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Explosives

5,268 bytes added, 22:52, 25 September 2023
=== Injuries ===
Injuries caused by an explosive weapon are [[woundsfracture|fractures]]. However, the number and location of wounds fractures caused by explosions are calculated differently from other weapons.
For every full 4 6 points of '''Base Explosive Damage''' rolled, 1 wound fracture is sustained on a random body part. In other words, divide BED by 4 6 and round down to obtain the number of wounds fractures sustained.* Example: A target is hit by the explosion of a [[Type 86P]] mini-grenade, and BED is determined to be 1113. 11 13 divided by 4 6 is 2.751666. 2.75 1666 is rounded down to 2, so the target sustained 2 wounds, each fractures on a random body partparts.
Most [[cover]] will absorb target damage, but will '''not''' protect against splash damage. Creatures behind cover can therefore still be eliminated from the Pain damage or from shrapnel/fire of a standard explosion. Localized explosions do not cause splash damage, therefore they are sufficient to protect against those.
The only exception to this is if the cover in question has the '''blast-resistant''' trait; in which case, it will fully protect against both target and damage, splash damage, and any additional effects (fire, shrapnel, etc.); effectively fully shielding all creatures in cover from explosive damageexplosives.
If an explosive weapon has the '''bouncing''' trait ([[VOG-25P]] grenades), then they have the ability to '''ignore cover entirely''', acting including blast-resistant cover. In other words, bouncing explosives act as though there was no cover in the first place. There is no countermeasure for bouncing explosives!
=== Physical shields ===
Similarly to cover, [[shields|physical shields]] will absorb target damage, but will '''not''' protect against splash damage, unless the shield in question is '''blast-resistant''', in which case it will protect from both target and damage, splash damage, and any additional effects (fire, shrapnel, etc.).
'''Bouncing''' explosives will circumvent shields just as they would circumvent cover.
=== Special shields ===
Special shields (e.g., the [[shrine maiden]]'s light shield) are typically '''fully impenetrable''' until they run out of HP. This means that they will ''absorb target damage'', ''prevent splash damage and additional effects (fire, shrapnel, etc.) from hurting the wearer'', like a blast-resistant shield, and ''protect against bouncing explosives'', treating them as if they weren't bouncing.
** Example: When rolling a critical success with an [[M67]] grenade, if the effect rolled is "Pain and Limb Damage x1.5", this effect applies to the explosion damage and every shrapnel that hits.
* Success: The explosive hits the intended target.
** Inaccurate hits cause the same 0.7x damage as they normally do with other weapons.
* Failure: The explosive misses the intended target, harming no-one, failing to explode or activate.
* Critical failure: Depends on the weapon type.
* '''Command detonation''': A primed command detonated charge can be defused by going on the Side it is planted, then perform a defusing action on it. Defusing is a non-combat action, and 2 defusing actions must be completed in order to successfully defuse the charge, during which the explosive can still be detonated if someone else is in control of the paired detonator. Successfully de-priming a command detonated charge turns it into a weapon that is safe to pick up and re-use.
* '''Timed charges''': A primed timed charge can be defused by going on the Side it is planted, then perform a defusing action on it. Defusing is a non-combat action, and 2 defusing actions must be completed in order to successfully defuse the charge. If there is only 1 turn remaining on the timer, and only 1 remaining disabling action to perform, there is a 50% chance of successful defusal, and a 50% chance of detonation (as both are treated as non-combat actions, both have the same Initiative Speed of 0).
* '''Pressure mines''': Pressure mines detonate when they detect any creature on the Side they're planted into. They cannot normally be defused, as there is no way to safely approach onesafely during combat. The only way to safely dispose of a primed pressure mine is to attack the mine directly and deliberately (preferably with a ranged weapon), or set off another explosion on the mined Side; pressure mines will detonate when . Directly attacking a mine or setting off another explosion (whether Standard or Localized) occur will cause it to explode. In other words, if multiple pressure mines are on their the same Side, including from other mines detonating (so there is no need to set off more than shooting one to dispose will detonate all of multiple)them in a chain reaction. The ** If you attack roll must be successful in order for the explosion to set a primed pressure mine offwith a non-explosive weapon, you will be asked to roll dice for accuracy as you normally would. Any single hit (even Inaccurates) is enough to detonate it.** If you choose to detonate another explosive, no attack roll is needed; otherwise the primed mine explosion will remain unscathedcause all mines on the attacked Side to detonate, making it a more expensive but certain method. * '''Directional mines''': Directional mines are intended to detonate when they detect any creature coming from the Target Side (the direction they're pointing at) going towards the Protected Side (the position they're defending)while in [[Combat Mode]]. In order to defuse a directional mine, simply come you have two options:** Circumvent the mines: You can move into the Protected Side from another Side than the Target, then perform a defusing action on it. Defusing is a non-combat action, and 2 defusing actions must be completed in order to successfully defuse the minesuccessfully. Successfully defusing a directional mine turns it into a weapon that is safe to pick up and re-use. Note that if a single Side is full of mines Targeting all Sides, this method is impossible.** Shoot the mines: You can use any weapon (preferably ranged) to target a mine directly and deliberately. You must specify which mine you are attacking by referring to its Target Side (e.g., "I'm aiming at the [[Claymore]] targeting Side 2"). If you attack a directional mine, you will be asked to roll dice for accuracy as you normally would. Any single hit (even Inaccurates) is enough to destroy it. Using a weapon that causes a Standard explosion and getting at least an inaccurate hit will destroy all other mines on the same Side.** Carefully approach a mine: If you wish to deliberately approach a mine from a Targeted Side (e.g., there are no safe, un-targeted Sides, or you want to do this intentionally for any other reason), you must pass two [[Agility]] checks with a score of 8 or more. If you pass both checks, you enter the Protected Side without setting off the mine, allowing you to defuse them normally. If you fail one check, you still enter, but the mine is set off and deals 0.5x damage. If you fail both checks, you still enter the Protected Side, but the mine is set off and deals normal damage. Regardless of the result, carefully approaching a mine will break Stealth. You can also do it outside of combat, if needed.
If you have an [[Crafting items|Explosives Toolkit]] (XTK), you can spend one use to complete 2 defusing actions in a single turn, allowing for single-turn disposal of a primed command detonation explosive, timed charge, or directional mine.
Successful defusal of any explosive, whether or not an XTK was used, grants 2 Skill Points in [[Repairing]]. Destructive methods, such as shooting or using explosives, do not grant SP in Repairing.
* '''Gas cloud''' refers to weapons that produce a cloud of gas of some kind and do not technically explode. These include:
** '''Smoke cloud'''
** '''Mini smoke cloud'''
** '''Tear gas cloud'''
** '''Mini tear gas cloud'''
** '''Chlorine gas cloud'''
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 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]](does the same damage as a solid hit).
==== Shrapnel damage tables ====
| Bullet || (Varies by weapon) || '''-1''' || 25% || 23% || 20% || 16% || 13% || 6% || 2%
|}
 
