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

JCab747's picture
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:

JCab747's picture
JCab747
March 10, 2019 - 10:26am
What follows are notes, rather than a good opening for a story.

Dropped Weapons

Small and medium sized bombs were first introduced as a vehicle weapon in article “Tanks a Lot!” by Alex Curylo in issue 99 of Dragon Magazine. They were not covered in Zebulon’s Guide, so what follows is based upon Curylo’s story plus Matt Bandy’s story “Here Comes the Cavalry!” from the April 1987 issue of Dragon Magazine. One should also consult the aerial combat rules for more information.

Bombs released from very low altitudes are typically set to explode one turn after being dropped, giving the bomber (such as a jetcopter or aircar) that amount of time to vacate the blast radius. Failure to vacate the blast area results in damage to the bomber.

To successfully use bombs, a character should have a new skill: Dropped Ordinance. This can be added to the traditional Alpha Dawn skill system or a Zebulon-Alpha Dawn style system, such as Star Frontiers 2000.


Joe Cabadas

JCab747's picture
JCab747
March 10, 2019 - 10:26am

New Skill

Weapons: Dropped Ordinance

Type: Military PSA/Enforcer

Success Rate: ½ DEX or LOG + 10% per level

PR: None

Also known as a bombardier or “bomb aimer,” characters with this skill are proficient at aiming dropped munitions – or even supplies – from an aerial craft by using bomb sights or advanced targeting systems. It does not help a character throwing grenades or other explosives from an aircraft but it can include dropping munitions/supplies from a low-orbiting space vehicle.

For each level of this skill, the bombardier also increases his range brackets. For example, the point blank range for a level 1 bombardier is 10 meters, but it increases to 20 meters for a level 2 bombardier and progressively improves.

Bombardier Ranges

Skill Level

Point Blank

Short

Medium

Long

Extreme

1

10

30

60

120

121+

2

20

60

120

240

241+

3

30

90

180

360

361+

4

40

120

240

480

480+

5

50

150

300

600

601+

6

60

180

360

720

721+

7

70

210

420

840

841+

8

80

240

480

960

961+



Joe Cabadas

JCab747's picture
JCab747
March 10, 2019 - 10:27am

Falling Off Target

The distance by which the bomb misses its target is dependent upon the altitude of the bomber, as shown on Bomb Miss Chart.[1]



[1] Bandy, Matt Bandy. “Here Comes the Cavalry!” Dragon Magazine, April 1987, p. 73.


Bomb Miss Chart

 

Altitude of bomber

Miss distance

Point Blank

20 m

Short

50 m

Medium

150 m

Long

250 m

Extreme

350 m



Joe Cabadas

JCab747's picture
JCab747
March 10, 2019 - 10:27am

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.




Joe Cabadas

KRingway's picture
KRingway
March 11, 2019 - 2:10pm
JCab747 wrote:

Bombs released from very low altitudes are typically set to explode one turn after being dropped, giving the bomber (such as a jetcopter or aircar) that amount of time to vacate the blast radius. Failure to vacate the blast area results in damage to the bomber.

Then again, there's the option of skip bombing - which is a skill in itself ;)


JCab747's picture
JCab747
March 11, 2019 - 3:05pm
KRingway wrote:
JCab747 wrote:

Bombs released from very low altitudes are typically set to explode one turn after being dropped, giving the bomber (such as a jetcopter or aircar) that amount of time to vacate the blast radius. Failure to vacate the blast area results in damage to the bomber.

Then again, there's the option of skip bombing - which is a skill in itself ;)

 

True, very true.

Does my proposed bombadier skill look workable? It has not been playtested.
Joe Cabadas

jedion357's picture
jedion357
March 12, 2019 - 5:33am
I think the skill works but I question the frontier industrial military complex producing dumb bombs over guided munitions. Seeing as how guided munitions nix the skill.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

JCab747's picture
JCab747
March 12, 2019 - 1:19pm
jedion357 wrote:
I think the skill works but I question the frontier industrial military complex producing dumb bombs over guided munitions. Seeing as how guided munitions nix the skill.

