defoliates

40/60

1

1/all

--

10/30/60/120/121+

Gas: Doze

Sleep

40/60

1

1/all

STA check

10/30/60/120/121+

Gas: Dusk

Dim Light

40/60

1

1/all

IR, scanners

10/30/60/120/121+

Gas: Nightfall

Darkness

40/60

1

1/all

IR, scanners

10/30/60/120/121+

Gas: Poison

S10/T10

40/60

1

1/all

STA check

10/30/60/120/121+

Gas: Smoke

-15% to hit

40/60

1

1/all

IR

10/30/60/120/121+

Incendiary

15d10 + (1d10x10urns)

40/60

1

1/all

Asbestos

10/30/60/120/121+

Sonic Stunner

Stun

30/45

1

1/all

Sonic, STA check

10/30/60/120/121+

Tangler

Entanglement

3d10 + 10 turns

30/45

1

1/all

RS check

10/30/60/120/121+

Airdrop Pod, Small

20kg of supplies

N/A

1

1

N/A

10/30/60/120/121+

Airdrop Pod, Medium

50kg of supplies

N/A

1

1

N/A

10/30/60/120/121+



[1]These are “dumb” bombs and not current military grade. To successfully use this weapon, one should purchase Weapons: Dropped. This skill is applicable to anything dropped from a moving air vehicle.




 

This weapons chart will be the basis for Part 8. Though, the costs were based on the original chart from "Tanks a lot!" 

I noticed -- finally, after years -- that follow-up story a few issues later in Dragon said that those prices were underated by about a factor of ten! I will probably revise the blast radius information too.

I'll need to provide some information on targeting equipment and such.
Joe Cabadas

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JCab747
September 19, 2019 - 6:20pm
Bombs will be listed according to their nominal weight.

In other words, the "light bomb" will now become the 15 kg bomb.

The "heavy bomb" -- or "medium bomb" on my charts -- will become the 30 kg bomb.

As in my other stories, I'll include some statistics for an outdated bomb, such as the British 20 lb Cooper bomb, some heavy military explosive fragmentation bombs too, and the airdrop pods that are mentioned in the charts.

Joe Cabadas

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JCab747
September 21, 2019 - 12:59pm
Well, I decided that I could actually add a bit more information to Part 7. I don't think the early version has enough "gravitas" -- to use that overused word from the Bush-Gore election era... No, I'm not getting into politics here. It's just a reference.

Another Look at Bombs

Instead of describing bombs as “light” or “heavy,” they will be listed based on their nominal weight. These weapons are typically mounted bomb racks and attached to pylons for modified jetcopters or aircars. Air transports (from Zebulon’s Guide), Cloud Flyers (A vehicle by David “Zeb” Cook from the August 1986 issue of Dragon), and even special bombers would probably have internal bays too. Since most Frontier planets only have a single colonial government, special bombers are probably unusual.

Space fighters could also carry bombs. In fact, this is mentioned in a November 1986 story in Dragon called “An Interstellar Armory: new defenses and weaponry for Star Frontiers Knight Hawks gaming” by Gus Montier. In that case, it only listed a fusion bomb, which is not being covered by these rules.

Space fighters would need an internal bomb bay, especially if they want the weapons to survive the fiery entry into an atmosphere. Of course, if the fighters are going against a target in the vacuum of space, they could be mounted on the craft’s exterior.

The range

Pylons. Pylons are basically adaptors mounted onto a jetcopter or aircar so they can carry weapons. Aerodynamic, they are designed to reduce drag (wind resistance). There are different styles and sizes of pylons and some can be jettisoned after use to reduce an aircraft’s radar signature.

Bomb Racks. External bomb racks are mounted onto pylons and are used to carry and release the stored ordnance. Coming in different designs, some bomb racks may only hold one bomb, but others can store two, three, or more bombs. In the equipment list, the Roman numeral following the bomb rack type indicates how many bombs it can carry.

In the case of the 15 kg Mount III, it can carry up to three 15 kilogram bombs. For racks such as the “Mount III” that carry more than one bomb, the weapons specialist can release any combination of bombs on the rack, from one, two to all at once.

Bomb Racks

 

 

 

 

 

Types

Ammo Capacity

ROF

Cost (Cr)

Mounting Cost (Cr)

Wgt (kg)

HP

15 kg Mount I

1

1

50

        50

10

1

15 kg Mount II

2

1-2

100

50

12

1

15 kg Mount III

3

1-3

200

50

14

1

15 kg Mount IV

4

1-4

300

50

16

1

30 kg Mount I

1

1

50

50

12

2

30 kg Mount II

2

1-2

100

50

16

2

30 kg Mount III

3

1-3

200

50

20

2

30 kg Mount IV

4

1-4

300

50

24

2

 

Ranges and Dropping Speed. Bomb range categories are provided under the Dropped Ordinance skill. Most assume that the bomb will hit the same turn that it is dropped, but this is not the case when they are released at a good deal of altitude.

A forum discussion on a World War II aircraft enthusiast website (ww2aircraft.net) offers some information on how long ittakes a bomb to fall from a given distance. One poster, Greyman, offered some statistics from “Air Publication 1243 Armament Training for the RAF – Part II –Bombs, Pyrotechnics, Bombsites, etc.”

