Changes

Explosives

8,016 bytes added, 15:21, 11 December 2019
* Command detonation explosives: You can use your detonator at any point starting on the next turn.
* Timed explosives (timer set 1+ turn): Will explode on the turn the timer fell to 0.
* Pressure mines: You must wait until the mines are primed (2 turns). Once the timer falls to 0, the mine will only explode if there are any creatures on the Side it was thrown into.
=== Planting ===
** If the timer is set to 1 turn or longer, then it 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).
* A '''pressure mine''' (e.g. [[TS-50]]) is an explosive that detonates when it is primed and when a creature steps on its trigger, tripping the explosive charge it contains. In game terms, pressure mines provide area denial of one [[Battlespace|Side]]. Pressure mines are primed 2 turns after they are planted, leaving enough time for the planter to leave the mined Side without tripping the mines themselves. Once primed, a pressure mine will automatically detonate if there is any creature on the Side it is planted (treated as a non-combat action), and will deal Target damage to all creatures on that side. Pressure mines can also be deployed by throwing, but missing will result in the Mine falling in the intended Side, but never priming, allowing potential enemies to steal or dispose of it.
** NOTE: 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.
* A '''directional mine''' (e.g. [[M18A1 Claymore]]) is an explosive that protects against threats coming from a specific direction. A directional mine is intended to be planted on a Side the user wishes to protect (Protected Side), and pointed at another Side of the battlespace ; the direction from which a threat is expected (Target Side). Once setup, a directional mine is instantly primed. Directional mines detonate when any creature approaches from the Target Side and attempts moving into the Protected Side. Upon successfully exploding, the creature takes damage from the mine, and their turn ends prematurely (cancelling any attack they were about to perform, if any), leaving them open for further retaliation if they didn't die. Directional mines cannot be planted by throwing, nor can they be planted on an enemy target.
* '''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''': '''''(revise?)''''' Pressure mines detonate when they detect any creature on the Side they're planted into. They cannot be defused, as there is no way to safely approach one. The only way to safely dispose of a primed pressure mine is to set off another explosion on the mined Side; pressure mines will detonate when other explosions another explosion (Standard or Localized) occur on their Side, including from other mines detonating (so there is no need to set off more than one to dispose of multiple). The attack roll must be successful in order for the explosion to set a primed pressure mine off; otherwise the primed mine will remain unscathed.
* '''Directional mines''': Directional mines 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). In order to defuse a directional mine, simply come 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 mine. Successfully defusing a directional mine turns it into a weapon that is safe to pick up and re-use.
* '''HE/Incendiary''' ('''HE-I''') refers to weapons that produce both an explosion and an incendiary effect, as an additional effect of splash damage.
* '''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.
(wip: detail each)=== 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 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 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%
|}
 
=== Incendiary ===
 
'''HE/Incendiary''' and '''Incendiary''' explosives have the ability to set targets on fire.
 
The incendiary effect is part of splash damage; therefore all targets hit by an incendiary weapon are at risk of being set on fire. A random body part must be selected; unless that body part is protected by '''fire-retardant [[clothing]]''' or that creature is entirely immune to fire, then that creature will be set on fire.
 
=== Flashbang ===
 
Though not explosives in the conventional sense, '''flashbang''' weapons and ammunition are designed to induce the '''flashbang effect'''.
 
All creatures affected by a flashbang will gain the [[Secondary effect|Blindness]] effect for 2 turns. If any creature affected by a flashbang was also under the effects of [[Secondary effect|Night vision]], such as that provided by [[Night vision goggles]], the length of that effect is doubled (4 turns, instead of 2).
 
Dice results:
* A critical success will double the length of the blindness effect (4 turns, instead of 2). If it was aimed at any particular creature, the GM may, at their discretion, deal a small amount of damage to that creature; a flashbang grenade landing on someone's head or exploding in someone's face is rarely pleasant.
** The effects of ''Night vision'' and a critical success stack; meaning such a creature will be blinded for 8 turns (2 x2 x2).
* A regular success will result in the normal effects of a flashbang occurring.
* A failure results in the flashbang failing to disorient anyone, imparting its effects to no creatures.
* A critical failure results in throwing a dud grenade, with no effects.
 
=== Gas clouds ===
 
Though not explosives per se, certain weapons are capable of dispersing gas clouds, which may produce a variety of harmful effects. There are three types of gas clouds: '''Smoke clouds''', '''Tear gas clouds''', and '''Chlorine gas clouds'''.
 
==== Smoke clouds ====
 
Smoke clouds are designed to obfuscate and reduce visibility, hindering accuracy. They are completely harmless but may be useful in the right circumstances.
 
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 smoke cloud's life (6 turns instead of 3 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.
 
Smoke clouds have the following properties:
* 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.
 
==== Tear gas clouds ====
 
Tear gas clouds are designed to disorient and induce tearing and coughing, hindering accuracy and causing minor amounts of Pain. Their purpose is soft area denial and dispersion.
 
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 (6 turns instead of 3 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.
 
Tear gas clouds have the following properties:
* 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]].
 
==== Chlorine gas clouds ====
 
Chlorine gas clouds are designed to hurt and maim through poisoning. They are disorienting and highly damaging, inducing pain and limb damage every turn, making them extremely dangerous.
 
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 chlorine gas cloud's life (6 turns instead of 3 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 chlorine 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 chlorine gas cloud occurring.
* A failure still results in a chlorine 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.
 
Chlorine gas clouds have the following properties:
* 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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