I would agree, but the Dragon stats -- and the ones from Star Frontiersman magazine -- seem to indicate they are "dumb" bombs as opposed to any "smart" weapons. There aren't any laser-guided aiming devices. No GPS guided stuff. Not even a robotic brain to adjust the fins. 

And if the only ones available to characters are those dropped off of aircars and jetcopters, not a dedicated bomber, then I am making the argument that they are "dumb" bombs... as opposed to duds. I could be wrong, however. 
Joe Cabadas

KRingway's picture
KRingway
March 13, 2019 - 11:19am
There's still a use for dumb munitions, and probably always will be. It's a low-tech solution, and such weapons can be manufactured from things that aren't standard factory-made bombs. Barrels and various other things have been used in the past, and this will probably continue to be the case. 'Smart' weapons may be beyond the budgets of some armed forces, whereas dumb bombs can be manufactured somewhat more easily.

As for the skill, I would suggest that the use of such weapons in various forms, along with missiles and guns, may fit into a 'Combat Pilot' skill umbrella. Or just have the Combat Pilot skill cover all of the knowledge and use of all of these types of weapons. This doesn't necessarily mean that it would also allow any in-depth knowledge of how they're made, but it might help if a player has Combat Pilot and has been asked their opinion abouth feasilibilty of some kind of, for example, air-delivered ordnance.

JCab747's picture
JCab747
March 13, 2019 - 2:28pm
KRingway wrote:
There's still a use for dumb munitions, and probably always will be. It's a low-tech solution, and such weapons can be manufactured from things that aren't standard factory-made bombs. Barrels and various other things have been used in the past, and this will probably continue to be the case. 'Smart' weapons may be beyond the budgets of some armed forces, whereas dumb bombs can be manufactured somewhat more easily.

As for the skill, I would suggest that the use of such weapons in various forms, along with missiles and guns, may fit into a 'Combat Pilot' skill umbrella. Or just have the Combat Pilot skill cover all of the knowledge and use of all of these types of weapons. This doesn't necessarily mean that it would also allow any in-depth knowledge of how they're made, but it might help if a player has Combat Pilot and has been asked their opinion abouth feasilibilty of some kind of, for example, air-delivered ordnance.
 

That is an idea!
Joe Cabadas

JCab747's picture
JCab747
September 15, 2019 - 6:35pm
It's taken a while, but I will now be working on refining this topic. Given the work I did regarding demolitions, especially the chart about the amout of damage and blast radius vs. the amount of TNT equivalent of explosives used, I am going to take a closer look at the blast radii for the various bombs.
Joe Cabadas

JCab747's picture
JCab747
September 16, 2019 - 12:39pm

Vehicle weapons including bombs were first introduced in the story “Tanks a Lot!” by Alex Curylo in issue 99 of Dragon Magazine.

While Star Frontiersis not a war game, say like BattleTech or Dawn Patrol, there were certainly efforts by the folks at TSR to create some sort of game mechanics for dealing with vehicle combat. The module “Mission to Alcazzar” featured explorers with weapons while the player characters could toy around with an alien hovertank in “Sundown on Starmist.”

While Curylo’s storydealt with modifying civilian vehicles to carry weapons. This idea was expanded upon in the April 1987 issue of Dragon with an article by Matt Bandy called “Here Comes the Cavalry!” Brandy expanded upon the universe of SF vehicles with hover vehicles including a hovertank, an armored personnel carrier (APC), and a heavily armored vehicle called a “battlewagon.” Other vehicles in that story included a ground tank and ground APC, an attack helicopter plus a VTOL fighter-bomber.

This story will not address the ins and outs of vehicle combat. Rather it will look what kinds of bombs and other dropped ordnance would be available in the SF universe. This includes aerial deployed minefields and aerial resupply containers along with looking at bomb disposal equipment. 

Looking at Aerial Bombardment and Supplies

While the first bomb was not dropped from an airplane until little more than a century ago, balloons were first used to rain down death from the skies.

The first practical hot air balloon was invented by the brothers Joseph-Michel and Jacques- Étienne Montgolfier of France. They took the first non-tethered flight in November 1783. A little more than six decades after the Mongolfiers' 25 minute flight, a military force attempted to use balloons in an offensive manner.