The exact timing depends on the speed of the aircraft, the bomb type, wind and weather conditions. For a 250 pound general purpose bomb, the British Royal Air Force gave these statistics: 17.9 seconds to fall from 5,000 feet (1,534 meters), 25.5 seconds from 10,000 feet (3,048 meters), 31.5 seconds from 15,000 feet (4,572 meters), and 36.6 seconds from 20,000 feet (6,096 meters). This will be of course for planets with a 1 G gravity and a standard atmosphere.


Joe Cabadas

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JCab747
September 21, 2019 - 12:56pm

Bomb Detonators. The bombs provided in “Tanks alot!” seem to just have contact detonators, but just like demolitions and mines, a variety of detonators are available. These detonators must be purchased separately and installed before the bomb can be successfully used! They will add weight to the device.

Bomb Detonators

 

 

Type

Definition

Cost (Cr)

Wght (kg)

Contact

The explosive detonates when the warhead makes a physical contact with the target. Sometimes this detonator is combined with a delay so the bomb explodes a specific amount of time after contact.

50

1

Altitude

The bomb explodes when it reaches a specific altitude (see proximity).

75

1

Proximity

Using in combination with scanners including radar, a magnetic sensor, infrared, laser, etc., the bomb explodes when it reaches a specified distance from the target. These are usually bombs with a shaped warhead to send fragmentation (or its effects) primarily toward the target.

150

2

Remote

A bomb can be equipped so it can be remotely detonated by the operator. Usually this is an added self-destruct mechanism.

50

1

Timed

The bomb explodes after a certain amount of time.

50

1

Combined

This is a combination of any or all the types of detonators above into one package. Add the costs of the individual detonators together and add 20 percent. The weight stays at 2 kilograms.

Cost+20%

2

 

Joe Cabadas

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JCab747
September 21, 2019 - 12:58pm

15 Kilogram Bombs. This is the class of weapons that were called the light bomb in “Tanks a lot!” Instead of just having a fragmentation explosive, a variety of warheads are available for bombs including electrical discharge, field crusher, foam, gas, incendiary, sonic and even tangler types.

Joe Cabadas

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JCab747
September 26, 2019 - 5:55pm
OK. Finished the revisions for Part 7, now for Part 8.

Here are some notes so far:

More Bombs

The warheads for modern, larger bombs can vary, though typically they will be explosive fragmentation (general purpose), high explosive, high explosive anti-tank (HEAT), high explosive plastic (HEP), electromagnetic pulse (EMP), gas: doze, gas: poison, incendiary, and sonic. Many of these weapons are only found in the arsenals of planetary militias or the Landfleet.

Hot Air Balloon Bombs. This is an antique bomb that can be delivered by a paper, hot air balloon.

The bombs would weigh between 10-14 kilograms, with most of the weight due to the iron outer covering. It would have black powder and a primitive, lit fuse detonator good for 10-30minutes.

The bombs would have a failure rate of 30 percent failing to go off.

Additionally, this weapon is highly dependent on the direction of the wind, which could suddenly change after the balloons are launched. If they actually make it over their target, they have about a 10 percent chance to hit anything, doing 5d10 points of fragmentation damage. 

Above, bombs over Venice.

25 Pound British Cooper Bomb. One of the earliest dropped bombs was the 25 pound British Cooper bomb, which was used during World War I. The bomb actually weighed 24 pounds (10.8 kilograms), out of which 20 pounds was the cast iron casing while it only had 4 pounds of explosive. The after body of the Cooper bomb was made out of wood while the fins were constructed out of steel. The bomb had an estimated failure rate of 25-30 percent.

100 Kg Bomb. Much larger than the 15 or 30 Kg bombs, this is one of the smallest aerial dropped bombs in a military’s arsenal. It consists of a composite steel case with a 40 kilogram warhead.

200 Kg Bomb. This general purpose bomb has a 90 kilogram warhead, typically high explosive. It can be outfitted with a variety of fin kits, fuzes and retarders for different missions.

500 Kg Bomb. One of the most common bombs, it has 200 kilograms of explosive. The actual weight varies depending on the fuze options and fin configuration.

1,000 Kg Bomb. This is one of the largest bombs in the Landfleet’s arsenal. It has a 450 kilogram warhead, typically high explosive. In such a configuration, it can form a crater that is 20 meters wide and 12 meters deep. It can penetrate up to 40 centimeters of metal or 4 meters of concrete depending upon the height from which it is dropped. It causes lethal fragmentation damage out to 370 meters, which is the primary blast area.


Joe Cabadas

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JCab747
September 23, 2019 - 9:08am

10,000 Kg “Grand Slam” Bomb. This is an ancient, World War II weapon was used by the British Royal Air Force. Also nicknamed the “Ten Ton Tess,” about half of its weight is the cast iron casing. It was designed to penetrate up to 40 meters in the ground or into 20 meters of concrete before exploding. 

Produced between 1944-45, some 99 Grand Slams were built and 42 were used against hardened targets such as submarine pens,railway bridges, costal batteries and viaducts that had survived previous bombings. With 6.5 tons TNT equivalent, it caused mini earthquakes. The explosion could form a camouflet (cavern) while shifting ground could undermine a target’s foundation.

Massive Ordnance Air Blast (MOAB) Bomb. One of the largest conventional bombs ever made, the GBU-43 weighs about 10 metric tons and contains 8,164 kilograms of explosives. This bomb does not penetrate into the ground. When used, its explosive air blast is the equivalent of 11 tons of TNT. It has a blast radius of a mile wide. So massive – it is 9 meters long and 103 centimeters in diameter – it had to be pushed out of the back of a C-130 cargo plane rather than delivered by a bomber. The reported cost of the weapon in the mid-2000s was $170,000.

