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Explosives

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'''Explosives''' have their own specific rules and mechanics, all of which are described here.
 
= Types of explosions =
Two major types of explosions are differentiated: '''Standard''' explosions and '''Localized''' explosions.
* '''Standard''' explosions are the typical kind of explosions; big, loud, fiery, and deals a lot lots of damage. They cause two kinds of damage: '''Target damage''' and '''Splash damage'''. Unless an Most explosive weapon or ammunition type is weapons and ammo types cause Standard explosions, unless specifically described otherwise, it will create a standard explosion.* '''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. Explosives, like all other weapons, can deal both [[Pain]] and [[Limb damage]]. How much damage exactly, and under what circumstances, is where target damage and splash damage are differentiated. These differences influence the end result and why being targeted directly by a grenade has more consequences than merely being splashed collaterally by that grenade's blast.
=== Target damage ===
 
Target damage is simply the damage done to the intended target. This is where most of the damage an explosive weapon can deal is concentrated.
If a creature takes target Target damage from an explosion (in other words, they received a direct hit), it they will deal receive the following:
* [[Pain]]
* [[Limb damage]] (which can, in turn, cause '''injuries''')
=== Splash damage ===
 Standard explosions have the ability to deal '''splash Splash damage''', through the blast and shockwave generated by the explosion.
Splash damage is dealt to '''all other creatures on the same [[Battlespace|Side]] as the intended target'''.
Statistically, splash If a creature takes Splash damage deals from an amount of Pain identical to what Target damage would have dealtexplosion (in other words, but deals no they were on the same Side as a targeted creature), they will receive the following:* [[Pain]]* No limb damage. Additional * Any additional effects such as shrapnel, fire, etc. may still apply.
=== Limb damage ===
 