In 1849, Austrian imperial forces outfitted about 200 paper hot air balloons with bombs that weighed 11-14 kilograms. Their target was the city of Venice, which had revolted against their rule. Previously, the Austrians had conducted a test flight with smaller balloons and bombs to determine the correct timing for the fuses. But, when the actual attack was launched, the winds shifted.

Most of the Austrian balloon bombs missed the city while a few of the balloons even drifted back over the attacker’s forces! Although the assault failed, the Venetians did surrender twodays later, though this was probably due to starvation and exhaustion from the long siege.

The Wright Brothers took flight with the first heavier-than-air aircraft on Dec. 17, 1903, at Kitty Hawk, North Carolina. While this was the fulfilment of a human dream to be able to fly like a bird, early aircraft were soon used for military purposes.

During a war between the Ottoman Empire and Italy, an Italian reconnaissance pilot dropped the first bombs from a plane on Nov. 1, 1911. As he flew over a Turkish camp, the pilot took four grenades, each weighing about 2 kilograms, and dropped them one at a time. Although no casualties occurred in this attack, it proved that aircraft could be used in an offensive manner.

By the time of World War I, German Zepplins were some of the first bombers, dropping explosives on Allied cities. In the Star Frontiers universe, alien races could have figured out the use of aerial bombardment far earlier in their development. With their gliding ability, Yazarians are prime candidates for having done this. And, the Kurabanda of Volturnus, with their gliders, were used for air attacks on theinvading Sathar forces!

Along with dropping bombs, aircraft have been used to airdrop supplies.

Joe Cabadas

JCab747's picture
JCab747
September 17, 2019 - 2:45pm

Along with dropping bombs, aircraft have been used to airdrop supplies. The first—and ultimately unsuccessful—use of airplanes to deliver relief to troops on the ground occurred in the Middle East during World War I.

The Ottomans laid siege to the city of Kut in Mesopotamia, which is modern day Iraq. There, some 8,000 British and Indian troops had taken refuge after a failed attempt to conquer Bagdad. The siege lasted for almost five months, from Dec. 7, 1915, until April 29, 1916. Unable to resupply the troops by ground, the British turned to using planes to ferry in provisions to the “beleaguered and starving forces of British soldiers at Kut-el-Amara,” noted a story from 1916.

Aircraft loaded with sacks of flour, lentils and other provisions, such an 80-pound millstone to grind grains into flour, were flown over the town were the besieged troops were encamped.  Turkish gunners kept the planes from being able to fly low, so they released their supplies from 5,000 feet. Unfortunately for the Allies, some of these supplies either fell behind Turkish lines or dropped into the Tigris River.

By the end, only 16,8000 pounds of supplies were successfully delivered—roughly two pounds of food per person for several weeks—which was unable to feed the troops plus the civilian population, wrote Dan Schelnoff, an editor for Scientific American.[i] The starving British force ended up surrendering.

By contrast, Schelnoff noted in his story that the Berlin Airlift of 1948-49 “brought in 5 pounds of supplies per person every single day for almost a year (almost all of it carried in by cargo aircraft with a capacity of several tons per flight).”



[i] Schenoff, Dan. “Aerial Resupply Invented, 1916,” Scientific American, 12 August, 2016, https://blogs.scientificamerican.com/anecdotes-from-the-archive/aerial-resupply-invented-1916/.

Joe Cabadas

JCab747's picture
JCab747
September 17, 2019 - 1:33pm

The Bombs of Star Frontiers

Only two bombs are mentioned in the “Tanks a lot!” story and a follow-up story -- “Tanks again!” -- that appeared in the November 1985 issue of Dragon. They are the “light bomb” and the “heavy bomb.” Both cause fragmentation explosive damage. The small bomb weighs in at 15 kilograms. Costing 500 Credits, it does 25d10 points of damage. The medium bomb weighs 30 kilograms and costs 1,000 Credits. It does 50d10 points of damage.

The original chart in "Tanks a lot!" listed the light bomb as costing 50 Credits and the heavy bomb was 100 Credits. The follow-up article corrected the prices for these weapons.