A Frontier equivalent bomb would use more advanced explosives so it can weigh 2.5 metric about tons.

Joe Cabadas

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JCab747
September 23, 2019 - 3:16pm
Another extreme bomb... just because.

5,400 Kg “Tallboy” Bomb. This weapon was developed on the human’s home planet during a conflict called World War II. Known as an “earthquake” or “bunker buster” bomb, it was used against massive and hardened structures that conventional bombs had proven ineffective at destroying. At 6.4 metrs in length, it was designed to be dropped from an altitude of 5,500 meters while the aircraft was traveling at 270 kilometers per hour. It struck after reaching speeds of approximately 1,200 kph and could penetrate about 5 meters of concrete. The bomb made a crater that was 24 meters deep and 30 meters across. The earthquake caused by these bombs often made buried bunkers unrepairalble.


Joe Cabadas

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JCab747
September 25, 2019 - 4:27am

Retarding Devices and Targeting Equipment

The bombs presented in “Tanks a lot!” of Dragon Magazine and even Larry Moore’s story on vehicle combat in issue 15 of Star Frontiersman Magazine appear to be unguided weapons. Also known as dumb bombs – or free-fall, or gravity, or even iron bombs – these weapons simply follow a ballistic trajectory from the aircraft to the ground. They do not have any kind of guidance system other than the fin assembly on the back.


Some bombs will be equipped with some sort of retarding device such as a drogue chute or a fin-retarder. These devices slow the forward momentum of a bomb after its release. This is especially important when anaircraft is dropping it from a low altitude. Retarding devices are also used to prevent the possibility of a bomb skipping after it impacts the ground before it explodes.


Some other retarding devices include the ballute. Invented by Goodyear in 1958, this is a parachute-like system. It is used by aircraft flying at high altitudes and supersonic speeds to decelerate and even stabilize a bomb during its decent. 


Dumb bombs can be converted into smart bombs with a few, though major, alterations. These include adding a built-in computer controller, an electronic control sensor, an adjustable fin assembly, and a battery to power it all. This equipment is required to use any of the advanced targeting equipment that was provided for in either the “Tanks” or Moore’s story or the vehicle computer-based gear in Zebulon’s Guide.

“When a plane drops a smart bomb, the bomb becomes a particularly heavy glider,” noted a story about smart bombs on Science.HowStuffWorks.com. “It doesn't have any propulsion system of its own, like a missile does, but it does have forward velocity (by virtue of being dropped from a speeding plane). It also has flight fins that generate lift and stabilize its flight path.”

As the bomb drops, the computer control system activates actuators that adjust the flight fins. Acting like flaps on a plane, the fins can turn the bomb in different directions.

“This adjustment process continues until the smart bomb reaches its target, and the fuze mechanism sets off the explosive.” Science.HowStuffWorks.com continued. “Smart bombs generally have proximity fuzes, which set off the explosive just before the bomb reaches the target, or impact fuzes, which set off the explosive when the bomb actually hits something.”

Joe Cabadas

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JCab747
September 24, 2019 - 5:52pm

Targeting Systems. The most common way to target vehicle weapons, including bombs, is manual aiming, this would assume that an aircraft carrying bombs has some sort of bomb sight whether it is for dive bombing, high-altitude or a low-level drop.

The advanced targeting systems that have been introduced in Dragon and Star Frontiersman magazines and Zebulon’s guide include the Cyberlink, Eye-Weapon Coordination(EWC), and various weapons progits for vehicle computers.

Manual Targeting. The most common form of using vehicle weapons by civilians and even paramilitary units is manual targeting. This means the gunner operates the weapon by hand, lining up a shot and firing. The gunner using this system must expose himself to enemy fire but will have hard cover if the weapon is mounted on a vehicle. Skill bonuses apply when using this system.

Weapons mounted on turrets may have a telescopic or external camera system that allows the gunner to remain protected and control the weapon by a joystick (antiquated systems might be operated by a mechanical or hydraulic system).  Cost for the protected manual aiming system: 500 Credits.

Cyberlink, Vehicles. Also called a Computer Linked System, this is a direct mental hookup by the vehicle computer to a weapon to control its firing. Up to 5 weapons can be controlled by one gunner (or 3 by a driver) at no penalty to firing multiple weapons. Each weapon requires a separate link – even if they are in the same turret; this link weighs an additional 1 kilogram uses 1 SEU per turn of operation. The base chance to hit is 30 percent plus 10 percent per progit level.

The base chance to hit is 30 percent plus 10 percent per progit level. There are five Cyberlink Targeting progits available for purchase including levels 1-2, which are Type B progits; levels 3-4, which are Type C progits; and level 5, which is a Type D progit. Level 6 progits do exist, but they are considered to be military hardware, which is legally only available to the Spacefleet, the Landfleet or the UPF Space Marine Corps.

Effect: Allows the gunner to fire multiple weapons without penalty; 30 percent base chance to hit + 10 percent per computer level. Mass: 5 kilograms + 1 kilogram per weapon link. Cost: 5,000 Credits per level + 500 Credits per weapon link. Power: 1 SEUper turn per linked weapon. EWC Helmet: for each gunner, Cost: 200 Credits per helmet.

