Explosives rules (no ontology)

From Mazeworld

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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.
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== Types of explosions ==
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Two major types of explosions are differentiated: '''Standard''' explosions and '''Localized''' explosions.
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* '''Standard''' explosions are what happens when most explosives in MazeWorld go boom. They cause two kinds of damage: '''Target damage''' and '''Splash damage'''.
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* '''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'''.
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Explosives, like other weapons, can deal both [[Pain]] and [[Limb damage]]. How much, 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.
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=== Target damage ===
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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.
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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:
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* [[Pain]]
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* [[Limb damage]]
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* Clothing damage: All explosions normally deal '''1 damage'''
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=== Splash damage ===
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Splash damage is the damage done to '''other targets than intended'''; i.e., collateral damage done to encounters that were on the same side.
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If an encounter suffers splash damage, it will deal the following:
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* [[Pain]] only
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== Damage dealt by explosions ==
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=== Pain ===
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The amount of Pain an explosion will deal is affected by the dice score. Disregarding all other modifiers such as Pain sensitivity, the dice score determines the '''explosion power''' (more or less a combination of distance and effectiveness).
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Assuming default Failure Threshold of 6...
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{|
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| '''Score'''
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| colspan="2" | '''Explosive power'''
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| colspan="2" | '''[[Pain]] multiplier'''
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|-
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| 11 and 12
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| colspan="2" | Direct hit
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| colspan="2" | '''1x''' damage
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|-
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| 9 to 10
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| colspan="2" | Close-hit
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| colspan="2" | '''0.75x''' damage
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|-
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| 7 to 8
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| colspan="2" | Far-hit
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| colspan="2" | '''0.5x''' damage
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|-
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| 5 to 6
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| colspan="2" | Distant-hit
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| colspan="2" | '''0.25x''' damage
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|-
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| 3 to 4
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| colspan="2" | Failed
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| colspan="2" | '''0x''' damage (Miss)
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|-
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| 2
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| colspan="2" | Critical failure
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| colspan="2" | Weapon failed to function (dud...)
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If the user of an explosive is under the influence of accuracy modifiers, they will have the same effects as with multi-projectile weapons (Buckshot, flechette...): FT-1 translates into '''dice score +1''', and FT+1 translates into '''dice score -1'''.
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All explosive weapons have a '''single Pain damage value'''; thus Armor Class is effectively ignored and does not factor in the calculation of Pain.
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=== Limb damage and injuries ===
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The amount of Limb damage an explosion will deal is also influenced by explosion power, as described 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 scenario only concerns target damage.
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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.
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That final result is then distributed on the encounter's body as such:
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Human targets:
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* Torso and Hips receive '''1x calculated result'''
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* Arms and Legs receive '''0.5x calculated result''' (rounded up)
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* Head, Hands, Feet receive '''0.25x calculated result''' (rounded up)
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Non-human targets:
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* The calculated result is subtracted from the creature's meat worth.
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All explosive weapons '''ignore the protective value of Armor Class entirely'''. For example, a Kevlar-3 AC usually provides with a LDV-3, but an explosion will ignore it. Once again, Armor Class is again effectively ignored and does not factor in the calculation of limb damage.
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As injuries are governed by limb damage, explosions can also cause various injuries to their targets. The injuries a target will sustain depend on the final limb damage suffered by each of the target's limbs.
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'''Example:'''
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* 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'''.
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* Attack dice roll return '''9''', which means '''Close-hit''' and '''0.75x damage modifier'''.
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* The grenade detonates close from Z. Being the target of the grenade, Z will suffer Pain, Limb damage, and clothing damage.
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* MkIIIA2 grenades are rated at 325% Pain. Assuming Z has 100% pain sensitivity and after applying the damage modifier, Z will suffer '''244% Pain'''.
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* MkIIIA2 grenades have a LDV value of '''+2d6'''. Initial d6 returns 4 and LDV roll returns 10; the calculated result is then '''14 damage'''.
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** We assume Z is not wearing explosion-proof clothing. Z is human, thus limb damage is spread according to the distribution method described above.
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** 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.
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* The final result is that '''Z dies from fatal Pain levels'''.
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Revision as of 17:23, 19 December 2014

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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. How much, 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:

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:

Damage dealt by explosions

Pain

The amount of Pain an explosion will deal is affected by the dice score. Disregarding all other modifiers such as Pain sensitivity, the dice score determines the explosion power (more or less a combination of distance and effectiveness).