No blast radius is provided for either bomb. They both need to be mounted on bomb racks and have the same range brackets: PB 10, S 30, M 60, L 120, E 121+. The light bomb takes up one “space” – called a hardpoint here, for purposes of determining how many weapons a vehicle can carry – while the heavy bomb uses up 2 hardpoints.

It wasn’t until the April1987 issue of Dragon magazine when someone addressed some of the shortcomings of bombs. Bandy looked at them in his “Here Comes the Cavalry!” article.

“Bombs do damage of varying severity according to the distance an object is from them when they explode,” Bandy wrote. “The chance of a bomb hitting its target is equal to one-half of the bomber’s dexterity score, modified. In the event of a miss, use the Grenade Bounce Diagrams… The asterisk represents the target and the arrow represents the direction the bomber is travelling. The distance by which the bomb misses its target is dependent upon the altitude of the bomber…”

Bandy further noted that bombs explode “one turn after being dropped, giving the bomber that amount of time to vacate the blast radius. Failure to vacate the blast area results in damage to the bomber.”

In Bandy’s story, the light bomb has five different blast damage rings – extending out to 300 meters! While the heavy bomb has six blast rings, out to 400 meters.

Bandy’s Bomb Blast Radius and Damage Table

Distance from bomb in meters

Damage from Light Bomb

Damage from Heavy Bomb

0-20

25dd10

50d10

21-50

20d10

40d10

51-100

15d10

30d10

101-200

10d10

20d10

201-300

5d10

10d10

301-400

--

5d10

400+

--

--

How do the statistics for these bombs stack up with the effort to explore real-world explosives? This was examined in parts 2 and 3 of the "Things that go boom!" series. 

Bandy’s chart certainly shows how the amount of damage decreases the farther away an object is from the center of the explosion, though the decline in damage should be far steeper at the end. Also, doubling the size of the bomb does not necessarily mean that the amount of damage doubles.

Even assuming that the blast power of Frontier explosives is greater than TNT, the “light” and “heavy” bombs are not of the caliber of the blockbuster bombs of World War II, let alone having the destructive capabilities of modern military bombs. So, are the blast rings provided by Bandy even reasonable?

Joe Cabadas

JCab747's picture
JCab747
September 16, 2019 - 6:11pm
I will try to include something about bomb craters, though a lot of that depends on the size of the explosion and the geology of the land. Maybe I can come up with some muddled calculation.

Below, a picture of a crater recently caused on a German farm by a World War II era bomb.


Joe Cabadas

JCab747's picture
JCab747
September 16, 2019 - 6:20pm
Crater in German field apparently caused by WWII bomb

24 June 2019

BERLIN (AP) — A crater 10 meters (33 feet) wide and 4 meters (13 feet) deep has appeared in a field in central Germany, apparently caused by a World War II bomb exploding in the middle of the night.

Police said Monday that the crater was discovered on Sunday afternoon near Limburg and there was no indication it was caused by farm machinery or other tools. Residents reported having heard a loud explosion and felt a blast in the early hours of Sunday.

Source: https://pressfrom.info/us/news/world/-291669-crater-in-german-field-apparently-caused-by-wwii-bomb.html

BERLIN (AP) — A crater 10 meters (33 feet) wide and 4 meters (13 feet) deep has appeared in a field in central Germany, apparently caused by a World War II bomb exploding in the middle of the night.

Police said Monday that the crater was discovered on Sunday afternoon near Limburg and there was no indication it was caused by farm machinery or other tools. Residents reported having heard a loud explosion and felt a blast in the early hours of Sunday.

Source: https://pressfrom.info/us/news/world/-291669-crater-in-german-field-apparently-caused-by-wwii-bomb.html

BERLIN (AP)— A crater 10 meters (33 feet) wide and 4 meters (13 feet) deep has appeared in a field in central Germany, apparently caused by a World War II bomb exploding in the middle of the night.

Police said Monday that the crater was discovered on Sunday afternoon near Limburg and there was no indication it was caused by farm machinery or other tools. Residents reported having heard a loud explosion and felt a blast in the early hours of Sunday.

