Post by Gravedust on Jun 15, 2010 15:15:49 GMT -8
EXPLOSIVES
Arming and throwing explosives successfully requires a roll of [D100+Sapping] Vs. [Handling Difficulty of explosive]
-
Success causes a detonation in the desired compartment, and a failure means an immediate detonation in the compartment the throw took place in.
-
Explosives can be thrown into a side-adjacent compartment for no penalty, or a compartment 1 away for a -20 penalty to the handling roll.
They may be dropped down to a lower compartment (Via a stairwell) For a -10 penalty.
They may be thrown upwards 1 compartment (via a stairwell) for a -30 Penalty.
-
All characters in the target compartment (including fumbled explosives) get to make dodge roll.
[D100 + Agility - Total Size] Vs. [Explosive Damage x 4] On a successful check the character takes no damage.
Characters who are already Taking Cover gain a +10 modifier to their Dodge Roll.
-
In situations where there is no available cover, (in the open, etc.) a Dodge roll is not made.
Unconscious or otherwise incapacitated characters cannot make this roll.
-
If a thrown explosive detonates in an airship compartment, there is a % chance equal to the Damage of the explosive that it will cause a Malfunction in that compartment.
-
Characters with the Sapping skill gain a +1 to an Explosive's damage for every 20 points of Sapping skill. This effects the dodge roll's modifier as well.
-
Possessing an explosive with a Damage higher than 5 is a crime.
____________________
Blast Cap
Damage: 5
Size: 1
Handling Difficulty: 10
Cost: 25
Rarity: 20
Grenade
Damage: 10
Size: 1
Handling Difficulty: 20
Cost: 50
Rarity: 40
Dynamite
Damage: 12
Size: 2
Handling Difficulty: 24
Cost: 60
Rarity: 48
Satchel Charge
Damage: 15
Size: 2
Handling Difficulty: 30
Cost: 75
Rarity: 60
Nitro Pack
Damage: 20
Size: 3
Handling Difficulty: 40
Cost: 100
Rarity: 80
Arming and throwing explosives successfully requires a roll of [D100+Sapping] Vs. [Handling Difficulty of explosive]
-
Success causes a detonation in the desired compartment, and a failure means an immediate detonation in the compartment the throw took place in.
-
Explosives can be thrown into a side-adjacent compartment for no penalty, or a compartment 1 away for a -20 penalty to the handling roll.
They may be dropped down to a lower compartment (Via a stairwell) For a -10 penalty.
They may be thrown upwards 1 compartment (via a stairwell) for a -30 Penalty.
-
All characters in the target compartment (including fumbled explosives) get to make dodge roll.
[D100 + Agility - Total Size] Vs. [Explosive Damage x 4] On a successful check the character takes no damage.
Characters who are already Taking Cover gain a +10 modifier to their Dodge Roll.
-
In situations where there is no available cover, (in the open, etc.) a Dodge roll is not made.
Unconscious or otherwise incapacitated characters cannot make this roll.
-
If a thrown explosive detonates in an airship compartment, there is a % chance equal to the Damage of the explosive that it will cause a Malfunction in that compartment.
-
Characters with the Sapping skill gain a +1 to an Explosive's damage for every 20 points of Sapping skill. This effects the dodge roll's modifier as well.
-
Possessing an explosive with a Damage higher than 5 is a crime.
____________________
Blast Cap
Damage: 5
Size: 1
Handling Difficulty: 10
Cost: 25
Rarity: 20
Grenade
Damage: 10
Size: 1
Handling Difficulty: 20
Cost: 50
Rarity: 40
Dynamite
Damage: 12
Size: 2
Handling Difficulty: 24
Cost: 60
Rarity: 48
Satchel Charge
Damage: 15
Size: 2
Handling Difficulty: 30
Cost: 75
Rarity: 60
Nitro Pack
Damage: 20
Size: 3
Handling Difficulty: 40
Cost: 100
Rarity: 80