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		<id>http://old.mazeworld.net/w/index.php?action=history&amp;feed=atom&amp;title=Explosives_rules</id>
		<title>Explosives rules - Revision history</title>
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		<updated>2026-04-29T23:32:11Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16854&amp;oldid=prev</id>
		<title>SU Tempest at 06:51, 29 June 2019</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16854&amp;oldid=prev"/>
				<updated>2019-06-29T06:51:26Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 06:51, 29 June 2019&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 87:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 87:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* Effectively, this means that creatures hiding behind cover can &amp;quot;only&amp;quot; be hit by splash damage (the cover being the target by default until its destruction).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* Effectively, this means that creatures hiding behind cover can &amp;quot;only&amp;quot; be hit by splash damage (the cover being the target by default until its destruction).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Exception #1:''' Certain cover types have a '''blast-resistant trait''', which negates splash damage as well and fully absorbs explosive damage. Such cover is the only way to benefit from true protection against explosives.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Exception #1:''' Certain cover types have a '''blast-resistant trait''', which negates splash damage as well and fully absorbs explosive damage. Such cover is the only way to benefit from true protection against explosives.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Exception #2:''' Certain weapons benefit from the '''bouncing trait''', which rebound above and behind cover, thus completely ignoring it. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Bouncing explosives will, on &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;successful hit, deal target damage &lt;/del&gt;to a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;random creature on the Side &lt;/del&gt;it &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;was fired/sent into&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Exception #2:''' Certain weapons benefit from the '''bouncing trait''', which rebound above and behind cover &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(unless that type of cover provides Full Protection, in which case Full Protection prevails)&lt;/ins&gt;, thus completely ignoring it. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;A shooter using &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bouncing explosive is allowed &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;aim it at &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;specific target so that &lt;/ins&gt;it &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;may receive Target Damage&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Localized explosions''', however, function more or less like Bullet-type damage hitting a piece of cover: if it didn't deal sufficient damage to over-penetrate and hit the intended target, it will be absorbed by the cover.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Localized explosions''', however, function more or less like Bullet-type damage hitting a piece of cover: if it didn't deal sufficient damage to over-penetrate and hit the intended target, it will be absorbed by the cover.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16809&amp;oldid=prev</id>
		<title>SU Tempest: /* Planted explosives */</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16809&amp;oldid=prev"/>
				<updated>2019-04-12T17:54:03Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Planted explosives&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 17:54, 12 April 2019&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 113:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 113:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== Planted explosives ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== Planted explosives ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* Command detonation planted explosives (all C4 charges, SLAM in command detonation mode) require a [[Key item|detonator]] in order to explode and cause damage.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* Command detonation planted explosives (all C4 charges, SLAM in command detonation mode) require a [[Key item|detonator]] in order to explode and cause damage.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;** The detonator works even if it is far away (e.g. not in the same room) from the planted explosives. There is no specified maximum range, but it is not unlimited - it is up to the GM to determine what constitutes a reasonable maximum range. The author recommends that the maximum believable range for a detonator is &amp;quot;within the same town&amp;quot; at most.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* A command detonation explosive can be either '''thrown''' or '''planted'''. Doing either takes a full turn, and must be detonated on the next turn. '''Using a detonator is a free action''', as it's simply about pressing a button. It is not even considered a non-combat action.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* A command detonation explosive can be either '''thrown''' or '''planted'''. Doing either takes a full turn, and must be detonated on the next turn. '''Using a detonator is a free action''', as it's simply about pressing a button. It is not even considered a non-combat action.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** ONLY the owner of that explosive can detonate it. It is impossible to detonate another person's explosive, and in turn, it is impossible to use planted explosives without a detonator.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** ONLY the owner of that explosive can detonate it. It is impossible to detonate another person's explosive, and in turn, it is impossible to use planted explosives without a detonator.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16803&amp;oldid=prev</id>
		<title>SU Tempest: /* Planting explosives on an enemy target */</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16803&amp;oldid=prev"/>
