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From Episode D6: Star Wars D6 Wiki
imported>Thedemonapostle
Created page with "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..."
 
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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 my that I did not draw this all up based on video game or Hollywood physics. Rather I used real world facts: muzzle energy, muzzle velocity, round diameter, case length, bullet weight, powder type, real world ballistics and more. I also threw in a bit of my own extensive experiences with firearms.  
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 and round diameter. While this is not the most accurate of processes, it does provide damage ratings that do correspond to what little was created by WEG for Star Wars D6.


A quick note regarding firing at vehicles. Its rare that a single random shot at a vehicle with destroy it like everyone sees in movies and video games. In the real world a random shot at a vehicle will most likely hit a semi-non-vital area and has a chance, based on the round fired, for over penetration. If over penetration occurs, then it has a chance to pass through the vehicle to hit whatever/whomever may be on the other side. Even if a non-living vital component is hit, odds are that it will merely incapacitate the vehicle and not destroy it; ie it is repairable via the appropriate work shop.
<u>'''Conversion Process'''</u>


The manner in which I converted uses the following method:


'''Step 1''': Metric diameter of the bullet divided by 3.


Also, if anyone has a request for any round that they would like to use, but I haven't already provided the basic rules for it yet, please feel free to do so on the Discussion section for this page.  
'''Step 2''': The energy of the round in Joules divided by 1,000.


'''Step 3''': Finally take the result from step 1 and add it to the result from step 2 to get the WEG Star Wars D6 damage.


[[User:Thedemonapostle|Thedemonapostle]] 04:26, 14 March 2012 (EDT)
'''Step 4''': if the damage is 10D or greater, divide it by 3 to get the next scale above it. Continue to divide the damage by 3 until you have a damage less than 10D but at least 2D. Please see '''[[Scaling]]''' for more information.
 
<u>'''Ranges'''</u>
 
Ranges are an estimate based off the energy that roughly corresponds with real world findings. As the equations are not always perfect some ranges may not be as accurate as others. So all ranges may be adjusted as desired so long as they are approved by the player's GM.
 
-thedemonapostle

Latest revision as of 16:09, 23 June 2018

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 and round diameter. While this is not the most accurate of processes, it does provide damage ratings that do correspond to what little was created by WEG for Star Wars D6.

Conversion Process

The manner in which I converted uses the following method:

Step 1: Metric diameter of the bullet divided by 3.

Step 2: The energy of the round in Joules divided by 1,000.

Step 3: Finally take the result from step 1 and add it to the result from step 2 to get the WEG Star Wars D6 damage.

Step 4: if the damage is 10D or greater, divide it by 3 to get the next scale above it. Continue to divide the damage by 3 until you have a damage less than 10D but at least 2D. Please see Scaling for more information.

Ranges

Ranges are an estimate based off the energy that roughly corresponds with real world findings. As the equations are not always perfect some ranges may not be as accurate as others. So all ranges may be adjusted as desired so long as they are approved by the player's GM.

-thedemonapostle