Explosives rules (no ontology)
From Mazeworld
Explosive weapons in MazeWorld function using different rules than other weapons, due to their destructive and wide-ranging nature. This article will not cover the effects of Class 4 weapons such as smoke/tear gas, flashbangs, or Molotov cocktails; though some of those weapons work according to certain principles introduced in this article.
Types of explosions
Two major types of explosions are differentiated: Standard explosions and Localized explosions.
- Standard explosions are what happens when most explosives in MazeWorld go boom. They cause two kinds of damage: Target damage and Splash damage.
- Localized explosions are the result of special types of ammunition, which are not quite as powerful as standard ones. Localized explosions only cause Target damage.
Explosives, like other weapons, can deal both Pain and Limb damage, and their use may be affected by Inaccuracy. How much damage exactly, and under what circumstances, is where target damage and splash damage are differentiated. These differences influence the end result and why being targeted directly by a grenade has more consequences than merely being splashed collaterally by that grenade's blast.
Target damage
Target damage is no more than the damage done to the intended target; i.e. the actual encounter that the explosive was intended to damage.
If an encounter suffers target damage from an explosion (in other words, was targeted directly and hit by an explosive weapon), it will deal the following:
- Pain
- Limb damage (which can, in turn, cause injuries)
- Clothing damage: All explosions normally deal 1 damage
- Any additional effects such as shrapnel, fire, smoke etc.
Splash damage
Splash damage is the damage done to other targets than intended; i.e., collateral damage done to encounters that were on the same side.
If an encounter suffers splash damage, it will deal the following:
- Pain
- Any additional effects such as shrapnel, fire, smoke etc.
Damage dealt by explosions
Explosives function just like other weapons - they are subjected to Failure Threshold and thus dice + modifiers tell whether explosives hit or miss. Standard explosions are not affected by Inaccuracy, but Localized explosions are affected.
In the case an explosive weapon does hit, it is then subjected to a second roll, the Explosion power roll.
The explosion power roll is simple: 1d6*0.25. The result is applied to Pain and limb damage as a multiplier ; a roll of 0.75 signifies a 0.75x damage multiplier.
- Note that if the roll result is superior to 1, it is treated as 1.
Pain
In the case of standard explosions, the dice score and resulting effects are the same for both target damage and splash damage - explosion power does not "fall off" and affects all creatures in the same side, the same way.
All explosive weapons have a single Pain damage value; thus Armor Class is effectively ignored and does not factor in the calculation of Pain.
Limb damage
The amount of Limb damage an explosion will deal is also influenced by explosion power, as described by the table above, but also on whether the explosion was standard or localized. As stated above, it is impossible for an encounter to suffer limb damage from explosions if they were hit by splash damage - thus this section only concerns target damage.
When an explosion hit occurs, limb damage is calculated as usual, like with other weapons, by rolling a 1d6 and adding the LDV to the result. Most explosive weapons have variable LDV (the value is a dice roll instead of a fixed value). Once the initial d6 and LDV are calculated, the dice score is checked, and the relevant multiplier is applied to obtain the final result.
That final result is then distributed on the encounter's body as such:
- Torso and Hips (UPPER BODY and LOWER BODY groups) receive 1x calculated result
- Arms and Legs (LIMB group) receive 0.5x calculated result (rounded up)
- Head, Hands, Feet (HEAD and EXTREMITY groups) receive 0.25x calculated result (rounded up)
All explosive weapons ignore the protective value of Armor Class entirely. For example, a Kevlar-3 AC usually provides a LDV-3 effect, but an explosion will ignore it. Once again, Armor Class is again effectively ignored and does not factor in the calculation of limb damage.
Injuries
As injuries are the result of limb damage, explosions can also cause various injuries to their targets. The injuries a target will sustain depends on whether the target is human or non-human. For humans, the final limb damage suffered by each of the target's limbs is checked. For non-humans, the total amount of damage suffered on the meat worth is checked.
- If a single limb receives 0-2 damage: That limb is not injured.
- If a single limb receives 3-4 damage: That limb suffers from 1 wound.
- If a single limb receives 5-8 damage: That limb suffers from 2 wounds and a fracture.
- If a single limb receives 9+ damage: That limb...
- If the limb struck belongs to the HEAD or BODY group: Sustains 4 wounds and a fracture
- If the limb struck belongs to any other group (except WEAK POINT): The limb is severed immediately, no matter the amount of limb health it previously had.
