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Explosives

Explosives

Postby raleel » Sun Jun 18, 2017 11:23 pm

AFAIK, there are no rules for explosives. Anyone have any they use?
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Re: Explosives

Postby Starken » Mon Jun 19, 2017 10:19 am

The damage caused by an explosive device would certainly depend on its type. A grenade for example could cause 3D8 damage (in a defined radius) to a single location. Maybe you would want to add the Fragmentation trait. I haven't used them yet, but explosives might be an issue in our upcoming modern-horror campaign.
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Re: Explosives

Postby AmazingOnionMan » Mon Jun 19, 2017 2:53 pm

I ended up with damage, ranging from 1d6 for small shock grenades to 3d10 for the nasty stuff, to a single location to all targets within a set radius, with added fragmentation/shock damage (1/2 damage) to 1d3-1 additional locations, with an automatic knockdown on top of it. The right kind of explosives came with a larger fragmentation range.
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Re: Explosives

Postby raleel » Mon Jun 19, 2017 3:48 pm

why single locations? seems like it would be frequently not a single location.
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Re: Explosives

Postby AmazingOnionMan » Mon Jun 19, 2017 4:31 pm

Less rolling? Which kinda gets thrown out the window with fragmentation, but you asked..
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Re: Explosives

Postby raleel » Mon Jun 19, 2017 7:59 pm

AmazingOnionMan wrote:Less rolling? Which kinda gets thrown out the window with fragmentation, but you asked..


fair enough. I would have sort of expected all locations except in specific situations (covering the grenade, etc)
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Re: Explosives

Postby azrooh » Mon Jun 19, 2017 9:24 pm

I use the Classic Fantasy fireball rules. All locations damaged, mundane AP counts for half, magical AP counts for full, evade check for half damage allowed unless the explosion is very sudden with no time to react to the incoming projectile.
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Re: Explosives

Postby SDLeary » Tue Jun 20, 2017 12:07 am

In the olden days, we played that the damage would dissipate with distance. Thus with a fragmentation explosive with 3d6 damage, it would do that in an effective radius of say an inch, then would dissipate to 2d6 at two inches, and so on.

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Re: Explosives

Postby nclarke » Tue Jun 20, 2017 2:21 am

You should be able to plug in any explosive rules from other D100 based games. The BGB has dynamite and various other explosives and The Laundry is pretty good for these things in a modern environment as well.

Grenade in The Laundry 4d6/4meters
M72 LAW in The Laundry 8d6/1 meter
Dynamite in BGB 5d6/2 meters
Plastic Explosive in BGB 6d6/3 meters
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Re: Explosives

Postby xalabin » Tue Jun 20, 2017 12:22 pm

Xd6 on Y localizations for a esphere of Zm radius, maybe you cn use fall table for the progresión, more altitude for more potent explosives.

The damage is divided by four en the localizations are multiplied by four every time the radius doubles until damage does 0d6.

Or you can use easy maths and decrease 1d6 and 1 location (1 minimum) every meter from the center until damage does 0d6.

Evidently coberture can decrease the damage.
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