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content:official:rules:explosives [2017/07/19 08:31] – [Falling On Grenades] lektucontent:official:rules:explosives [2020/10/01 14:45] (current) – [Falling On Grenades] Fix typo lektu
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 ====== Explosives ====== ====== Explosives ======
 +| << [[Melee Weapons]] << ^ [[Table of Contents]] | >> [[General Equipment]] >> |
 Explosives are Dangerous. Any skill check to  Explosives are Dangerous. Any skill check to 
 quickdraw or use explosives that results in doubles  quickdraw or use explosives that results in doubles 
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 ===== Grenades ===== ===== Grenades =====
- 
  
 Grenades cost 25cr each and have a  Grenades cost 25cr each and have a 
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 ==== Arming Grenades ==== ==== Arming Grenades ====
- 
  
 A grenade can be armed as an automatic action. It  A grenade can be armed as an automatic action. It 
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 following circumstances. following circumstances.
  
-^ ARMING ^ DETONATES | +^ ARMING           ^ DETONATES                                                                                                                                                                                                                                           ^ 
-| **Immediate** | Instantly | +| **Immediate**    | Instantly (in your hand, just after being armed)((Errata))                                                                                                                                                                                                    
-| **Short Fuse** | At end of the arming character's turn (after they are completely done with their actions and movement) | +| **Short Fuse**   | At end of the arming character's turn (after they are completely done with their actions and movement)                                                                                                                                              
-| **Phase Delay** | At the end of the specified phase (0 to 6 phases) | +| **Phase Delay**  | At the end of the specified phase (0 to 6 phases)                                                                                                                                                                                                   
-| **Proximity** | Select a number of squares when arming for proximity. The device arms at the end of your action (and move if any) just like short fuse above. The device detonates as soon as anything moves into a square within the proximity and Line of Sight. | +| **Proximity**    | Select a number of squares when arming for proximity. The device arms at the end of your action (and move if any) just like short fuse above. The device detonates as soon as anything moves into a square within the proximity and Line of Sight.  
-| **Remote** | Whenever the remote detonation signal is given as an automatic action from an authorized wristcomp if on the same ship or Science Bay if in the same system. (This cannot be hacked.) | +| **Remote**       | Whenever the remote detonation signal is given as an automatic action from an authorized wristcomp if on the same ship or Science Bay if in the same system. (This cannot be hacked.)                                                               
-| **Combination** | Any combination of the above. | +| **Combination**  | Any combination of the above.                                                                                                                                                                                                                       |
- +
- +
- +
  
 ==== Remote Detonation ==== ==== Remote Detonation ====
  
- +If you have a [[..:equipment:wristcomp]], or [[..:modules:Science Bay]], you and your 
-If you have a wristcomp, or Science Bay, you and your +
 crew can detonate explosives you’ve set for remote  crew can detonate explosives you’ve set for remote 
-detonation with a Science Skill check. +detonation with a Science skill check. 
  
-The distance is measured in squares for a wrist-comp +The distance is measured in squares for a wristcomp 
 or hexes for a Science Bay. Add +3 to the difficulty for  or hexes for a Science Bay. Add +3 to the difficulty for 
 each additional remote explosive to detonate. each additional remote explosive to detonate.
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 ==== Throwing Explosives ==== ==== Throwing Explosives ====
- 
  
 Explosives can be dropped in your square or an  Explosives can be dropped in your square or an 
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 ==== Intercepting Grenades ==== ==== Intercepting Grenades ====
- 
  
 Any character along the line of sight may take a free  Any character along the line of sight may take a free 
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 ==== Batting Grenades ==== ==== Batting Grenades ====
- 
  
 The target number to hit a grenade just like any other  The target number to hit a grenade just like any other 
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 destroyed, it can be batted by the interceptor a 1d6  destroyed, it can be batted by the interceptor a 1d6 
 squares in a straight direction in Line of Sight. squares in a straight direction in Line of Sight.
-==== Falling On Grenades ==== 
  
 +==== Falling On Grenades ====
  
 You may spend your free attack to fall on a grenade  You may spend your free attack to fall on a grenade 
 in or passing through your square with no skill check  in or passing through your square with no skill check 
 needed. You are effectively taking a free action to turn  needed. You are effectively taking a free action to turn 
-the grenade into a Coup De Grace attack on yourself. +the grenade into a [[..:rules:combat#Coup de Grace]] attack on yourself. 
 The grenade will deal its effect twice to you (ignore  The grenade will deal its effect twice to you (ignore 
 Damage Reduction) but everything else that would  Damage Reduction) but everything else that would 
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 around 1 corner.  around 1 corner. 
  
