QUOTE
$imon$ez:
SR4 p315
“EXPLOSIVES
[tab]Explosives are primarily used to damage structures. Characters use Demolitions skill to prepare explosives, measuring how well they target key or weak structural points and focus the blast. Each hit on the Demolitions + Logic Test adds 1 to the explosive’s effective rating. See Destroying Barriers, p. 157, for calculating an explosive’s effect on a barrier.
[tab]An explosive’s Damage Value is calculated as (modified) rating x the square root of the kilograms used. Damage is Physical. Like grenades, the DV is reduced the further you get from the epicenter of the blast. The Blast value for a circular explosion is –2 per meter, while the Blast value for a directional explosion (up to 60 degrees in a specific direction) is –1 per meter. When attached directly to a target, the target’s armor is halved, otherwise the explosive is assumed to have an AP value of 0.
[tab]If an explosion destroys a barrier, it creates a cloud of deadly shrapnel that threatens an area far bigger than the actual blast—the Blast value is halved, effectively doubling the radius of effect."
$imoff:
--$imon$ez is an opensource [Knowsoft]::code provided by TrnZhX--
Let's start with the basic rules. Using a directional explosion set directly on the glass gives a x0.5 Armor rating to the glass, which rounds down to 0 in the case of glass. The glass is a barrier, so it give a x0.5 Blast, doubling the radius. Now lets check the Destroying Barriers rules to see if Traul is right on me using these rules incorrectly.
QUOTE
$imon$ez:
SR4 p157
“DESTROYING BARRIERS
[tab]If a character is attacking a barrier with intent to destroy it (or create a hole), resolve the attack normally. Since barriers can’t dodge, the attack test is unopposed. (The purpose of the attack test is to generate extra hits to add to the Damage Value. If a character got no hits, then only apply the base Damage Value. The only way a character could “miss” is if he got a critical glitch on the attack test.) A character may use Demolitions as the attack skill if he has the proper materials and time to set charges.
[tab]Before rolling the barrier’s damage resistance test, adjust the modified Damage Value to reflect the type of attack, as noted on the Damaging Barrier Table.
Resolve the damage resistance test by rolling the barrier’s Armor x 2. Against Indirect Combat spells and explosives attached directly, barriers roll only their Armor rating. The weapon’s AP is ignored. Each net hit reduces the modified DV by 1.
[tab]Apply the remaining DV as damage to the barrier. If the total boxes are greater than or equal to the Structure rating, the attack has made a hole in the structure. Each hole is one square meter per increment of Structure rating. For example, an attack that dealt 30 net points of damage to a Structure 15 barrier would create a 2 square-meter hole."
SR4 p150
“DAMAGING BARRIERS TABLE
Weapon [WWWWWWWWWWn] DV Modifier
Melee or Unarmed [WWWWWW] No change
Whip/Monofilament whip [WWn] DV of 1
Projectile [WWWWWWWWWWn] DV of 1 per projectile
Bullet [WWWWWWWWWWWW.] DV of 2 per bullet
Explosive [WWWWWWWWWW,] base DV x 2
AV rocket/missile [WWWWWW.] base DV x 3
Combat spell [WWWWWWWWn] No change"
$imoff:
--$imon$ez is an opensource [Knowsoft]::code provided by TrnZhX--
Alright, I was wrong. Let's work this through with the assumption that the walls of the tunnel hold (they won't), and the glass always gets an optimal roll (it won't).
At glass sheet 0 at the moment of the originating explosion
- DV: 30P
- Blast: -1/m
- Glass Armor: 0
- [ *0| 1| 2| 3| 4| 5| 6| 7|
- The Love Brick goes off and sends Hugs toward glass 1 with
- DV: 30P
- Blast: -0.5/m
At glass sheet 1 the DV has been reduced by 0.5 from the blast, round down to 0.
- DV: 30P
- Blast: -0.5/m
- Glass Armor 1
- [ *: *1| 2| 3| 4| 5| 6| 7|
- Hugs drop to
- DV: 29P
- Blast: -0.25/m
At glass sheet 2 the DV has been reduced by 0.25 from the Blast, add to previous to get 0.75, round down to 0.
- DV: 29P
- Blast: -0.25/m
- Glass Armor 1
- [ *: *: *2| 3| 4| 5| 6| 7|
- Hugs drop to
- DV: 28P
- Blast: -0.125/m
At glass sheet 3 the DV has been reduced by Blast a total of 0.875, round down to 0.
- DV: 28P
- Blast: -0.125/m
- Glass Armor 1
- [ *: *: *: *3| 4| 5| 6| 7|
- Hugs drop to
- DV: 27P
- Blast: -0.0625/m
At glass sheet 4 the DV has been reduced by Blast a total of 0.9375, round down to 0.
- DV: 27P
- Blast: -0.0625/m
- Glass Armor 1
- [ *: *: *: *: *4| 5| 6| 7|
- Hugs drop to
- DV: 26P
- Blast: -0.03125/m
At glass sheet 5 the DV has been reduced by Blast a total of 0.96875, round down to 0.
- DV: 26P
- Blast: -0.03125/m
- Glass Armor 1
- [ *: *: *: *: *: *5| 6| 7|
- Hugs drop to
- DV: 25P
- Blast -0.015625/m
At glass sheet 6 the DV has been reduced by Blast a total of 0. 984375, round down to 0.
- DV: 25P
- Blast -0.015625/m
- Glass Armor 1
- [ *: *: *: *: *: *: *6| 7|
- Hugs drop to
- DV: 25P
- Blast -0.015625/m
At glass sheet 7 the DV has been reduced by Blast a total of 0. 9921875, round down to 0.
- DV: 24P
- Blast -0.015625/m
- Glass Armor 1
- [ *: *: *: *: *: *: *: *7|
- Hugs drop to
- DV: 23P
- Blast -0.00390625/m
As the Hugs exits the Hug Tube, it has been reduced by Blast an amount asymptotically approaching 1, so let's call it 1.
- DV: 23P
- Blast -0.00390625/m
- [ *: *: *: *: *: *: *: *: BOOM --> that way
It's DV to metahumans will be half of that, or 11P.
It's DV will drop by 1 every 256 meters, or 2816 meters until the DV to metahumans is reduced to 0, and 5,888 meters until barriers no longer feel the Hugs.