Explosives rules (no ontology)

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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:

  • Pain
  • Limb damage (which can, in turn, cause injuries)
  • Clothing damage: All explosions normally deal 1 damage

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.

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. If the dice score translate into "Direct hit", all affected encounters are struck with the effects of a direct hit (1x damage).

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 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.

Injuries

As injuries are governed by 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.

Human targets:

  • 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 is broken.
  • If a single limb receives 9+ damage: That limb...

Non-human targets:

  • If total damage received is 0-4 damage: The creature doesn't sustain any injury
  • If total damage received is 5-8 damage: 1 wound sustained on a random body part
  • If total damage received is 9-12 damage: 2 wounds sustained on random body parts - each body part that received at least 1 wound is also fractured.
  • If total damage received is 13-16 damage: 4 wounds sustained on random body parts - each body part that received at least 1 wound is also fractured.
  • If total damage received is 17+ damage: 4 random body parts are selected. If a selected body part is:
    • Part of the HEAD or BODY group: 2 wounds plus fracture are sustained
    • Part of the LIMBS or EXTREMITIES group: That body part is severed.

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 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 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: 21 wounds (-2.1 blood per turn), broken torso, hips, arms, and legs (which would have provided the following effects: Pain sensitivity +10%, FT+2, Strength -20% and Crippled.)

Weapon types

Explosive weapons may generally be classified into two categories: Thrown/Fired explosives, and Planted explosives.

Thrown/Fired:

  • 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.

Planted:

  • C4 charges...
  • 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. 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 explosives is used in its intended way ; by planting it, the usage procedure is different from other weapons.

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, but requires no roll.

  • 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, do note that moving into the enemy's side is a free action, more or less like with melee weapons.

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.

  • As stated before, moving between sides is a free action; 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 recommended; as taking cover requires a roll and can fail, it is advised to simply leg it back to a safe side and press the detonator immediately.
  • If a planted explosive successfully detonates near the designated target, it will always deal Direct-hit damage.

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, 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.
  • If a combatant desires to plant an explosive charge ON another creature, this becomes extremely situational, but generally speaking, the following guidelines should be respected:
    • The target creature must be capable of carrying the explosive. If in LBE, the chosen LBE must have enough suitable inventory space. If in hands, that supposes the receiving creature's hands are free and the creature is actually willing to carry it.
    • 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.

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 Unarm Light Hardskin Kevlar-2 Kevlar-3 Kevlar-4 HEV
Bullet -1 25% 24% 22% 15% 12% 8% 5%

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.

See also