				<updated>2019-04-12T14:29:44Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Planting explosives on an enemy target&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 14:29, 12 April 2019&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 186:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 186:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Exceptions: The '''Molotov cocktail''' cannot be used as an explosive to plant onto another creature.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Exceptions: The '''Molotov cocktail''' cannot be used as an explosive to plant onto another creature.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Timed explosives set to at least 1 turn''': The explosive is now in the target's inventory. If it hasn't been removed by then, it will explode, and the target will take Target damage.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Timed explosives set to at least 1 turn''': The explosive is now in the target's inventory. If it hasn't been removed by then, it will explode, and the target will take Target damage.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Pressure mine''': Pressure mines cannot be planted onto another creature &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;withlethal&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Pressure mine''': Pressure mines cannot be planted onto another creature.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Directional mine''': Directional mines cannot be planted onto another creature.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Directional mine''': Directional mines cannot be planted onto another creature.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Beware:''' as long as the explosive hasn't detonated, the target still has the possibility of picking up and throwing the explosive, even if they do not own it!&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Beware:''' as long as the explosive hasn't detonated, the target still has the possibility of picking up and throwing the explosive, even if they do not own it!&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16693&amp;oldid=prev</id>
		<title>SU Tempest at 02:12, 17 January 2019</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16693&amp;oldid=prev"/>
				<updated>2019-01-17T02:12:55Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 02:12, 17 January 2019&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 16:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 16:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* [[Pain]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* [[Pain]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* [[Limb damage]] (which can, in turn, cause '''injuries''')&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* [[Limb damage]] (which can, in turn, cause '''injuries''')&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;* Clothing damage: All explosions normally deal '''1 damage'''&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* Any additional effects such as shrapnel, fire, smoke etc.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* Any additional effects such as shrapnel, fire, smoke etc.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 70:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 69:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* Combatant X throws a [[MkIIIA2]] grenade at enemy Z. Z is the intended target; if the dice score translates into a hit, Z will suffer '''target damage'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* Combatant X throws a [[MkIIIA2]] grenade at enemy Z. Z is the intended target; if the dice score translates into a hit, Z will suffer '''target damage'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* Attack dice roll returns '''9''', which means '''Hit'''. Explosion power roll returns '''3''', which translates into '''0.75x damage'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* Attack dice roll returns '''9''', which means '''Hit'''. Explosion power roll returns '''3''', which translates into '''0.75x damage'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* The grenade detonates near Z. Being the target of the grenade, Z will suffer Pain&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, Limb damage, &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;clothing &lt;/del&gt;damage.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* The grenade detonates near Z. Being the target of the grenade, Z will suffer Pain and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Limb &lt;/ins&gt;damage.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* MkIIIA2 grenades are rated at 325% Pain. Assuming Z has 100% pain sensitivity and after applying the damage modifier, Z will suffer '''244% Pain''' (243.75 rounded up).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* MkIIIA2 grenades are rated at 325% Pain. Assuming Z has 100% pain sensitivity and after applying the damage modifier, Z will suffer '''244% Pain''' (243.75 rounded up).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* MkIIIA2 grenades have a LDV value of '''+2d6'''. Initial limb damage roll returns 4 and LDV roll returns 10; the calculated result is then '''14 damage'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* MkIIIA2 grenades have a LDV value of '''+2d6'''. Initial limb damage roll returns 4 and LDV roll returns 10; the calculated result is then '''14 damage'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16664&amp;oldid=prev</id>
		<title>SU Tempest: /* Disposing of explosives */</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16664&amp;oldid=prev"/>
				<updated>2018-12-16T06:52:10Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Disposing of explosives&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 06:52, 16 December 2018&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 195:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 195:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Command detonated charges''':&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Command detonated charges''':&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** A primed command detonated charge can be defused by going on the Side it is planted, and de-priming it. Defusing takes 2 turns to complete. Defusing can be interrupted by using the detonator, which will cause it to explode at the defuser in the process (defusers sustain Target Damage due to their close proximity). Successfully defusing a command detonated charge allows it to be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;taken &lt;/del&gt;safely &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;- &lt;/del&gt;it can no longer be detonated until &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it's &lt;/del&gt;primed again.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** A primed command detonated charge can be defused by going on the Side it is planted, and de-priming it. Defusing takes 2 turns to complete. Defusing can be interrupted by using the detonator, which will cause it to explode at the defuser in the process (defusers sustain Target Damage due to their close proximity). Successfully defusing a command detonated charge allows it to be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;picked up &lt;/ins&gt;safely&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, as if it was any other weapon lying on the floor. If so, &lt;/ins&gt;it can no longer be detonated until primed again.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Timed charges''':&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Timed charges''':&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Timed charges cannot be defused. The only safe course of action is to run away!