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content:official:rules:explosives

This is an old revision of the document!


Explosives Index

EXPLOSIVES e? DAMAGE/EFFECT
Grenades Cost 25 mass 1 for all grenades.
EMP y EMP all energized equipment and cyberware in L.O.S.
Energy y 2d6 damage.
Flare n Makes person or object holding 3 easier to be targeted.
Frag n 2d6-1 damage.
Fritzer y 1d6 personal damage Roll 4d6 to break module.
FrostBomb y Frost effect on all in L.O.S.
Gas n Contains needler toxin. All in cloud affected as if shot by needler (see page 96).
Ion y No damage but all in L.O.S. have ionization level raised by one.
Neutron y No damage to modules, equipment. Every being in L.O.S. “Oucho”ed.
Plasma y 1d6 fire damage to all in L.O.S. And within 6 squares.
Smoke n Cuts off LOS and Life Support in the module.
Stun y All in L.O.S. make passive Athletics vs.11. Difference is stun markers.
Satchel charge y 1d6 hull. 4,5,6 breaks module. 2D6 personal damage. Mass 3, Cost 50.
content/official/rules/explosives.1500437693.txt.gz · Last modified: 2017/07/18 21:14 by curufea