Eye-Weapon Coordination. EWC systems use a special helmet or electronic goggles that can track the movements of the wearer’s eyes. Through a complex circuitry link, it brings the vehicle’s (or powered suit’s) weapons to bear along the wearer’s line of sight. It provides the gunner/vehicle a +2 bonus for his Initiative Modifier (IM).

When the weapons are aimed at the target, the user has only to push a button, flip a switch, or pull a trigger to fire any combination of weapons. The helmet/goggles can be switched from infrared to normal vision and can be turned on or off.  On a vehicle, thegunner does not need expose himself to enemy fire because the helmet is connected to a set of infrared and video cameras. The images these cameras  receive are projected onto the inside of the helmet visor.

Vehicles normallyhave one gunner for each turret; this gunner may fire any combination of the weapons mounted on the turret in any one direction on a given turn.   

EWC gives the usera +30 percent modifier to hit. The gunner/powered suit pilot receives no additional bonuses due to weapons skills.

Effect: +30 percent bonus to hit but no weapon’s skill bonuses; +2 IM. Mass: 5 kilograms + 1 kilogram per weapon link. Cost: 3,500 + 300 Credits per EWC linked weapon. EWC Helmet Equipment: 200 Credits. Power: 1 SEU per turn per linked weapon.

Vehicle Computers. One of the key optional components of civilian and military vehicles is the vehicle computer (VC). Designed similar to a bodycomp, the VC is often mounted in the vehicle's cockpit and linked to all of the vehicle’s functions. It has 12 ports and uses the same type of power packs and processor packs as a bodycomp.

The differences in the following power packs are in their duration and amount of progits they can handle at any one time. It can be recharged but can never be used to power anything else.

Sixpack. The least powerful and most inexpensive computer power pack, it can provide power to a) one Type A or Bprocessor pack and six progits, or b) one Type C processor pack and four progits. The sixpack lasts for one month and costs 50 Credits to recharge.

Tenpack. This battery can power a) one Type Aor B process and ten progits; or b) a Type C processor and eight progits; or c)a Type D processor and four progits. The tenpack lasts for three months and costs 125 Credits to recharge.

Fullpack. This battery can power a) one Type A or B processor and 12 progits; or b) one Type C processor and 10 progits; or c) one Type D processor and six progits. The fullpack lasts for six months and costs 275 Credits to recharge.

Kingpack. The top-of-the-line power pack, it can provide power to one processor pack of any type and 12 progits. The kingpack lasts for one year and costs 450 Credits to recharge.

Processor Packs. The organizer, brain and interpreter for the entire portable computer system, there are four processor packs – types A, B, C, and D.

Vehicle Computer Power Packs Table

Type

Processor Packs Allowed

No. of Progits

Cost (Credits)

Duration (GST)

Recharge Costs (Credits)

Sixpack

A or B

C

6

4

200

1 month

50

Tenpack

A or B

C

D

10

8

4

300

3 months

125

Fullpack

A or B

C

D

12

10

6

400

6 months

450

Kingpack

Any

12

500

1 year

450

 

Program Units (Progits)

Progits are classified from A to D, the latter being the most complex and energy consuming. What follows are some of the common programs available for vehicles, please see Zebulon’s Guide for more information.

When purchasing progits for their devices, players must consider what power and processing packs they have so that the whole system is compatible (i.e., a sixpack and a processor pack type C cannot handle type D progits).

Key Vehicle Computer Progits

TypeA

Dis-Viz. Also called a heads up display (HUD), with this progit, a character can have full visual readouts from his vehicle computer with the information projected onto the windshield, dashboard monitors, or even into a helmet. Cost: 150 Credits.

Type B

Comp-Voice Command. This progit combines the functions of Audio-Act and Comp-Talk into one unit. Cost: 1,000 Credits.

Cyberlink Targeting Level 1. This progit must be used in conjunction with Brain-Link and the Cyberlink Targeting System. It provides the user with a +10 percent modifier to hit. Cost: 1,000 Credits.

Cyberlink Targeting Level 2. A more advanced targeting progit for the Cyberlink system, it provides the user with a +20 percent modifier to hit. Cost: 2,000 Credits.

Dis-Map Navigation. This progit must be used with Dis-Viz and contains multiple maps – or can link with a city or planetary computer – to display every explored area in the Frontier. It can show overall views of continents or zoom in on any locale for more specifics. It will show all known roads, streets, forests, navigational hazards, etc. Cost: 1,500 Credits.

Holo-Map. (Must be used with Dis-Viz and Dis-Map.) This progit is a sophisticated holographic program that enhances the Dis-Map by showing a three-dimensional view of a specific area map. Holo-Map progits also come in thousands of types that will interlink with their Dis-Map counterparts. Cost: 700 Credits.

Type C

Brain-Link. This progit comes with a miniature cortex coordinator that must be surgically implanted into a pilot’s brain. Once implanted, it can transmit and receive simple messages straight from the brain.

This progit,  when linked to certain other progits, can perform acts at incredible speeds (i.e.,using a Prog-Switch progit and mentally switching devices on and off). Cost: 3,000 Credits plus 1,500 Credits for the implant and major surgery.

Cyberlink Targeting Level 3. For use with the Cyberlink Targeting System, it provides the pilot with a +30 percent modifier to hit. Cost: 4,000 Credits.

Cyberlink Targeting Level 4. For use with the Cyberlink Targeting System, it provides the pilot with a +40 percent modifier to hit. Cost: 8,000 Credits.