Source: https://pressfrom.info/us/news/world/-291669-crater-in-german-field-apparently-caused-by-wwii-bomb.html


From the Washington Post:

...But from the ground, the destruction is clear and devastating: A 33-foot wide, 13-foot gouge into the earth that began in the 1940s with an Allied sortie and ended Sunday morning in a massive blast in a barley field in central Germany...

...a second look, with the help of drones, helped build evidence that has pointed to a likely culprit — a 550-pound dud of a bomb dropped decades ago that remained buried and untouched until its detonation mechanism eroded with time...

...

The city of Limburg said the bomb probably had a chemical detonator that failed when the bomb was dropped.

Not all bombs explode on impact. Sometimes chemical components were used to delay explosions until a bomb could burrow into the ground to create a bigger crater and cause more damage.

With such bombs used in World War II, gravity helped. The components relied on a north-south orientation after a bomb fell as designed — with an air-powered fin that spun as the bomb descended. That fin drove a metal rod into a glass plate, releasing corrosive acetone that dissolves celluloid discs, according to Smithsonian Magazine...

But often bombs did not land correctly, coming to a rest either sideways or upside down. In those cases, the reaction stalls and the acetone falls away from the discs, delaying the explosion for years or decades as the components decay into dangerous instability...



BERLIN (AP) — A crater 10 meters (33 feet) wide and 4 meters (13 feet) deep has appeared in a field in central Germany, apparently caused by a World War II bomb exploding in the middle of the night.

Police said Monday that the crater was discovered on Sunday afternoon near Limburg and there was no indication it was caused by farm machinery or other tools. Residents reported having heard a loud explosion and felt a blast in the early hours of Sunday.

Source: https://pressfrom.info/us/news/world/-291669-crater-in-german-field-apparently-caused-by-wwii-bomb.html


Joe Cabadas

JCab747's picture
JCab747
September 16, 2019 - 6:27pm
Well, just looking at the real life bomb explosion above certainly makes me think that Bandy's bomb blast areas are far, far too large for conventional weapons that only weigh 15 and 30 kilograms!

A 550 pound bomb equals about 250 kilograms and only left a crater that was 10 meters across... Of course, that's just the crater. I'm sure if someone was standing just beyond the radius of the crater at the time of the explosion that they would take concussive force damage at the very least!
Joe Cabadas

JCab747's picture
JCab747
September 17, 2019 - 12:41pm
Continuing from the post five sections above...

...Even assuming that the blastpower of Frontier explosives is greater than TNT, the “light” and “heavy” bombs are not of the caliber of the blockbuster bombs of World War II, let alone having the destructive capabilities of modern military bombs. So, are the blast areas provided by Bandy even reasonable?

Additionally, just like there are a variety of grenades and missile warheads, there would be a variety of bombs available in the Frontier, ranging from sonic to incendiary to even tangler or defoliant ordnance.

Looking at Explosive Statistics

 

A military bomb is a highorder explosive that generates shrapnel along with very hot, dense,high-pressure gas shockwave. The shockwave expands out at supersonic speed andis the primary damage mechanism at a distance from impact. This shockwave keepsexpanding but the air pressure decreases rapidly with the cube of the distance.The duration of the explosive force is also very short, measured in thousandthsof a second or even milliseconds.

TNT is the standard for judging the effects of other explosives. An explosion of one stick of TNT releases about 1 mega joule (MJ) of energy, which will move and split one cubic meter of rock. Assume that the explosives used in the Frontier are roughly four times as powerful, kilogram-to-kilogram, versus TNT.

Explosives weighing less than 1 kilogram –such as grenades – will only have an immediate blast area. For quantities of explosives weighing 1 kilogram or more, it will have a secondary blast area. This secondary blast area is equal to 1.5 times the radius of the immediate blast area; round any fractions up to the nearest  whole number.

Joe Cabadas

JCab747's picture
JCab747
September 17, 2019 - 12:43pm

For example, if the immediate blast area of a bomb has a radius of 10 meters, the secondary blast radius extends out another 5 meters to 15 meters from the blast point.

Anyone within the secondary blast area will take half-damage and be stunned for 2d10 turns. Characters in the secondary blast area can make a Reaction Speed check to dive for cover/go prone on the ground. If they pass their check, they will take one-fourth (25 percent) damage and be stunned for 1-2 turns.