* Although shrapnel deals [[damage types|Bullet-type damage]], they can only cause [[light wounds]] even on a solid hit.
=== Incendiary ===
* Engulfs an entire Side of the battlespace, affecting every creature inside.
* Lasts for 3 turns, at the end of which the cloud dissipates, and the effects listed below cease.
* All creatures inside the cloud suffer from a FT+2 malus. This hazard '''cannot''' be mitigated by the [[Secondary effect|Immunity to gases]] effect, such as one given by a [[gas mask]]; as the purpose of smoke is obfuscation, not damage.
* All creatures outside the cloud suffer from a IR+2 malus, if aiming at creatures inside the cloud.
 
==== Mini smoke clouds ====
 
Mini smoke clouds are like regular smoke clouds, but less dense. They are produced by mini-smoke grenades and dissipate more quickly.
 
It is not necessary to aim the grenade at any particular creature, as the cloud will affect every creature on the same Side.
 
Dice results:
* A critical success will double the length of the smoke cloud's life (4 turns instead of 2 turns). If it was aimed at any particular creature, the GM may, at their discretion, deal a small amount of damage to that creature; a smoke grenade landing on someone's head or exploding in someone's face is rarely pleasant.
* A regular success will result in the normal effects of the smoke cloud occurring.
* A failure still results in a smoke cloud occurring, but for only 1 turn instead of the normal amount.
* A critical failure results in throwing a dud grenade, with no effects.
 
Mini smoke clouds have the following properties:
* Engulfs an entire Side of the battlespace, affecting every creature inside.
* Lasts for 2 turns, at the end of which the cloud dissipates, and the effects listed below cease.
* All creatures inside the cloud suffer from a FT+2 malus. This hazard '''cannot''' be mitigated by the [[Secondary effect|Immunity to gases]] effect, such as one given by a [[gas mask]]; as the purpose of smoke is obfuscation, not damage.
* All creatures outside the cloud suffer from a IR+2 malus, if aiming at creatures inside the cloud.
* Engulfs an entire Side of the battlespace, affecting every creature inside.
* Lasts for 3 turns, at the end of which the cloud dissipates, and the effects listed below cease.
* All creatures inside the cloud suffer from a FT+1 malus, and sustain damage at a rate of +7% Pain per turn, regardless of Pain Sensitivity. This hazard can be completely canceled by the [[Effects|Immunity to gases]] effect, such as one given by a [[gas mask]].
 
==== Mini tear gas clouds ====
 
Mini tear gas clouds are like regular tear gas clouds, but less dense. They are produced by mini-smoke grenades and dissipate more quickly.
 
It is not necessary to aim weapons producing these clouds at any particular creature (specifying a Side is enough), as the cloud will affect every creature on the same Side.
 
Dice results:
* A critical success will double the length of the tear gas cloud's life (4 turns instead of 2 turns). If it was aimed at any particular creature, the GM may, at their discretion, deal a small amount of damage to that creature; a tear gas grenade landing on someone's head or exploding in someone's face is rarely pleasant.
* A regular success will result in the normal effects of the tear gas cloud occurring.
* A failure still results in a tear gas cloud occurring, but for only 1 turn instead of the normal amount.
* A critical failure results in throwing a dud grenade, with no effects.
 
Mini tear gas clouds have the following properties:
* Engulfs an entire Side of the battlespace, affecting every creature inside.
* Lasts for 2 turns, at the end of which the cloud dissipates, and the effects listed below cease.
* All creatures inside the cloud suffer from a FT+1 malus, and sustain damage at a rate of +7% Pain per turn, regardless of Pain Sensitivity. This hazard can be completely canceled by the [[Effects|Immunity to gases]] effect, such as one given by a [[gas mask]].
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