Type D

Cyberlink Targeting Level 5 . For use with the Cyberlink Targeting System, it provides the pilot with a +50 percent modifier to hit. Cost: 16,000 Credits.

Cyberlink Targeting Level 6. This progit is only available for the UPF Spacefleet, Landfleet or Space Marine Corps. It is used with the Cyberlink Targeting System; it provides the user with a +60 percent modifier to hit. Cost: Notavailable for public purchase; estimated price 30,000+ Credits.

Master-Comp. This progit performs the same function as a bodycomp Master-Comp and must be used with Audio-Act and Comp-Talk or Brain-Link. This progit ties all other computer programs into a unified whole. The biggest advantage is its ability to receive conditional orders from all other progits to follow astandard operating procedure.

The Master-Comp progit is so complete that the driver can instruct it in simple terms and if it has any questions it will ask the character. It takes the place of two progits. Cost: 5,000 Credits.

Mind-Mount, Dropped Ordnance. This progit must be used with Brain-Link. It is for use with smart bombs. The character can aim such bombs, when dropped during the same turn at the same target. The character must already have the Dropped Ordnance Skill to be able to use this progit. Normal modifiers for range, movement, and size are ignored! Only the character's skill level is used. Cost: 3,250 Credits.

Tactical-Analysis. (Requires sensor package). This is an advanced roboprog that has been adopted into progit for vehicle computers. If the driver/pilot can take a turn to survey its surroundings once every minute (once every ten turns), the program allows him to receive a +20 percent modifier to detect hidden targets; for the following five turns, the pilot also receives a +10 percent chance to hit.

The driver/pilot can also transmit this information to other units with compatible equipment so they can boost their to-hit numbers by +10 percent. Cost: 1,000 Credits.

 

Joe Cabadas

JCab747's picture
JCab747
September 25, 2019 - 10:24am
I will be adding another expanded blast area chart.



Blast Areas of Massive Bombs

The “Blast Range to Effects” table, which is based on a chart by the U.S. Defense Threat Reduction Agency, can help serve as a guide to the damage caused by different size bombs. Weapon yields are based on the TNT equivalent in kilograms.

While Part 7 of this series described that bombs can have up to four blast areas, it may be necessary to expand this for truly massive explosions. If, for example, a 10,000 Kg “Grand Slam” type bomb, it would have the force of about 5,000 kilograms of TNT equivalent. If 1 kilogram of explosive did just 10 points of Stamina or Structure Point damage, it would do approximately 50,000 points of damage within the primary blast area. In the secondary blast area, where damage is reduced by half, it would do 25,000 points. In the third blast area, the damage is cut down to 25 percent, but that would be 12,500 points, and in the fourth blast area, the damage is cut down to one-tenth, or 5,000 points.  

So, one would be really lucky to be one meter just outside of the fourth blast area!


Joe Cabadas

JCab747's picture
JCab747
September 25, 2019 - 6:49am
I'll also will need to add a vehicle or two, such as the attack helicopter mentioned in "Here Comes the Cavalry!" from Dragon Magazine.


Joe Cabadas

JCab747's picture
JCab747
September 25, 2019 - 9:31am

Aerial Attack Vehicles

Attack Helicopter

Size:

Structure/STA Pts.

 

Purchase Cost:

? Credits

Rental: N/A

 

Top/Cruise Speed:

600 kph/100 kph

Top Speed:

m/t

Accel./Decel:

120/120 m/t

Turns:

8

Crew:

2

 

Cargo Limit:

150 kg, 1 cubic meter

Parabattery:

Type 5, SEU: 1000, Cost:  Cr., Mass:  kg

Power Usage:

8 SEU/km

Sensors: Infrared cameras, Video cameras, Search Light, Radar

Defenses: Infrared Jammer, Power Screen, Ejection Seat, Armor: 20 points

Turrets: 1 Medium, 4 pods.

Normal Armament: 1 Vehicle Heavy Laser (turret). Pod One: 4 guided missiles, Pod Two: Vehicle Machine Gun, Pod 3: 4 Guided Missiles; Pod 4: Vehicle Machine Gun. Pylons: two 30 kg bombs

Notes: The attack helicopter can make eight 45-degree turns per game turn. This is a military armed and armored jetcopter that is designed to combat enemy ground forces.

     

 

VTOL Fighter Bomber

Size:

Structure/STA Pts.

 

Purchase Cost:

? Credits

Rental:

 

Top/Cruise Speed:

1,500 kph/650 kph

Top Speed:

m/t

Accel./Decel:

120/120 m/t

Turns:

6

Crew:

2

 

Cargo Limit:

 

Parabattery:

Type 5, SEU: , Cost:  Cr., Mass:  kg

Power Usage:

8 SEU/km

Sensors: Infrared cameras, Video cameras, Search Light, Radar

Defenses: Infrared Jammer, Power Screen, Ejection Seat, Armor: 20 points

Turrets: 1 Medium, 4 pods.

Normal Armament: 1 Vehicle Heavy Laser (turret). Pod One: 2 guided missiles, Pod Two: Vehicle Machine Gun, Pod 3: 2 Guided Missiles; Pod 4: Vehicle Machine Gun; Pylons: six 30 kg bombs

Notes: An armored aircar with exterior weapon mounts, the VTOL fighter-bomber can make six 45-degree turns per game turn. It is designed for high-speed bombing runs, but it is versatile enough to hold its own in a dogfight.