Example situation
- 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.
- Attack dice roll returns 9, which means Hit. Explosion power roll returns 3, which translates into 0.75x damage.
- The grenade detonates near Z. Being the target of the grenade, Z will suffer Pain, Limb damage, and clothing damage.
- 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).
- 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.
- We assume Z is not wearing explosion-proof clothing.
- Z suffers 14 damage to the torso and hips, 7 damage to both arms and both legs, and 4 damage to both hands, both feet, and the head.
- The final result is Z dies from fatal Pain levels. Had Z survived the Pain, it would have sustained the following injuries:
- Torso: 4 wounds + fracture - Hips: 4 wounds + fracture. Each arm and each leg: 2 wounds + fracture. Each hand, each foot, and the head: 1 wound.
- Total injury tally: 21 wounds (-2.1 blood per turn), and 6 broken limbs (Torso, hips, both arms, and both legs).
Explosives versus Cover
The way explosives behave when faced with cover depends entirely on whether the explosion was Standard or Localized.
Standard explosion behavior is slightly modified when facing cover.
- If a weapon capable of causing a standard explosion is used against enemies behind cover, the cover is the only possible target (and recipient of target damage).
- However; standard explosions remain capable of splash damage, and in fact have the ability to splash around cover.
- Effectively, this means that creatures hiding behind cover can "only" be hit by splash damage (the cover being the target by default until its destruction).
- 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.
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.
Explosive weapon types
Explosive weapons may generally be classified into the following categories:
Thrown/Fired grenades
- Weapons such as hand grenades, grenade launchers, rocket launchers, special ammunition (FRAG-12, explosive arrows)...
- Generally, thrown/fired explosives cannot be aimed at a precise body part; only a whole encounter may be targeted.
- 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.
Attack roll results:
- Success and critical success: The explosive lands onto the intended target.
- Failure: The explosive misses, and will harm nobody if it detonates. Certain weapons behave differently:
- M18 smoke, M7A3 tear gas, M84 flashbang: Fails to detonate - its effects are not triggered.
- Molotov cocktail: Fails to detonate and breaks - weapon is destroyed without harming target.
- Critical failure: Depends on the weapon type.
- Hand grenades (except M18, M7A3, M84, Molotov cocktail): Explosive misses and fails to detonate - it becomes a dud. Dud explosives can be repaired by using a Gun Repair Kit (1 use).
- M18 smoke, M7A3 tear gas, M84 flashbang: Detonates on the user's Side.
- Molotov cocktail: Fails to detonate and breaks - weapon is destroyed without harming target.
- GL ammunition, RL ammunition: Standard Failure to fire.
Planted explosives
- Weapons such as C4 charges of various sizes.
- Planted explosives require a detonator in order to explode and cause damage.
- A planted explosive can be either thrown or planted. Doing either takes a full turn, and must be detonated on the next turn.
- 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.
If thrown...
- The explosive is treated more or less like a hand grenade. As with a hand grenade, a target must be designated to throw the explosive at.
- Dice score determines how far it lands. Thrown weapons skill must be used to successfully throw a planted explosive - and can thus affect the accuracy of the throw.
- Success: Explosive lands where intended.
- Failure: Explosive does not land where intended and will not hurt targets if detonated.
- It can then be detonated on the next turn. The use of a detonator is considered to be a non-combat action and as such will be resolved before attacks.
- WARNING: The intended target and potential splash targets can move away (by changing sides, escaping, etc.) when their turn comes, in order to avoid the detonation!
If planted... see the section below:
How to plant explosives
If a planted explosive is deployed by planting it, the usage procedure is a little different than when simply throwing it like a grenade.
Planting refers to the procedure of priming the explosive charge then placing it either near, or on the target. The planting process takes 1 turn, requires an attack roll and calls for Planted explosives skill.
- Roll results:
- Success and critical success: The explosive is properly deployed and planted.
- Failure: The explosive is not properly deployed, the Contestant must try again and spend another turn to attempt deploying it.
- Critical failure: The Contestant finds out the tripwire, fuze, or remote detonator unit is broken, rendering the explosive a dud. Dud explosives can be repaired with a Gun Repair Kit (1 use).
- Like with other explosive weapons, a target can be designated. The explosive will then be placed at the feet of, or near the designated target.
- If planting is done during combat, especially if done against a target that is not on the same side as the explosive user, it is a bit of a particular case regarding battlespace movement. Planting the explosive properly is considered a combat movement: it is subject to the weapon's IS and moving into the target's side is done as part of the 'attack'.
