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 non-explosive 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)
  • 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.

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 1d8 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 d8 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)

Pressure mines (see below) work a little differently due to their design:

  • Torso and Hips (UPPER BODY and LOWER BODY groups) receive 0.5x calculated result (rounded up)
  • Legs, Feet (LIMB and EXTREMITY groups) receive 1x calculated result
  • Head, Arms, Hands (respectively HEAD, LIMB and EXTREMITY groups) receive 0.25x calculated result (rounded up)

All explosive weapons ignore the protective value of Armor Class entirely. For example, an A3 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 1d2-1 wounds.
  • If a single limb receives 5-8 damage: That limb suffers from 1d3-1 wounds. Roll a 1d100; on a 20 or less, the limb also sustains a fracture.
  • If a single limb receives 9-12 damage: That limb suffers from 1d3 wounds. Roll a 1d100; on a 40 or less, the limb also sustains a fracture.
  • If a single limb receives 13+ damage: Roll 1d100.
    • If the result is inferior or equal to the total amount of limb damage sustained: That limb is immediately severed regardless of the amount of limb health it previously had
    • If the result is superior to the total amount of limb damage sustained: That limb suffers from 1d4 wounds and a guaranteed fracture.

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 and Limb 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).
    • 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.
    • Exception #2: Certain weapons benefit from the bouncing trait, which rebound above and behind cover (unless that type of cover provides Full Protection, in which case Full Protection prevails), thus completely ignoring it. A shooter using a bouncing explosive is allowed to aim it at a specific target so that it may receive Target Damage.

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, 4.2x30mm R Golden Gun)...
  • 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 with 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

  • Command detonation planted explosives (all C4 charges, SLAM in command detonation mode) require a detonator in order to explode and cause damage.
    • 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 "within the same town" at most.
  • 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.
    • 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.
    • Because using a detonator is a free action, it is possible to plant on turn 1, then detonate and attack on turn 2. The use of a detonator can be performed with any other action, so long as it is in the same turn.
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 on the target's Side where intended and it will hurt targets if detonated.
      • Successfully killing a target with a planted explosive that has been thrown results in gaining Thrown weapon skill points instead of planted explosive skill points.
    • Failure: Explosive still lands on the target's Side, but it will fail to 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.

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 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. Kills result in gaining skill points in Planted Explosives skill.
    • Failure: The explosive is not properly deployed, the Contestant must try again and spend another turn to attempt deploying it.
    • Critical failure: The tripwire, fuze, or signal receiver device is broken, rendering the explosive a dud. Duds can never explode, and 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'.
  • The rules for planting an explosive may change depending on the type ; see below for more details.

Once an explosive 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.

  • Depending on the type of explosive, it is generally advised to return to the original side after the explosive is planted, in order to not be struck by the explosion. 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, or remain in the danger zone until the timer for priming or explosion runs out, and proceed to be affected by splash. Directional mines (see below) can, rather counter-productively, also be tripped by their own planters if they go to the Target Side, then back to the Protected Side.

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 on themselves, they can do so by priming then placing the weapon 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.

Types of planted explosives

  • Command detonated charges, such as C4, are primed instantly when they are planted, and explode when a Detonator is used afterwards.
  • Timed charges, such as the SLAM in Timer mode, explode after they are planted and their integrated timer is depleted. Hand grenades behave the most like timed charges ; they essentially have a timer of 0 turns and explode on the same turn they are primed and thrown.
    • SLAMs and SUPER SLAMs can be set to have a timer anywhere between 0 and 9 turns. If set to 0 turns, it will behave like a hand grenade. If set to 1+ turns, it will land on the target's Side. On the next turn, the timer will go down by 1, rinse and repeat until the timer reaches 0, at which point it will explode.
  • Pressure mines, such as the TS-50, are intended to be planted in a specific Side so that a creature in that Side steps on it and trips the explosives. Pressure mines are primed 2 turns after they are planted, leaving enough time for the planter to leave the Side without tripping the mines themselves. Once primed, a pressure mine will automatically detonate if there is any creature on the Side it is planted (treated as a non-combat action), and will deal Target damage to all creatures on that side. Pressure mines can also be deployed by throwing, but missing will result in the Mine falling in the intended Side, but never priming, allowing potential enemies to dispose of it. Pressure mines cannot be planted on an enemy target.
  • Directional mines, such as the M18A1 Claymore, are intended to be planted on a Side the user wishes to protect (Protected Side), and pointed at another Side of the battlespace ; the direction from which a threat is expected (Target Side). Once planted as such, a directional mine is instantly primed. Directional mines detonate when an enemy comes from the Target Side and attempts moving into the Protected Side. Upon successfully exploding, the enemy's attack is cancelled, they take damage from the mine, and their turn ends prematurely, leaving them open for further retaliation if they didn't die. Directional mines cannot be planted by throwing, nor can they be planted on an enemy target.
Mines and battlespace

See Gameplay mechanics#Battlespace for more details on battlespace

Assuming the Contestant is already in combat and has defeated all enemy creatures, if any primed mine (pressure or directional) is present in the Contestant's current room, combat does not end ; the mines must be disposed of, detonated, or avoided. Mines can deter access to the door corresponding to their Mined Side that way. If the Contestant enters a room and somehow finds primed mines but no enemies, they are considered to enter combat anyway, so that the mines can be dealt with.