         

 

Effects of Terrain

Vehicle

Clear

Broken

Rugged

Bog

Water

Highway

Hazard

Attack helicopter

1.0

0.9

0.4

1.0

1.0

1.0

0.6

VTOL fighter-bomber

1.0

0.9

0.5

1.0

1.0

1.0

0.4

Note: These modifiers only apply if the aircraft is within 100 meters of the ground.

                 

 

 

Joe Cabadas

JCab747's picture
JCab747
September 25, 2019 - 10:34am
JCab747 wrote:
I will be adding another expanded blast area chart.



Blast Areas of Massive Bombs

The “Blast Range to Effects” table, which is based on a chart by the U.S. Defense Threat Reduction Agency, can help serve as a guide to the damage caused by different size bombs. Weapon yields are based on the TNT equivalent in kilograms.

While Part 7 of this series described that bombs can have up to four blast areas, it may be necessary to expand this for truly massive explosions. If, for example, a 10,000 Kg “Grand Slam” type bomb, it would have the force of about 5,000 kilograms of TNT equivalent. If 1 kilogram of explosive did just 10 points of Stamina or Structure Point damage, it would do approximately 50,000 points of damage within the primary blast area. In the secondary blast area, where damage is reduced by half, it would do 25,000 points. In the third blast area, the damage is cut down to 25 percent, but that would be 12,500 points, and in the fourth blast area, the damage is cut down to one-tenth, or 5,000 points.  

So, one would be really lucky to be one meter just outside of the fourth blast area!


 

Well, here's a quandry when trying to come up with a simulation of real life explosives. I think I need to seriously consider knocking down the primary blast areas for the small bombs -- the 15 kg and 30 kg. Because, looking at the Blast Range to Effects chart, when a person is just 75 meters away from a 5,000 kg explosion, it says "Potentially Lethal Injuries," which means someone might survive. If that is the secondary blast area, 25,000 points is not survivable under the game rules! I don't care if someone can duck for cover or not.

Maybe the "column failure" line should be the primary blast area, and then the blast area rings are much tighter!
Joe Cabadas

JCab747's picture
JCab747
September 25, 2019 - 10:41am
Yep, I think I will revise the area of effect for the bombs in part 7! 

I don't see how I have a choice. I should probably include the even larger blast area chart too.
Joe Cabadas

JCab747's picture
JCab747
September 25, 2019 - 2:16pm
JCab747 wrote:

Calculating Blast Areas

Introduced in Part 4 of this series, which looked at the Demolitions Skill, the “Blast Range to Effects” chart is based upon one created by the U.S. Defense Threat Reduction Agency. At a glance it shows the severity of damage that, say, a 20 kilogram TNT equivalent explosive will have at a certain range and approximately how far out a blast shockwave will extend.


One could assume that anything under the “Potentially Lethal Injuries” dashed line could be considered in the immediate blast area. Anything between that line and the “Severe Injuries – Open Buildings” line would be in the second blast area. Anything under the “Glass – Severe Wounds” is in the third blast area, and anything under “Glass – Minor Cuts” would be in the fourth blast area.

 Let’s furher assume that 15 kilogram light bomb from “Tanks a lot!” has a TNT equivalent of 60 kilograms. It would have a primary blast radius of about 50 meters according to the “Blast Range” chart. This is about two-and-a-half times the size of the primary blast area given in Bandy’s “Here Comes the Cavalry!” story.

The secondary blast area would extend out to about 75 meters, where a target would take up to 50 percent damage. The third blast area would be between 76-100 meters where targets would take 25 percent damage. The fourth blast area extends out to 200 meters where targets would take 10 percent damage. 

So, using the “Blast Range to Effects Chart,” we see that the primary blast area for the light bomb is much larger than given in Dragon magazine, but then the damage rate begins to fall of significantly as the distance from the center grows.

How about the 30 kilogram heavy bomb?

Assume it has a TNT equivalent of 120 kilograms. Using the “Blast Range to EffectsChart,” it roughly has a primary blast radius of 60 meters. The secondary blast area would be from 61-90 meters, the third blast area is 91-120 meters, and the fourth blast area is from 121-240 meters.

Once again, trying to mimic a real life explosion, most of the damage is in the primary blast  area, which is larger than Bandy’scalculation. Then the damage rate significantly falls off the farther one is from the center of the explosion.

 


 

Changes to Part 7 coming such as:

One could assume that anything under the “Threshold, Concrete Columns Fail” is within the primary blast area while the “Potentially Lethal Injuries” dashed line is the outer limit of the secondary blast area. Anything between that line and the “Severe Injuries – Open Buildings” line would be in the second blast area. Anything under the “Glass – Severe Wounds” is in the third blast area, and anything under “Glass – Minor Cuts” would be in the fourth blast area.

Let’s assume that 15 kilogram light bomb from “Tanks a lot!” has a high explosive warhead with a TNT equivalent of 60 kilograms. It would have a primary blast radius of about 6 meters according to the “Blast Range” chart. This half the radius of what was given in “Here Comes the Cavalry!” This reduction in the radius is real important when it comes to simulate real world explosions.

The secondary blast area would be from about 7 to 28 meters, where a target would take up to 50 percent damage. The third blast area would be between 29-80 meters where targets would take 25 percent damage. The fourth blast area extends out to 81-110 meters where targets would take 10 percent damage.

So, using the “Blast Range to Effects Chart,” we see that the primary blast area for the light bomb is much smaller than given in Dragon magazine, and the damage rate falls significantly as the distance from the center grows.