For bombs weighing 10 kilograms or more, add a third and fourth blast area.

The third blast ring extends out to 2 times the immediate blast area. Any characters or objects within  this zone take one-fourth (25 percent) damage. Characters and animals would be stunned for 1d10 turns.

The fourth blast radius extends out 4 times the immediate blast area. Any character or object takes one-tenth (10 percent) damage. Characters and animals would be stunned for 1d5 turns. 


A character in the third or fourth blast areas can make a Reaction Speed check to dive for cover to take no damage. Or, the referee could use the Revised Blast Area Resolution Table. This table is to be used for characters that make a successful RS check.

Revised Blast Area Resolution Table

Roll

Immediate

2nd Area

3rd Area

4th Area

0-05

25% damage

10% damage

No effect

No effect

06-25

Half damage + stun 1d5 turns

10% damage + stun 1 turn

Stun 1 turn

No effect

26-50

Half damage + stun 1d10 turns

25% damage + stun 1d5 turns

10% damage

No effect

51-75

Half damage + stun 2d10 turns

25% damage + stun 1d10 turns

10% damage + stun 1 turn

Stun 1-2 turns

76-95

75% dmg + stun 2d10 minutes

25% damage + stun 3d10 turns

10% damage + stun 1d5 turns

1% damage + stun 1-2 turns

96-00

75% dmg + stun 3d10 minutes

25% dmg + stun 1d10 minutes

10% damage + stun 1d10 turns

1% damage + stun 1d5 turns

Use this chart after a character makes a successful RS check.

Joe Cabadas

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JCab747
September 17, 2019 - 1:30pm

Note, every character, robot, vehicle, structure or other items within that blast areas will take damage. Roll individually for damage. Then determine how armor, defensive shields and cover will modify the result.

 

Anatomy of Explosive Bombs

 

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.

 

Today, most modern air-dropped bombs are aerodynamic, created to reduce drag when mounted on external racks. The general purpose (GP) bombs of the United States have explosive filler that is about 30-40 percent of the weapon’s total weight.

 


Joe Cabadas

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JCab747
September 17, 2019 - 1:43pm

Some of America’s bombs are the Mark 80 series which include:

·        Mark 81– nominal weight 250 pounds (113 kg)

·        Mark 82– nominal weight 500 pounds (227 kg)

·        Mark 83– nominal weight 1,000 pounds (454 kg)

·        Mark 84– nominal weight 2,000 pounds (907 kg)

A nominal weight is provided because the actual weight of the weapon can vary, noted Wikipedia, “depending upon its retardation, fusing, carriage and guidance systems. For example, the actual weight of a U.S. M117 bomb, nominally 750 lb. (340 kg), is typically around 820 lb. (372 kg).”

Retardation refers to the small parachutes or pop-out fins that are often outfitted to bombs. Called “retarders,” these devices slow the bomb’s descent to permit the bombing aircraft to escape the blast area.

Joe Cabadas

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JCab747
September 17, 2019 - 1:45pm
As you can probably see, the light and heavy bombs given in "Tanks a lot!" truly are small weapons. 
Joe Cabadas

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JCab747
September 17, 2019 - 2:43pm

CalculatingBlast 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.

 


Joe Cabadas

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JCab747
September 17, 2019 - 4:26pm

Damage to Characters andStructures

Stamina (STA) points are used to record wounds to characters and animals plus damage to robots and other small equipment. Structure points (SP) represent the damage sustained to various walls, doors, computers, and vehicles. Approximately two Stamina points equals one structure point.

The Structural Damage Capacity Table is based on the chart originally provided on pages 24 and 25 of the Alpha Dawn Expanded Game rules. It has been altered to cover a wider selection of structures.

