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Explosives

26 bytes removed, 05:36, 2 January 2022
Two major types of explosions are differentiated: '''Standard''' explosions and '''Localized''' explosions.
* '''Standard''' explosions are the typical kind of explosions; big, loud, and deals a lot lots of damage. They cause two kinds of damage: '''Target damage''' and '''Splash damage'''. Most explosive weapons and ammo types cause Standard explosions, unless specifically described otherwise.
* '''Localized''' explosions are produced only by certain items, most notably exploding [[ammunition types]] (namely, [[Ammunition#Exotic|FRAG-12]] and [[Ammunition#Arrow and bolt projectiles|XPL]]), which are not quite as powerful as standard ones, but can generally be aimed at individual limbs like with any other ammunition type. Localized explosions are small, so they only cause '''Target damage''' (no splash damage at all), being closer in function to regular attacks.
* Calculate total limb damage value (1d8 + LDV) as normal, then check the result: this is referred to as '''Base Explosive Damage''' or '''BED'''.
* The target will sustain limb damage on multiple body parts, each at different rates depending on the body parts.
If the explosive weapon deals standard explosions, but is '''not''' a pressure mine:
* All other limbs each receive '''0.25x''' (rounded) BED in limb damage
All explosive weapons ignore the protective value of Armor Class entirely. For example, an A3 AC usually provides a an LDV-3 effect, but an explosive weapon will ignore it.
=== Injuries ===
Injuries caused by an explosive weapon are [[wounds]]. However, however the amount number and location of wounds caused by explosions is are calculated differently from other weapons.
For every full 4 points of '''Base Explosive Damage''' rolled, 1 wound is sustained on a random body part. In other words, divide BED by 4 and round down to obtain the amount number of wounds sustained.
* Example: A target is hit by the explosion of a [[Type 86P]] mini-grenade, and BED is determined to be 11. 11 divided by 4 is 2.75. 2.75 is rounded down to 2, so the target sustained 2 wounds, each on a random body part.
If set to anywhere between 1 and 9 turns, a timed charge can be planted safely on your current Side, so long as you take the same safety precautions as with a pressure mine. It will explode on the turn the counter reaches 0, as a non-combat action.
* It is unsafe to set the timer to 1 turn before planting it. If you intend to leave the Side where a 1-turn timedcharge timed charge was planted, you will be forced to "race" your own SLAM's timer, as non-combat movement to another Side has the same Initiative Speed as the explosive, and any slower action will guarantee it will explode before you can leave.
If multiple timed charges have been planted on the same Side, one explosion (including that of a charge) will set off all of them at the same time, effectively increasing the amount of damage that can be potentially dealt.
Primed pressure mines will also detonate if an explosion (Standard or Localized) of any kind is set off on the mined Side. If multiple pressure mines have been planted on the same Side, one explosion (including that of a mine) will set off all of them at the same time, effectively increasing the amount of damage that can be potentially dealt. This can be exploited as a [[Explosives#Explosive ordnance disposal|disposal method]] as well.
* NOTE: Certain pressure mines (such as the [[SLAM]] in Mode 3) have a manual timer, allowing the user to set the amount number of turns it takes until priming (instead of it being fixed to 2 turns). This can be used to potentially plant a large amount number of mines on the same Side safely and effectively, without having to resort to throwing them.
=== Directional mines ===
'''Fragmentation''' weapons produce a certain quantity of '''shrapnel''' when exploding; the exact quantity depends on the weapon.
Shrapnel are part of the splash damage effects, and all targets hit by a fragmenting weapon will be hit by shrapnel as well. Each weapon has a listed amount number of shrapnel (usually in dice notation) that can be sent; this quantity must be rolled for each target. All shrapnel will land on a random body part.
Shrapnel damage is not affected by the damage modifier from an [[Accuracy|inaccurate hit]].
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