&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Timed charges cannot be defused. The only safe course of action is to run away!&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 201:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 201:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** 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 (such as throwing a grenade) ; 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.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** 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 (such as throwing a grenade) ; 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.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Directional mines''':&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Directional mines''':&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** 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 begin defusing the directional mine (2 turns). Successfully defusing a directional mine &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;allows &lt;/del&gt;it to be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;taken &lt;/del&gt;safely.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** 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 begin defusing the directional mine (2 turns). Successfully defusing a directional mine &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;de-primes it, allowing &lt;/ins&gt;it to be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;picked up &lt;/ins&gt;safely&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, as if it was any other weapon lying on the floor&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;= Explosion effects =&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;= Explosion effects =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16579&amp;oldid=prev</id>
		<title>SU Tempest: /* Planting explosives on an enemy target */</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16579&amp;oldid=prev"/>
				<updated>2018-11-14T15:22:25Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Planting explosives on an enemy target&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 15:22, 14 November 2018&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 178:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 178:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Unless the target creature is dead, unconscious, or explicitly willing, it is generally assumed the target is hostile and NOT quite willing to have a primed explosive ready to detonate anywhere near themselves, much less on themselves. As such, if a combatant attempts to plant an explosive on an unwilling target, and carrying conditions described above are met, then '''an opposed rolls check is made'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Unless the target creature is dead, unconscious, or explicitly willing, it is generally assumed the target is hostile and NOT quite willing to have a primed explosive ready to detonate anywhere near themselves, much less on themselves. As such, if a combatant attempts to plant an explosive on an unwilling target, and carrying conditions described above are met, then '''an opposed rolls check is made'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* Both the planter and the target must roll a '''2d6+[[Agility]'''; the dice scores are then compared as per the principle of opposed rolls. In the event of a tie, a reroll occurs. In all situations, the planter's turn ends after the resolution.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* Both the planter and the target must roll a '''2d6+[[Agility&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;]'''; the dice scores are then compared as per the principle of opposed rolls. In the event of a tie, a reroll occurs. In all situations, the planter's turn ends after the resolution.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** If '''planter wins''': The planter succeeds at planting the explosive on the target.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** If '''planter wins''': The planter succeeds at planting the explosive on the target.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** If '''target wins''': The planter fails to plant the explosive on the target.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** If '''target wins''': The planter fails to plant the explosive on the target.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16375&amp;oldid=prev</id>
		<title>SU Tempest: /* Thrown/Fired grenades */</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16375&amp;oldid=prev"/>
				<updated>2018-07-23T19:47:09Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Thrown/Fired grenades&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 19:47, 23 July 2018&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 97:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 97:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== Thrown/Fired grenades ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== Thrown/Fired grenades ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* Weapons such as hand grenades, grenade launchers, rocket launchers, special ammunition (FRAG-12, explosive arrows)...&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* Weapons such as hand grenades, grenade launchers, rocket launchers, special ammunition (FRAG-12, explosive arrows&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, 4.2x30mm R Golden Gun&lt;/ins&gt;)...&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* Generally, thrown/fired explosives cannot be aimed at a precise body part; only a whole encounter may be targeted.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* Generally, thrown/fired explosives cannot be aimed at a precise body part; only a whole encounter may be targeted.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** The only exceptions are the special ammunition, which are used in weapons that can be aimed at precise body parts. These special ammunition types only produce '''localized explosions''', while everything else produce '''standard explosions'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** The only exceptions are the special ammunition, which are used in weapons that can be aimed at precise body parts. These special ammunition types only produce '''localized explosions''', while everything else produce '''standard explosions'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16323&amp;oldid=prev</id>
		<title>SU Tempest: /* Explosion effects */</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16323&amp;oldid=prev"/>