Once an explosive charge has been properly planted, the user's turn ends. Beware; this may very well leave the planter exposed to enemy attacks. If the planter survives until their next turn, they can then use the detonator.
- It is advised to return to the original side before using the detonator, in order to not be struck by the splash damage. Taking cover can provide additional safety, but is not required. According to battlespace rules, moving away from the target's side will then be considered a non-combat movement: it will take 1 turn to complete, and it is resolved before combat movements.
- If a planted explosive successfully detonates near the designated target, it will deal Target damage to the creature specified as a target, and splash damage to all other creatures on the same side as the target.
Potentially speaking, planted explosives can lead to possibly suicidal situations. None of them are safe or even recommended, but here are a few examples:
- After spending a turn to plant an explosive, instead of running to a safe side on the next turn, the planter may immediately press the detonator and proceed to be affected by splash. This is impractical and rather unproductive as returning to a safe side has no costs, but it is possible.
With a bit of imagination, it is possible to plant an explosive ON a creature, or even on ONESELF, rather than near or at the feet of a target.
- If a combatant desires (for some odd reason) to plant an explosive charge on themselves, they can do so by priming then placing the charge into their own load-bearing equipment, or simply keep it in one hand. That combatant is then free to use the next turn to run to the enemy side and press the detonator... Note that if this is done, the intended target (and the one that will suffer target damage) is the attacker, and none of the enemies; so it may not be as practical as it sounds.
Planting explosives on an enemy target
For the creative types, if a combatant desires to plant an explosive charge ON another creature, the following guidelines should be respected:
- The target creature must be capable of carrying the explosive; which supposes suitable LBE and inventory space. The chosen LBE must have enough suitable inventory space. For simplicity purposes, the planter is told ahead of time whether the LBE they chose has enough space.
- If there is duct tape available, then it may even be possible to plant explosives on creatures without even them needing to be capable of carrying it... however, the use and potential fun with duct tape is reserved to the GM's discretion and is not covered under standard rules.
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.
- The target rolls a 2d6, followed by the planting combatant. As per the principle of opposed rolls, the dice scores are compared. These dice scores are not attack rolls, are unaffected by FT or accuracy modifiers, and rely purely on randomness (to demonstrate how risky the act is). In the event of a tie, a reroll occurs, even if both parties rolled 2 or 12. In all situations, the planter's turn ends after the resolution.
- If target wins: The planter fails to plant the explosive on the target.
- If planter wins: The planter succeeds at planting the explosive on the target, in the desired piece of LBE.
- If target rolls 12 OR planter rolls 2: The target wrestles the explosive away from the planter, and de-primes it, rendering it useless.
- If planter rolls 12 OR target rolls 2: The planter succeeds at planting the explosive on the target AND the target is stunned 1 turn.
Explosion effects
Not all explosives produce the same kinds of explosions.
- High explosive (or HE) refers to explosives that produce just that, a blast, with no added effects.
- 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.
- Fragmentation refers to explosives like hand grenades or certain GL/RL ammunition types, which, when exploding, fragment into shrapnel. Shrapnel is propelled by the energy of a fragmenting explosion, and will hit creatures both via target or splash damage. A random amount of shrapnel is distributed to each hit encounter; the maximum amount varies with the weapon model.
- Shrapnel functions similarly to a bullet, and even causes Bullet-type damage.
Shrapnel damage tables:
Type | LDV | C1 | C2 | C3 | A1 | A2 | A3 | A4 | A5 |
Bullet | -1 | 25% | 24% | 23% | 20% | 16% | 13% | 8% | 2% |
The above table assumes one piece of shrapnel. Most fragmentation explosives produce multiple.
Similar, but non-explosive effects:
- Incendiary only (e.g. Molotov cocktail): Though not explosives proper, certain weapons can produce a deflagrating effect without an explosion. As there is no explosion, the subsequent "blast" does not cause Pain or Limb damage, but these weapons can still be assigned a target, and behave the same as a Standard explosion in that the fire can also hit creatures via splash damage.
- Proprietary effects: Specialized Class 4 weapons (and certain GL ammo types) such as smoke grenades (M18...), tear gas grenades (M7A3...), flashbangs (M84...), etc., can produce effects which can affect multiple creatures, similarly to splash damage. Generally speaking however, they each have their own effects. Refer to their own articles for more information.