How about the 30 kilogram heavy bomb?

Assume it has a TNT equivalent of 120 kilograms. Using the “Blast Range to Effects Chart,” it roughly has a primary blast radius of 10 meters. The secondary blast area would be from 11-40 meters, the third blast area is 41-110 meters, and the fourth blast area is from 111-145 meters.

Once again, trying to mimic a real life explosion, most of the damage is in the primary blast area, which is smaller than the calculation in “Here Comes the Cavalry!”


Joe Cabadas

JCab747's picture
JCab747
September 25, 2019 - 9:47pm
OK here are the weapons charts with the revised ranges.

 

15 kg Bomb Types

 

 

 

 

Warhead Type

Damage

Blast Areas

Defense

Cost (Cr)

Standard Explosive

10d10+50

16/24/32/64

Inertia

250

High Explosive

15d10+50/ 10d10+50*

22/33/44/88

Inertia

300

H.E.A.T.

15d10+50

15 degree cone

10/15/20/40

Inertia

300

Electrical Discharge

Elect. Short

16/24/--/--

Insulation

300

Field Crusher

10d10+50      vs fields

16/24/--/--

--

300

Foam: Acid

10d10/turn

20/30/--/--

Basegel

250

Foam: Chemical Defoliant

Defoliates

20/30/--/--

--

250

Foam: Extinguish

Smother Flame

20/30/--/--

--

250

Foam: Irritant

1d5/turn

20/30/--/--

Special

250

Foam: Rad-Blast

Blocks Radiation

20/30/--/--

--

250

Foam: Slick

Slick Surface

20/30/--/--

Slow move.

250

Foam: Solid

Entrapment

20/30/--/--

RS check

250

Gas: Doze

Sleep

30/45/60/120

STA check

250

Gas: Dusk

Dim Light

30/45/--/--

IR, scanners

250

Gas: Nightfall

Darkness

30/45/--/--

IR, scanners

250

Gas: Poison

S10/T10

30/45/60/120

STA check

250

Gas: Smoke

-15% to hit

30/45/--/--

IR, scanners

250

Incendiary

8d10+(1d10x6 turns)

30/45/60/120

Asbestos

300

Sonic

10d10+25

16/24/32/64

Sonic, STA

300

Sonic Stunner

Stun

16/24/32/64

Sonic, STA

250

Tangler

Entanglement

16/24/--/--

RS check

250

*High Explosive bombs only do maximum damage to light structures and to people and animals. The second number is the damage it does to structures, vehicles and robots.

           

 

30 kg Bomb Types

 

 

 

 

Warhead Type

Damage

Blast Areas

Defense

Cost (Cr)

Standard Explosive

20d10 + 200

18/27/36/72

Inertia

500

High Explosive

30d10 + 200

24/32/48/96

Inertia

750

H.E.A.T.

30d10 + 200

15 degree cone

14/21/28/56

Inertia Screen

750

Electrical Discharge

Elect. Short

18/27/--/--

Insulation

750

Field Crusher

10d10 + 200  vs. fields

18/27/--/--

--

750

Foam: Acid

10d10        /turn

18/27/--/--

Basegel

500

Foam: Chemical Defoliant

Defoliates

18/27/--/--

--

500

Foam: Extinguish

Smother Flame

18/27/--/--

--

500

Foam: Irritant

1d5/turn

18/27/--/--

Special

500

Foam: Rad-Blast

Blocks Radiation

18/27/--/--

--

500

Foam: Slick

Slick Surface

18/27/--/--

Slow move.

500

Foam: Solid

Entrapment

18/27/--/--

RS check

500

Gas: Doze

Sleep

34/51/68/136

STA check

500

Gas: Dusk

Dim Light

34/51/--/--

IR, scanners

500

Gas: Nightfall

Darkness

34/51/--/--

IR, scanners

500

Gas: Poison

S10/T10

34/51/68/136

STA check

500

Gas: Smoke

-15% to hit

34/51/--/--

IR, scanners

500

Incendiary

15d10 + (1d10x10urns)

34/51/68/136

Asbestos

750

Sonic

20d10 + 50

18/27/36/72

Sonic, STA

750

Sonic Stunner

Stun

18/27/36/72

Sonic, STA

500

Tangler

Entanglement

18/27/--/--

RS check

500

*High Explosive bombs only do maximum damage to light structures and to people and animals. The second number is the damage it does to structures, vehicles and robots.

           

 


Joe Cabadas

JCab747's picture
JCab747
September 26, 2019 - 11:48am
OK, here's another attempt to give more blast areas. I'll need to refine it a bit.

Blast Areas and Damage Table for Large Bombs

 

Radius from Center

Damage from Bomb

Primary Blast Area

Normal

Full Damage

2nd Blast Area

1.5 x primary

50% Damage

3rd Blast Area

2 x primary

25% Damage

4th Blast Area

4 x primary

10% Damage or Hvy Dmg and stun

5th Blast Area

6 x primary

1% Damage or    Hvy Dmg and Stun

6th Blast Area

8 x primary

Med. Dmg and stun or Lt. Dmg and stun

7th Blast Area

12 x primary

Lt. Dmg and stun or stun

8th Blast Area

16 x primary

Stunning Dmg






Joe Cabadas

JCab747's picture
JCab747
September 26, 2019 - 12:25pm

Explanation of Large Bomb Chart

The extra blast areas are there to provide a referee with extra flexibility in determining how far out the damage spreads from an explosion. As in the case of a “Grand Slam” or MOAB bomb being deployed, you would use all eight blast areas. But for smaller explosions, for example, the referee may decide he only needs to extend the blast area out to the fifth or sixth damage zone.