If Pain is not enough, Limb damage of explosive weapons is calculated in a particular manner, depending on the weapon type, according to these following steps:
* 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 limbs in the UPPER BODY and LOWER BODY groups each receive '''1x''' BED in limb damage
* All limbs in the LIMB group each receive '''0.5x''' (rounded) BED in limb damage
* All other limbs each receive '''0.25x''' (rounded) BED in limb damage
If the explosive weapon deals '''localized explosions''':* The limb that was struck by the projectile receives '''1x''' BED in limb damage* 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 [[woundsfracture|fractures]]. However, however the amount number and location of wounds fractures caused by explosions is 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 amount 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 2.75; 1666. 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 explosives. If an explosive weapon has the '''bouncing''' trait ([[VOG-25P]] grenades), then they have the ability to '''ignore cover entirely''', including blast-resistant cover. In other words, bouncing explosives act as though there was no cover in the first place.  = Explosives versus Shields = === 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 target damage, splash damage, and any additional effects (fire, shrapnel, etc.). '''Bouncing''' explosives will circumvent shields just as they would circumvent cover.
If an explosive weapon has === Special shields ===Special shields (e.g., the [[shrine maiden]]'s light shield) are typically ''bouncing'fully impenetrable'' trait ' until they run out of HP. This means that they will ''absorb target damage'', ''prevent splash damage and additional effects ([[VOG-25P]] grenades)fire, then they have shrapnel, etc.) from hurting the ability to wearer'', like a blast-resistant shield, and 'ignore cover entirely'protect against bouncing explosives'', acting treating them as though there was no cover in the first place. There is no countermeasure for if they weren't bouncing explosives!.
== Thrown / Fired explosives ==
This is the most common type of explosive weapon. It covers hand grenades, grenade launcher and rocket launcher rounds, and the specialty localized explosion ammunition explosive ammo types for firearms (FRAG-12 and XPL arrowheads).
They are subject to the same rules as any normal weapon; [[Accuracy]], [[Skills|Skill]] requirements, and any applicable [[Weapon#Fire modes|fire modes]] all apply as they normally would.
Attack roll results:
* Success and Critical success: The explosive hits the intended target with a '''&crithit''' effect. The effect applies to every component of the explosive (blast, shrapnel from fragmentation, etc.)** Example: When rolling a critical successwith 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.
** Hand grenades (except Molotov cocktail): Explosive misses and fails to detonate - it becomes a '''dud'''. Dud explosives can be repaired with an [[Crafting items|Explosives Toolkit]] (1 use, grants 1 Skill Point in [[Repairing]]).
** [[Molotov cocktail]]: Same as a regular failure.
** GL ammunition, RL ammunition: Depends on weapon's [[Weapon#Firearm failure types|failure type]].
The explosive is treated more or less like a hand grenade. As with a hand grenade, a target must be designated to throw the explosive at.
[[SkillsCombat skills|Thrown weapons skill]] must be used to successfully throw a planted explosive - and can thus affect the accuracy of the throw.* Successand critical success: Explosive lands on the target's Side where intended and it will hurt targets if detonated. Critical successes do not grant additional effects (you do not roll &crithit).** Successfully killing a target with a planted explosive that has been thrown results in gaining Skill Points for the '''[[Combat skills|Thrown weapons Skill Points]] skill''' instead of planted explosive Skill Pointsthe Planted explosives skill.
* Failure: Explosive still lands on the target's Side, but will deal no damage if detonated (bad angle, bad throw, etc.)
* Critical failure: The tripwire, fuze, or signal receiver device is broken, rendering the explosive a '''dud'''. Duds can never explode, and can be repaired with an [[Crafting items|Explosives Toolkit]] (1 use).
Unless you are throwing a timed explosive set to 0 turns, thrown planted explosives should not explode on the same turn it was thrown.
Planting is, as their name might suggest, the intended way to use a planted explosive. The procedure is very different from using most other weapons, and is detailed in this section.
The term '''planting''' refers to the procedure of priming the explosive then placing it either near, or on the target. The planting process is considered to be a combat action, and calls for [[SkillsCombat skills|Planted explosives skill]].
Roll results:
* Success and critical success: The explosive is properly deployed and planted. Critical successes do not grant additional effects (you do not roll &crithit). Kills result in gaining [[Combat skills|Planted explosives ]] Skill Points.
* Failure: The explosive is not properly deployed, the Contestant must try again and spend another turn to attempt deploying it.
* Critical failure: The tripwire, fuze, or signal receiver device is broken, rendering the explosive a '''dud'''. Duds can never explode, and can be repaired with an [[Crafting items|Explosives Toolkit]] (1 use).
The timer can be set to anywhere between 0 and 9 turns.
If set to 0 turns, the SLAM timed charge will explode in the same turn the timer was set.* Do not plant a SLAM timed charge with the timer set to 0; it will immediately explode at you, and you will take Target Damage (everyone else on your Side will take Splash Damage). The 0-turn timer is intended to allow you to throw the SLAMit, as an impromptu hand grenade.
If set to anywhere between 1 and 9 turns, the SLAM 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 (IS 0) 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 SLAM 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 one SLAM explodes on a Side where multiple primed SLAMs are timed charges have been planted , ''all of them'' will explode and deal damage simultaneously. ** A 0-turn timer will mean that it'll explode in on the same turn it was primed Side, one explosion (similarly to including that of a hand grenadecharge). Planting a 0-turn timed charge will result in an '''instantaneous''' detonation - you will receive Target damage and set off all other creatures on of them at the same [[Battlespace|Side]] as you will receive Splash time, effectively increasing the amount of damage. The 0-turn setting is** If the timer is set to 1 turn or longer, then it that can be thrown or planted like a command detonation explosive. At the end of the combat turn, the timer will go down by 1. If the timer falls to 0 turns remaining at the start of the following turn, it will explode (treated as a non-combat action)potentially dealt.
=== Pressure mines ===
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 ===
Directional mines cannot be thrown, they can only be planted.
 
== Explosive ordnance disposal ==
''"EOD" redirects here. If you're looking for the EOD suit or EOD helmet, see [[List of human clothing and armor]].''
On occasion, you may face the need to remove or dispose of already planted explosives.
* '''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.
* '''Incendiary''' ('''I''') refers to weapons that only produce an incendiary effect and do not technically explode.
* '''Flashbang''' refers to weapons that produce a flashbang effect, the explosion being intended to disorient through temporary blinding and deafening, rather than cause direct damage.
* '''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'''
=== Fragmentation ===
'''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]] (does the same damage as a solid hit).
==== Shrapnel damage tables ====
{| class="wikitable" style="font-size:10pt;text-align:center"
|-
! Damage type !! Quantity !! LDV !! Pain (C1) !! Pain (C2) !! Pain (C3) !! Pain (A1) !! Pain (A2) !! Pain (A3) !! Pain (A4) !! Pain (A5)
|-
| Bullet || (Varies by weapon) || '''-1''' || 25% || 24% || 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]].
==== Chlorine gas clouds ====
* Engulfs an entire Side of the battlespace, affecting every creature inside.
* Lasts for 4 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, and sustain damage at a rate of '''+9% Pain per turn, regardless of Pain Sensitivity , and 2 limb damage to a random body part'''. This hazard can be completely canceled by the [[Secondary effect|Immunity to gases]] effect, such as one given by a [[gas mask]].
[[Category:Game mechanics]]
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