Mines and flying creatures

Certain creatures can fly. While being able to fly does not grant a creature protection from being attacked, shot at, or even from explosions, it does however allow them to enter a Mined Side (by pressure or directional mine) without setting the Mine off. Flying creatures can therefore ignore mines and minefield.

Planting explosives on an enemy target

For the creative types, if a combatant desires to plant an explosive weapon ON another creature, the following guidelines should be respected:

  • The target creature must be within melee distance (you cannot throw the explosive directly into someone's pocket).
  • 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.

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.

  • 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.
    • If planter wins: The planter succeeds at planting the explosive on the target.
    • If target wins: The planter fails to plant the explosive on the target.

If the target wins, the type of explosive that was planted will determine what happens next:

  • Command detonation: The explosive is now in the target's inventory. The planter may use the detonator as soon as they have the possibility to do so, assuming it hasn't been removed by then. If successful, the target takes Target damage.
  • Hand grenade and Timed explosives set to 0 turns: The explosive will immediately explode. The target will automatically take Target damage.
    • Exceptions: The Molotov cocktail cannot be used as an explosive to plant onto another creature.
  • 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.
  • Pressure mine: Pressure mines cannot be planted onto another creature.
  • Directional mine: Directional mines cannot be planted onto another creature.
    • 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!
    • Extra note: As an additional insult to injury, if this action is successful, the piece of LBE it was planted into will be destroyed when the explosive detonates, and the blast will destroy every single item inside of that piece of LBE, without exception.

Disposing of explosives

  • Command detonated charges:
    • 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 picked up safely, as if it was any other weapon lying on the floor. If so, it can no longer be detonated until primed again.
  • Timed charges:
    • Timed charges cannot be defused. The only safe course of action is to run away!
  • Pressure mines:
    • 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.
  • Directional mines:
    • 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 de-primes it, allowing it to be picked up safely, as if it was any other weapon lying on the floor.

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 which is then propelled by the energy of an explosion.
    • If a frag round successfully hits the intended target, a random amount of shrapnel is rolled; all creatures on the same Side as the target will be hit with the rolled amount, each target will be hit in a random body part (@bodyaim).
      • 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.
    • The amount of shrapnel depends on the weapon or ammunition type used; a table (see below) lists the exact amounts per weapon/ammo type.

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.
  • Other 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, and they are all detailed in the section below:

Fragmentation weapons

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.

Shrapnel damage tables: (1 piece - multiply by amount of shrapnel that hit)

Type LDV C1 C2 C3 A1 A2 A3 A4 A5
Bullet -1 25% 24% 23% 20% 16% 13% 8% 2%


Amount of shrapnel released per weapon type:

Weapon / Ammo type Max shrapnel per target
V40 mini-grenade 1d7-1 (0 to 6)
Type 86P mini-grenade 1d9-1 (0 to 8)
RGN mini-grenade 1d11-1 (0 to 10)
RGD-5 hand grenade 1d13-1 (0 to 12)
M67 hand grenade 1d16-1 (0 to 15)
M26 hand grenade 1d19-1 (0 to 18)
MkII hand grenade 1d22-1 (0 to 21)
40mm NATO grenade Hellhound round 1d31-1 (0 to 30)
BUR rocket 1d31-1 (0 to 30)
RPG-7 rocket: OG-7V rocket 1d41-1 (0 to 40)
SMAW rocket: Mk3 rocket 1d49-1 (0 to 48)
73mm Armblast-AP rocket 1d58-1 (0 to 57)

Other effects

Flashbang effect

Effects:

  • A successful hit will cause all creatures on the target's Side to be blinded for 2 turns.
  • A miss will result in effectively no effect (the flashbang fails to affect anyone).
  • Critical failure effects:
    • M84 hand grenade: It will detonate on the user's side instead, blinding every creature in that side.
    • GL ammunition: The critical failure effects relevant to the weapons firing these rounds apply.
  • Critical success effects: The blinding effect will last for 1 extra turn.

Smoke cloud

Effects:

  • A successful hit will create a smoke cloud on the target's Side, which will last 3 turns.
  • A miss will result in effectively no effect (the smoke cloud fails to affect anyone).
  • Critical failure effects:
    • M18 hand grenade: It will detonate on the user's Side instead, causing a smoke cloud to appear on that Side.
    • GL ammunition: The critical failure effects relevant to the weapons firing these rounds apply.
  • Critical success effects: The smoke cloud will last for 2 extra turns.

Tear gas cloud

Effects:

  • A successful hit will create a tear gas cloud on the target's Side, which will last 3 turns.
  • A miss will result in effectively no effect (the tear gas cloud fails to affect anyone).
  • Critical failure effects:
    • M18 hand grenade: It will detonate on the user's Side instead, causing a tear gas cloud to appear on that Side.
    • GL ammunition: The critical failure effects relevant to the weapons firing these rounds apply.
  • Critical success effects: Upon detonating, all creatures on the affected Side will also be Stunned for 1 turn.

Chlorine gas cloud

Effects:

  • A successful hit will create a chlorine gas cloud on the target's Side, which will last 3 turns.
  • A miss will result in effectively no effect (the chlorine gas cloud fails to affect anyone).
  • Critical failure effects: It will detonate on the user's Side instead, causing a tear gas cloud to appear on that Side.
  • Critical success effects: The chlorine gas cloud will last for 2 extra turns.

See also