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Difference between revisions of "Author's Notes"
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− | I fully understand that not everyone will agree with what I have written up for real world firearms. If any wish to contest the information provided, please feel free to do so. But do keep in mind that I did not draw this all up based on video game or Hollywood physics. Rather I used real world facts: muzzle energy | + | I fully understand that not everyone will agree with what I have written up for real world firearms. If any wish to contest the information provided, please feel free to do so. But do keep in mind that I did not draw this all up based on video game or Hollywood physics. Rather I used real world facts: muzzle energy in joules. |
<u>'''Conversion Process'''</u> | <u>'''Conversion Process'''</u> | ||
Line 5: | Line 5: | ||
The manner in which I converted uses the following method: | The manner in which I converted uses the following method: | ||
− | ' | + | Take the Round's energy in joules and find its square root. Then divide the result by ten (10). If the result is greater than 10, multiply the result by the desired scale below. Mathematically anything that produces less than 100 joules of energy may have the damage be raised to 1D with your GM's approval. |
− | + | *Example 1: 5.56x45mm M855A1 round has 1,859 joules of energy. Its square root is ~43.1. Divided by 10 equals 4.31 or 4.3. 4.3=4D+1 | |
+ | *Example 2: The .50 BMG rounds has 18,050 joules of energy. The square root is ~134.4. divided by 10 equals 13.44. Which would be 13D+1 Character scale damage. 13.44 is over the threshold of 10 for character scale so we look at the chart and see that for speeder scale its 50%. So 50% of 13.44 = 6.72 or 6D+2. The final damage for the .50 BMG round is 6D+2 speeder scale. | ||
− | ''' | + | Use the following chart to determine scaled damage. |
+ | {| class="article-table" style="width: 100%;" cellspacing="1" cellpadding="1" border="3" | ||
+ | |- | ||
+ | | style="text-align: center;" |'''<u>Scale -></u>''' | ||
+ | | style="text-align: center;" |'''<u>Character</u>''' | ||
+ | | style="text-align: center;" |'''<u>Speeder</u>''' | ||
+ | | style="text-align: center;" |'''<u>Walker</u>''' | ||
+ | | style="text-align: center;" |'''<u>Starfighter</u>''' | ||
+ | |- | ||
+ | | style="text-align: center;" |'''<u>Character -></u>''' | ||
+ | | style="text-align: center;" |Full | ||
+ | | style="text-align: center;" |1/2 | ||
+ | | style="text-align: center;" |1/3 | ||
+ | | style="text-align: center;" |1/6 | ||
+ | |- | ||
+ | | style="text-align: center;" |'''<u>Speeder -></u>''' | ||
+ | | style="text-align: center;" |2x | ||
+ | | style="text-align: center;" |Full | ||
+ | | style="text-align: center;" |1/2 | ||
+ | | style="text-align: center;" |1/3 | ||
+ | |- | ||
+ | | style="text-align: center;" |'''<u>Walker -></u>''' | ||
+ | | style="text-align: center;" |3x | ||
+ | | style="text-align: center;" |2x | ||
+ | | style="text-align: center;" |Full | ||
+ | | style="text-align: center;" |1/2 | ||
+ | |- | ||
+ | | style="text-align: center;" |'''<u>Starfighter -></u>''' | ||
+ | | style="text-align: center;" |6x | ||
+ | | style="text-align: center;" |3x | ||
+ | | style="text-align: center;" |2x | ||
+ | | style="text-align: center;" |Full | ||
+ | |} | ||
− | + | *-thedemonapostle | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | -thedemonapostle |
Revision as of 07:56, 11 March 2024
I fully understand that not everyone will agree with what I have written up for real world firearms. If any wish to contest the information provided, please feel free to do so. But do keep in mind that I did not draw this all up based on video game or Hollywood physics. Rather I used real world facts: muzzle energy in joules.
Conversion Process
The manner in which I converted uses the following method:
Take the Round's energy in joules and find its square root. Then divide the result by ten (10). If the result is greater than 10, multiply the result by the desired scale below. Mathematically anything that produces less than 100 joules of energy may have the damage be raised to 1D with your GM's approval.
- Example 1: 5.56x45mm M855A1 round has 1,859 joules of energy. Its square root is ~43.1. Divided by 10 equals 4.31 or 4.3. 4.3=4D+1
- Example 2: The .50 BMG rounds has 18,050 joules of energy. The square root is ~134.4. divided by 10 equals 13.44. Which would be 13D+1 Character scale damage. 13.44 is over the threshold of 10 for character scale so we look at the chart and see that for speeder scale its 50%. So 50% of 13.44 = 6.72 or 6D+2. The final damage for the .50 BMG round is 6D+2 speeder scale.
Use the following chart to determine scaled damage.
Scale -> | Character | Speeder | Walker | Starfighter |
Character -> | Full | 1/2 | 1/3 | 1/6 |
Speeder -> | 2x | Full | 1/2 | 1/3 |
Walker -> | 3x | 2x | Full | 1/2 |
Starfighter -> | 6x | 3x | 2x | Full |
- -thedemonapostle