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roleplaying:campaign:nfl:nfldamage

Damage Classes

The following Integrated Damage Class table is for use with real world information about weapons and energy output. For example, if you know the energy output of a gun in foot-pounds, check the energy column of the chart, cross reference to DC, and round up. For example, a .44 Magnum produces 1200 FP. On the chart, that cross references to 2d6, as 1200 is less than 2000 and greater than 1000, rounding up. Energy ouput is listed in Joules, foot-pounds, and Watts, all of which are numerically equivalent for this purpose. The Explosives column is the amount of TNT that will produce the indicated Damage Classes. Other explosives are more or less powerful for the same mass, as indicated in the separate Relative Explosives Power table.

DC Killing Damage Explosives Energy Output
    (Joules/Foot-Pounds/Watts)
1 1 pip .016 gram 64
2 1/2d6, 1d6-1 .032 125
3 1d6 .064 250
4 1d6+1 .125 500
5 1 1/2d6, 2d6-1 .250 1 Thousand/Kilowatt
6 2d6 .500 2
7 2d6+1 1.000 gram 4
8 2 1/2d6, 3d6-1 2.000 8
9 3d6 4.000 16
10 3d6+1 8.000 32
11 3 1/2d6, 4d6-1 16.000 64
12 4d6 32.000 125
13 4d6+1 64.000 250
14 4 1/2d6, 5d6-1 125.000 500
15 5d6 250.000 1 Million/Megawatt
16 5d6+1 500.000 2
17 5 1/2d6, 6d6-1 1 Kilogram 4
18 6d6 2 8
19 6d6+1 4 16
20 6 1/2d6, 7d6-1 8 32
21 7d6 16 64
22 7d6+1 32 125
23 7 1/2d6, 8d6-1 64 250
24 8d6 125 500
25 8d6+1 250 1 Billion/Gigawatt
26 8 1/2d6, 9d6-1 500 2
27 9d6 1 Ton 4
28 9d6+1 2 8
29 9 1/2d6, 10d6-1 4 16
30 10d6 8 32
31 10d6+1 16 64
32 10 1/2d6, 11d6-1 32 125
33 11d6 64 250
34 11d6+1 125 500
35 11 1/2d6, 12d6-1 250 1 Trillion/Terawatt
36 12d6 500 2
37 12d6+1 1 Kiloton 4
38 12 1/2d6, 13d6-1 2 8
39 13d6 4 16
40 13d6+1 8 32
41 13 1/2d6, 14d6-1 16 64
42 14d6 32 125
43 14d6+1 64 250
44 14 1/2d6, 15d6-1 125 500
45 15d6 250 1 Quadrillion/Petawatt
46 15d6+1 500 2
47 15 1/2d6, 16d6-1 1 Megaton 4
48 16d6 2 8
49 16d6+1 4 16
50 16 1/2d6, 17d6-1 8 32
51 17d6 16 64
52 17d6+1 32 125
53 17 1/2d6, 18d6-1 64 250
54 18d6 125 500
55 18d6+1 250 1 Quintillion/Exawatt
56 18 1/2d6, 19d6-1 500 2
57 19d6 1 Gigaton 4
58 19d6+1 2 8
59 19 1/2d6, 20d6-1 4 16
60 20d6 8 32

RELATIVE EXPLOSIVE POWER

Substance DC Modifier
Black Powder -2
Homemade Chemical -2
Dynamite -1
TNT +0
Blasting Gelatine +1
Plastique +2
Nitroglycerine +2
Nuclear +0
(in TNT equivalents)  
Antimatter +35

Note: Nuclear and antimatter explosions produce many additional effects and have extended range. See the Nuclear Missile Launcher for an illustration.

roleplaying/campaign/nfl/nfldamage.txt · Last modified: 2013/03/18 22:04 by 127.0.0.1