Changes

Explosives

529 bytes removed, 18:21, 11 December 2019
'''Explosives''' have their own specific rules and mechanics, all of which are described here.
 
= Types of explosions =
=== 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.
=== Splash damage ===
 
Standard explosions have the ability to deal '''Splash damage''', through the blast and shockwave generated by the explosion.
=== 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:
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 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.
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 timedcharge 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 ===
Directional mines cannot be thrown, they can only be planted.
 
== Explosive ordnance disposal ==
Bureaucrat, administrator
15,672
edits