Assuming default Failure Threshold of 6...

Score Explosive power Pain multiplier
11 and 12 Direct hit 1x damage
9 to 10 Close-hit 0.75x damage
7 to 8 Far-hit 0.5x damage
5 to 6 Distant-hit 0.25x damage
3 to 4 Failed 0x damage (Miss)
2 Critical failure Weapon failed to function (dud...)

If the user of an explosive is under the influence of accuracy modifiers, they will have the same effects as with multi-projectile weapons (Buckshot, flechette...): FT-1 translates into dice score +1, and FT+1 translates into dice score -1.

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 and injuries

The amount of Limb damage an explosion will deal is also influenced by explosion power, as described 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 scenario 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:

Human targets:

  • Torso and Hips receive 1x calculated result
  • Arms and Legs receive 0.5x calculated result (rounded up)
  • Head, Hands, Feet receive 0.25x calculated result (rounded up)

Non-human targets:

  • The calculated result is subtracted from the creature's meat worth.

All explosive weapons ignore the protective value of Armor Class entirely. For example, a Kevlar-3 AC usually provides with a LDV-3, but an explosion will ignore it. Once again, Armor Class is again effectively ignored and does not factor in the calculation of limb damage.

As injuries are governed by limb damage, explosions can also cause various injuries to their targets. The injuries a target will sustain depend on the final limb damage suffered by each of the target's limbs.

Example:

  • 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 return 9, which means Close-hit and 0.75x damage modifier.
  • The grenade detonates close from 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.
  • MkIIIA2 grenades have a LDV value of +2d6. Initial d6 returns 4 and LDV roll returns 10; the calculated result is then 14 damage.
    • We assume Z is not wearing explosion-proof clothing. Z is human, thus limb damage is spread according to the distribution method described above.
    • 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 that Z dies from fatal Pain levels.

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Assuming default Failure Threshold of 6...

Score Explosive power Pain multiplier Effects
11 and 12 Direct hit 1x damage May cause severed limbs
9 to 10 Close-hit 0.75x damage May cause severed limbs
7 to 8 Far-hit 0.5x damage May cause wounds
5 to 6 Distant-hit 0.25x damage May cause wounds
3 to 4 Failed 0x damage Blast misses
2 Critical failure 0x damage Weapon fails to function (dud...)

Explosives work in a particular way. In most cases, the following steps are observed:

  • 1) The user must choose an intended target to attack with the explosive. An user can choose anything he/she wants as an intended target; even cover, or simply a general area (between enemies).
  • 2) The dice roll usually determines the explosive power. Refer to the table above.
  • 3) The intended target of an explosive will suffer from the according Pain, but also, if applicable, one of several effects: wounds or severed limbs; the affected body parts being chosen at random with @bodyaim.
  • 4) Splash damage will hit everything on the intended target's side, but aside from the intended target itself, victims of splash damage alone will suffer from Pain only. If the intended target defined in 3) was a general area and not a precise target (an enemy or a body part of one), then the damage will be exclusively dealt via splash damage and there will be no risk of limb loss.

Special notes regarding explosives

  • 1: It must be noted that for thrown and fired explosives, such as grenade launchers, hand grenades or rocket launchers, since the hit is dependent on the total score:
  • 2: Fragmentation grenades produce shrapnel upon exploding and affects all encounters on the same side as the target unless they are behind cover, in which case the piece of cover will absorb the shrapnel first. Every grenade can send a different amount of shrapnel; thus a shrapnel roll must be made (for example the M67 can send between 0 and 12, so a 1d13-1 roll is made), and there must be one roll for every encounter caught in the blast. The only exception to this is if there is cover; in which case only one roll is made.
  • 3: FRAG-12 and Explosive arrows work essentially like bullets in regular firearms. There is no splash damage (also known as localized explosion, it only affects the target), and thus no random @bodyaim affected (will affect the body part aimed at), and is considered to be always a direct hit, with the relevant effects on damage and limb loss risks.
  • 4: Planted explosives such as C4 charges, as their name suggest, follow special rules concerning their use, which may cause differences in how to attempt setting them off. For more information, read the articles about the concerned weapons.

See also