The terrain of an area may also shape the zone, such as large hills, or a mountain top being between the characters and a blast.

Primary Blast Area. This is ground zero for the explosion where it will do the most damage. Depending upon the amount of damage, objects may be pulverized.

Secondary Blast Area. Characters and objects within this area take half damage, though it may still be very well lethal no matter what saving rolls are made. The blast radius is determined by multiplying the primary radius by 1.5.

Third Blast Area. Characters and objects within this zone take 25 percent damage. Again, this may still prove to be lethal. The blast radius is determined by multiplying the primary radius by 2.

Fourth Blast Area. The damage is 10 percent of that within the primary zone or a target takes heavy damage and is stunned. Heavy damage could be 10d10 to 25d10. Any surviving characters and robots would be stunned for 3d10 minutes. The blast radius for this zone is the primary radius multiplied by 4.

Fifth Blast Area. The damage in this zone is 1% or heavy damage and stunning damage, which is defined above. The blast radius for this zone is the primary radius multiplied by 6.

Sixth Blast Area. Characters and objects in this zone take medium damage and are stunned or light damage and are stunned. Medium damage is 6d10 to 8d10 and are stunned for 1d10 minutes. Light damage is 2d10 to 4d10 and stunned for 3d10 turns.

Seventh Blast Area. Characters and objects in this zone take light damage and are stunned (as defined above) or are stunned for 2d10 turns.

Eighth Blast Area. Characters and robots within this zone take stunning damage for 2d10 turns.

Joe Cabadas

JCab747's picture
JCab747
September 26, 2019 - 2:09pm
Another vehicle capable of carrying bombs.

Aero-Flyer

Size: 4, jet plane

Structure/STA Pts.

650

Purchase Cost:

76,550 Credits

Rental:

N/A

Top/Cruise Speed:

500 kph/250 kph

Top Speed:          (in meters/turn)

m/t

Accel./Decel:

120/75 m/t

Turns:

?

Crew:

6

 

Cargo Limit:

 

Parabattery:

Type ?, SEU: , Cost:  Cr., Mass:  kg

Power Usage/ Range:

?

Sensors: ?

Defenses: Protection 6

Hardpoints: 13 (4 remain)

Normal Armament: 2 Large Laser Cannons on surface mounts (Range: 1,000, SEU Usage: 60, Damage: 6d10x10, Skill: Beam). It can be armed with four hardpoints worth of bomb racks.

Notes: This is the military version of the Cloud Flyer, an aircraft that was created by David “Zeb” Cook and originally published in Dragon Magazine. This version appeared in Frontier Explorer magazine. It has a completely pressure-sealed cabin and cargo area that protects its passengers from toxic or hazardous atmospheres. The flyer has sweptback wings, giving it a predator like appearance. The shorter forward wings (canards) near the nose rotate, which allows the craft to tightly maneuver over rough terrain while traveling nap-of-earth (NOE).






Joe Cabadas

JCab747's picture
JCab747
September 26, 2019 - 3:45pm

Family of Scatterable Mines (FASCAM). FASCAM is the term for a range of systems to rapidly deploy mines. These can be used to directly attack enemy formations or to place them down ahead of time to serve as an obstacle to adversaries. Some systems can be delivered by artillery or rocket launchers.

Some FASCAM minefields – at least those produced for the Landfleet and most Frontier planetary militias – are meant to be temporary. They are set to self-destruct after 1-20 days, depending on how they are set. Typically the mines can be equipped with radio receivers so they can be remotely deactivated so they can be collected and reused.

Below are a few examples of the aerial-deployed FASCAMs, though referees can design other types.

Gorgon FASCAM. About the size of a 30 kg bomb, this is a set of small, anti-personnel fragmentation mines (4d10 damage, 2 meter radius),with type 2 pressure sensors (50% chance to-hit). The gorgon can be dropped from low altitudes – at least 20 meters from the ground. It deploys 125 mines over a 25-by-25 meter area, with an average of 5 mines per 5-meter square. These mines will lay opening on the surface.

Orthrus FASCAM. This system is about the size of a 100 kg bomb. It scatters a set of 300 small anti-personnel fragmentation mines (see above), and 120 small anti-vehicle mines with type 3 contact sensors (60% to-hit) that do 5d10 points of damage. It will scatter these mines across sixty 5-by-5 meter squares in a roughly circular pattern from the center. It will have an average of 5 anti-personnel and 2 anti-vehicle mines per square. Most of these will be laying openly on the ground.

Shedu FASCAM. This is the size of a 100 kg bomb. It will scatter 16 Grasshopper mines with fragmentation warheads (8d10) and level 4 proximity sensors (70% chance to-hit). These mines will spread over sixteen 5-by-5 meter squares in a roughly circular pattern from the center.

Daksha FASCAM. The size of a 500 kg bomb, the Daksha FASCAM will scatter 150 normal fragmentation mines with type 2 pressure sensors (8d10damage, 50% to-hit). It will also disperse 16 grasshopper and 16 leapfrog mines with level 4 proximity sensors (70% to-hit) and fragmentation warheads. The fragmentation mines will go across fifty 5-by-5 meter squares, with an average of mines per square. The grasshoppers and leapfrog mines will be spread over this area too.

Joe Cabadas