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Explosives

2,108 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.
** 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 are treated cause the same 0.7x damage as solid hitsthey 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.
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 ===
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