Structural Damage Capacity Table

--------------Structure Points--------------

25+d10

50+2d10

100+d100

200+2d100

300+3d100 or more

Heavy Door

Fortified Door

Safe

Vault

Secure Vault

Sign Post

Freeway Divider

Billboard Tower

Freeway Bridge Support

Major Structural Support Column

Interior Wall

Exterior Wall

Reinforced Wall

Fortified Wall

Armored Wall

Light Flooring

Reinforced Flooring

Heavy-Duty Flooring

Avg. Building Foundation

Armored Foundation

 

 

Small Earthen Dam

Earthen Dike

Concrete Dam

 

Game referees need to use their judgment as to the exact effects listed with the structural damage capacity table. For example, a bomb might blow a hole in a wall, but will it cause the whole wall to collapse? Will blowing up a single bridge support or a major structural support column could cause a bridge or building to collapse? Maybe, but perhaps it might not fall right away. But, destroying several supports/columns could cause an immediate collapse.

Structure points for vehicles have been a part of theStar Frontiers game since the beginning. but they are not incorporated in the normal vehicle combat rules. In order to use them, when there is a "No Effect" result on the Vehicle Damage or the Control tables, but the referee could decide that the vehicle's structure is damaged. Once a vehicle reaches zero structure points, it is unusable.

Vehicle Size, Structure/Stamina Point Table

Size

SP

STA

Example(s)

0

5-25

10-50

Bicycles, mopeds, 1-person transport pods, go-karts.

1

25-75

50-150

2-person cycles, ATVs, “golf” carts.

2

50-150

100-300

2-4 person small cars.

3

100-200

200-400

Mid-size cars. (Star Frontiers ground cars and hover cars)

4

150-250

300-500

Small cargo trucks or vans. (Star Frontiers transport)

5

200-300

400-600

Large cargo haulers, tractor trailers.

6

250+

500+

Truly large vehicles but excludes mass transports such as monorails, ocean freighters, etc. 250 SP/500 STA equals 1 Hull Point under Knight Hawks.

 

Joe Cabadas

JCab747's picture
JCab747
September 17, 2019 - 8:04pm
Here I will posting a bit out of order.

New Skill: Dropped Ordnance

Instead of relying just on the dexterity score, to successfully use bombs, a character should have a new skill:  Dropped Ordnance. This can be added to the traditional Alpha Dawn skill system or a Zebulon-Alpha Dawn style system, such as Star Frontiers 2000. One should also consult the aerial combat rules for more information.

Bombs released from very low altitudes are typically set to explode one turn after being dropped, giving the bomber (such as a jetcopter or aircar) that amount of time to vacate the blast radius. Failure to vacate the blast area results in damage to the bomber.

New Skill

Weapons: Dropped Ordinance

Type: Military PSA/Enforcer

Success Rate: ½ DEX or LOG + 10% per level

PR: None

Also known as a bombardier or “bomb aimer,” characters with this skill are proficient at aiming dropped munitions – or even supplies – from an aerial craft by using bomb sights or advanced targeting systems. It does not help a character throwing grenades or other explosives from an aircraft but it can include dropping munitions/supplies from a low-orbiting space vehicle.

For each level of this skill, the bombardier increases his range brackets. For example, the point blank range for a level 1 bombardier is 10 meters, but it increases to 20 meters for a level 2 bombardier and progressively improves.

Bombardier Ranges

Skill Level

Point Blank

Short

Medium

Long

Extreme

1

10

30

60

120

121+

2

20

60

120

240

241+

3

30

90

180

360

361+

4

40

120

240

480

481+

5

50

150

300

600

601+

6

60

180

360

720

721+

 

Falling Off Target 

The distance by which the bomb misses its target is dependent upon the altitude of the bomber, as shown on Bomb Miss Chart.

In the event of a miss, use the Ranged/Dropped Weapon Miss Chart. The asterisk represents the target and the arrow represents the direction the bomber is travelling. The distance by which the bomb misses its target is dependent upon the altitude of the bomber.

Taking Cover from Bombs and Artillery

Characters caught in the open during an artillery or bomb attack are particularly vulnerable to injury or death. Going prone on the ground should be treated as having hard cover and it will cut the damage/effects of explosive, stun/sonic, and tangler attacks by 75 percent unless the attacker has rolled an automatic hit. Prone characters in the secondary blast radius receive no damage. 

Going prone does not protect against gas attacks, but it will mitigate the effects of foam bombs, electrical discharge, field crusher and incendiary warheads. If caught within the immediate blast radius, treat a prone character as being in the secondary blast radius (unless the enemy has rolled an automatic hit). Prone characters in the secondary blast radius receive no damage. 

