Changes

Explosives

8,836 bytes added, 13:43, 11 December 2019
* Thrown / Fired
* Plantedexplosives
** Command detonation
** Timedcharges
** Pressure mine
** Directional mine
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.
== Planted Attack roll results:* Success and critical success: The explosive hits the intended target.* 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 a [[Crafting items|Gun Repair Kit]] (1 use).** [[Molotov cocktail]]: Same as a regular failure.** GL ammunition, RL ammunition: Depends on weapon's [[Weapon#Firearm failure types|failure type]].
== Using planted explosives == Planted explosives are intended to be laid down manually (wip'''Planting''')but most of them can also be '''thrown''' into place. === Throwing === Throwing a planted explosive can be performed with all types except directional mines. 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. '''Thrown weapons skill''' must be used to successfully throw a planted explosive - and can thus affect the accuracy of the throw.* Success: Explosive lands on the target's Side where intended and it will hurt targets if detonated.** Successfully killing a target with a planted explosive that has been thrown results in gaining '''Thrown weapon skill points''' instead of planted explosive skill points.* Failure: Explosive still lands on the target's Side, but will deal no damage if detonated (bad angle, bad throw, etc.) Unless you are throwing a timed explosive set to 0 turns, thrown planted explosives should not explode on the same turn it was thrown.* 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 === 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 '''Planted explosives skill'''. Roll results:* Success and critical success: The explosive is properly deployed and planted. Kills result in gaining 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 a '''Gun Repair Kit''' (1 use). Like with other explosive weapons, a '''target''' can be designated. The explosive will then be placed on the floor, near the designated target.* If planting is done during combat, especially if the intended target is on a different [[Battlespace|Side]], then in a manner similar to melee weapons, this is treated as '''combat movement'''; the user will move into the target's Side to attempt planting the explosive. Once an explosive has been properly planted, the user's turn ends. If the user has moved into another Side in the process, they will remain there (again, like with melee weapons) and will only be able to move or perform another action on their next turn, so exercise proper caution. What happens afterwards depends on the type (sometimes, specific model) of planted explosive used; see the section below for more details. == Types of planted explosives == There are four types of planted explosives: Command detonation, Timed charges, Pressure mines, and Directional mines. * A '''command detonation''' (e.g. [[Mini C4 charge]]) explosive is an explosive that will only detonate on command, i.e. by using a [[detonator]]. When placing command detonation charges, they are "paired" with the user's detonator; only that detonator can detonate these explosives.* A '''timed charge''' is an explosive that detonates when its internal timer falls down to zero turns.** A 0-turn timer will mean that it'll explode in the same turn it was primed (similarly to a hand grenade)** 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.* 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. Certain explosives (e.g. [[SLAM]]) may be referred to as '''multipurpose'''; meaning that they have multiple modes that the user can set it to, each mode corresponding to one of the types listed above, thus allowing the weapon to be used in different ways. == Explosive ordnance disposal == On occasion, you may face the need to remove or dispose of already planted explosives. The procedure depends on the 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''': '''''(revise?)''''' Pressure mines detonate when they detect any creature on the Side they're planted into. They cannot be defused. The only way to safely dispose of a primed pressure mine is to set off another explosion on the mined Side; pressure mines detonate when other explosions (Standard or Localized) occur on their Side. 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.
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