				<updated>2018-06-22T06:00:55Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Explosion effects&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 06:00, 22 June 2018&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 208:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 208:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''High explosive''' (or HE) refers to explosives that produce just that, a blast, with no added effects.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''High explosive''' (or HE) refers to explosives that produce just that, a blast, with no added effects.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''HE-Incendiary''' refers to explosives that produce a deflagrating explosion. A HE-I explosion can hit creatures both via target or splash damage. All hit creatures are '''set on fire'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''HE-Incendiary''' refers to explosives that produce a deflagrating explosion. A HE-I explosion can hit creatures both via target or splash damage. All hit creatures are '''set on fire'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Fragmentation''' refers to explosives like hand grenades or certain GL/RL ammunition types, which, when exploding, fragment into '''shrapnel'''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;. Shrapnel &lt;/del&gt;is propelled by the energy of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a fragmenting &lt;/del&gt;explosion. If a frag round successfully hits the intended target, all creatures on the same Side as the target will be hit with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a random &lt;/del&gt;amount &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;of shrapnel&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and all shrapnel &lt;/del&gt;will hit a random body part ('''@bodyaim'''). The &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;exact &lt;/del&gt;amount of shrapnel depends on the weapon or ammunition type used; a table (see below) lists the exact amounts per weapon/ammo type.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Fragmentation''' refers to explosives like hand grenades or certain GL/RL ammunition types, which, when exploding, fragment into '''shrapnel''' &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;which &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;then &lt;/ins&gt;propelled by the energy of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;an &lt;/ins&gt;explosion.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;** &lt;/ins&gt;If a frag round successfully hits the intended target, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a random amount of shrapnel is rolled; &lt;/ins&gt;all creatures on the same Side as the target will be hit with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the rolled &lt;/ins&gt;amount, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;each target &lt;/ins&gt;will &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;be &lt;/ins&gt;hit &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;in &lt;/ins&gt;a random body part ('''@bodyaim''').&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;*** E.g. When an M67 grenade successfully hits one of three targets on Side 2, a 1d16-1 is rolled and the result is 6; all three targets are hit with 6 shrapnel each. @bodyaim is then rolled once per target to determine which body part on each target is hit.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;** &lt;/ins&gt;The amount of shrapnel depends on the weapon or ammunition type used; a table (see below) lists the exact amounts per weapon/ammo type.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Similar, but non-explosive effects:'''&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Similar, but non-explosive effects:'''&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16322&amp;oldid=prev</id>
		<title>SU Tempest: /* Fragmentation weapons */</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16322&amp;oldid=prev"/>
				<updated>2018-06-22T05:56:54Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Fragmentation weapons&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 05:56, 22 June 2018&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 244:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 244:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Amount of shrapnel &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fragments &lt;/del&gt;released per weapon type:'''&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Amount of shrapnel released per weapon type:'''&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{|&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{|&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;| '''Weapon / Ammo type'''&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;| '''Weapon / Ammo type'''&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16321&amp;oldid=prev</id>
		<title>SU Tempest: /* Fragmentation weapons */</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Explosives_rules&amp;diff=16321&amp;oldid=prev"/>
				<updated>2018-06-22T05:55:18Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Fragmentation weapons&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 05:55, 22 June 2018&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 218:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 218:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;This section details the list of weapons and ammunition types that cause fragmentation upon exploding, and will list the amount of shrapnel that each of these weapons and rounds can produce. Additionally, the damage tables for shrapnel can be found in this section.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;This section details the list of weapons and ammunition types that cause fragmentation upon exploding, and will list the amount of shrapnel that each of these weapons and rounds can produce. Additionally, the damage tables for shrapnel can be found in this section.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* &lt;/del&gt;'''Shrapnel damage tables:''' (1 piece - multiply by amount of shrapnel that hit)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Shrapnel damage tables:''' (1 piece - multiply by amount of shrapnel that hit)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{|&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{|&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;| '''Type'''&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;| '''Type'''&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 243:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 243:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;*&lt;/del&gt;'''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Fragmenting weapons and &lt;/del&gt;shrapnel &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;capability&lt;/del&gt;:'''&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Amount of &lt;/ins&gt;shrapnel &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;fragments released per weapon type&lt;/ins&gt;:'''&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{|&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{|&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;| '''Weapon / Ammo type'''&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;| '''Weapon / Ammo type'''&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	</feed>