Characters in unarmored vehicles are subject to damage from artillery, bomb and missile attacks. Those in armored vehicles, such as tanks, may have partial or even full protection from damage until any defenses are breached.

Energy screens can protect or reduce the damage done to characters, vehicles and structures. 

Taking cover in trenches, underground bunkers, caves, etc. may completely protect characters from damage. But, if a character is in a low-lying shelter, they are potentially even more vulnerable to gas attack weapons. 


Joe Cabadas

JCab747's picture
JCab747
September 18, 2019 - 2:01pm
Posting out of order again...

I want to put in something about the effects of a blast wave on a building in this story. Here's a graph from a FEMA document.


Joe Cabadas

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JCab747
September 18, 2019 - 3:16pm
I probably should also explore the concept of bombs versus armored buildings, such as underground bunkers.

Then there are craters...

https://www.wikiwand.com/en/Explosion_crater

An explosion crater is a type of crater formed when material is ejected from the surface of the ground by an explosive event at or immediately above or below the surface.

A crater is formed by an explosive event through the displacement and ejection of material from the ground. It is typically bowl-shaped. High-pressure gas and shock waves cause three processes responsible for the creation of the crater:

·        Plastic deformation of the ground.

·        Projection of material (ejecta) from the ground by the explosion.

·        Spallation of the ground surface.

Two processes partially fill thecrater back in:

·        Fall-back of ejecta.

·        Erosion and landslides of the crater lip and wall.[1]

The relative importance of the five processes varies, depending on the height above or depth below the ground surface at which the explosion occurs and on the composition of the ground.

References: ^ P. W. Cooper. ExplosivesEngineering. Wiley-VCH. ISBN 0-471-18636-8




Joe Cabadas

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JCab747
September 18, 2019 - 2:09pm
There is also this neat illustration of different bomb craters that was posted on a blog by Peter Hibbs of the United Kingdom.


Joe Cabadas

JCab747's picture
JCab747
September 18, 2019 - 2:12pm
Well, I might have to split this topic up too... 

...and here I thought I might try combining bombs and artillery into one story... 

...because I would be concentrating a lot of time on explosive bombs and not about the other warheads available in the SF universe.
Joe Cabadas

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JCab747
September 18, 2019 - 3:08pm

From Peter Hibbs’ blog:

Crater shapes and types

Let's first get an idea of the mechanics behind bomb crater creation.

In a nutshell - bomb hits ground- possibly leaves some impression of impact or detonation, or both.

The diagram ... shows a basic crater shape, and this is the type that we'll be looking at in detail.

The diagram below, however, shows the variety of craters that were encountered during the war. The illustrations date to 1940 and were reproduced and expanded in various manuals as the war progressed.

These craters and the notes I've summarised are from September 1940 and were based on data collected from two bombed aerodromes.

Crater size and depth

As you can imagine, craters may vary in all sorts of ways; BombReconnaissance and Protection Against Unexploded Bombs (1942) gives us the following information:

The depth to which bombs penetrate depends on:
1. The height from which dropped (up to about 15,000 ft, after which there is no added penetration.)
2. To some extent, the weight of the bomb. (Heavier bombs go deeper.)
3. What the bomb hits before reaching the ground.
4. The nature of the ground surface (concrete etc., or soft ground).
5. The nature of the soil.

An issue for us here is that we have all this wonderful data about the sorts of craters and camouflets that were potentially hazardous, harbouring unexploded ordnance or a nasty pit full of carbon monoxide. But what we really need, however, is data about the harmless sort of crater - one in which the bomb is known to have exploded on or near the surface as shown in the top diagram or in Figure 5 above.

The problem is that these were of practically no concern to Bomb Disposal teams once they had been reconnoitered and declared safe, so the Manual ofBomb Disposal doesn't include the sort of dimensions to help usidentify bomb craters 70 years on.

However, we do have some very useful data in reports and surveys conducted by the Home Office's Research and Experiments Departmentto assess the effectiveness of German bombs and measures to defend against them.

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)


Joe Cabadas