-^ EXPLOSIVES ^  e?  ^ DAMAGE/EFFECT |   +^ EXPLOSIVES                       ^  e?                                ^ DAMAGE/EFFECT                                                                                                ^ 
-[[..:equipment:Grenades|Grenades]] | Cost 25, mass 1 for all grenades. ||   +| Grenades                         | Cost 25, mass 1 for all grenades.                                                                                                                || 
-| [[..:equipment:EMP|EMP]] |  y  | EMP all energized equipment and cyberware in L.O.S. |   +| [[..:equipment:EMP]]             |  y                                 | EMP all energized equipment and cyberware in L.O.S.                                                          
-| [[..:equipment:Energy|Energy]] |  y  | 2d6 damage. | +| [[..:equipment:Energy]]          |  y                                 | 2d6 damage.                                                                                                  
-| [[..:equipment:Flare|Flare]] |  n  | Makes person or object holding 3 easier to be targeted. |   +| [[..:equipment:Flare]]           |  n                                 | Makes person or object holding 3 easier to be targeted.                                                      
-| [[..:equipment:Frag|Frag]] |  n  | 2d6-1 damage. | +| [[..:equipment:Frag]]            |  n                                 | 2d6-1 damage.                                                                                                
-| [[..:equipment:Fritzer|Fritzer]] |  y  | 1d6 personal damage. Roll 4d6 to break module. |   +| [[..:equipment:Fritzer]]         |  y                                 | 1d6 personal damage. Roll 4d6 to break module.                                                               
-| [[..:equipment:FrostBomb|FrostBomb]] |  y  | Frost effect on all in L.O.S. |   +| [[..:equipment:FrostBomb]]       |  y                                 | Frost effect on all in L.O.S.                                                                                
-| [[..:equipment:Gas|Gas]] |  n  | Contains needler toxin. All in cloud affected as if shot by needler (see page 96).   +| [[..:equipment:Gas]]             |  n                                 | Contains needler toxin. All in cloud affected as if shot by [[..:equipment:needler|needler]] (see page 96).  | 
-| [[..:equipment:Ion|Ion]] |  y  | No damage but all in L.O.S. have ionization level raised by one. |   +| [[..:equipment:Ion]]             |  y                                 | No damage but all in L.O.S. have ionization level raised by one.                                             
-| [[..:equipment:Neutron|Neutron]] |  y  | No damage to modules, equipment. Every being in L.O.S. “Oucho”ed. |   +| [[..:equipment:Neutron]]         |  y                                 | No damage to modules, equipment. Every being in L.O.S. “Oucho”ed.                                            
-| [[..:equipment:Plasma|Plasma]] |  y  | 1d6 fire damage to all in L.O.S. And within 6 squares. |   +| [[..:equipment:Plasma]]          |  y                                 | 1d6 fire damage to all in L.O.S. and within 6 squares.                                                       
-| [[..:equipment:Smoke|Smoke]] |  n  | Cuts off LOS and Life Support in the module. |   +| [[..:equipment:Smoke]]           |  n                                 | Cuts off LOS and Life Support in the module.                                                                 
-| [[..:equipment:Stun|Stun]] |  y  | All in L.O.S. make passive Athletics vs.11. Difference is stun markers. |   +| [[..:equipment:Stun]]            |  y                                 | All in L.O.S. make passive Athletics vs.11. Difference is stun markers.                                      
-| [[..:equipment:Satchel charge|Satchel charge]] |  y  | 1d6 hull. 4,5,6 breaks module. 2d6 personal damage. Mass 3, Cost 50. |+| [[..:equipment:Satchel charge]]  |  y                                 | 1d6 hull. 4,5,6 breaks module. 2d6 personal damage. Mass 3, Cost 50.                                         |
  
 +| << [[Melee Weapons]] << ^ [[Table of Contents]] | >> [[General Equipment]] >> |
 +{{tag>official rules equipment explosives}}
content/official/rules/explosives.1500478277.txt.gz · Last modified: 2017/07/19 08:31 by lektu