Explosives & Splash Weapons

Explosives and splash weapons are described by a number of statistics, as shown on Table 5-9: Explosives and Splash Weapons.

Damage/Direct Hit Damage: The primary damage dealt by the weapon. For explosives, the Damage column shows the damage dealt to all creatures within the explosive’s burst radius. For splash weapons, the Direct Hit Damage column is used for a target directly struck by the weapon.

Burst Radius/Splash Damage: For explosives, the burst radius is the area affected by the explosive. All creatures or objects within the burst radius take damage from the explosive.

For splash weapons, all creatures within 5 feet of the weapon’s impact point take splash damage equal to the amount shown in this column.

Damage Type: Damage from explosives and splash weapons is classified according to type: energy (of a specific type) or slashing. Some creatures or characters may be resistant or immune to some forms of damage.

Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).

Reflex DC: Any creature caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.

Range Increment: If the weapon can be thrown, its range increment is shown in this column. Explosives with no range increment must be set in place before being detonated. (See the Demolitions skill)

Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.

A Medium-size or smaller weapon can be used one-handed or two-handed.

A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character’s off hand.

Weight: This column gives the weapon’s weight.

Cost: This is the weapon's price in guilders.

 

Table 5-9: Explosives and Splash Weapons

Grenades and Explosives

Weapon

Damage

Critical

Damage Type

Burst Radius

Reflex DC

Range Increment

Weight

Cost

Dynamite (12)

2d6

Concussion

5 ft.

15

10 ft.

1 lb.

100ƒ

Fragmentation grenade (6)

4d6

Slashing

20 ft.

15

10 ft.

1 lb.

250ƒ

Smoke grenade (6)

See text

10 ft.

2 lb.

60ƒ

Tear gas grenade (6)

See text

See text

10 ft.

2 lb.

100ƒ

Detonator

 

 

 

 

 

 

 

 

   Timer

½ lb.

25ƒ

   Wire

1 lb.

20ƒ

   Fuse

15ƒ

 

 

 

 

 

 

 

 

 

Splash Weapons

Weapon

Direct Hit Damage

Splash Damage

 

Critical2

Damage Type

Reflex DC

Range Increment

Weight

Cost

Acid, mild

1d6

1

20

Acid

10 ft.

1 lb.

35ƒ

Molotov cocktail1

1d6

1

20

Fire

10 ft.

1 lb.

25ƒ

Alchemist’s fire

1d6

1

20

Fire

10 ft.

1 lb.

50ƒ

Holy water

2d4

1

20

Holy

10 ft.

1 lb.

60ƒ

 

1 This weapon cannot be purchased as an item; the cost given is for the weapon’s components.

2 Threat range applies to direct hits only; splash damage does not threaten a critical hit.

                   

 Grenades & Explosives


Dynamite:
Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).

It’s possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Demolitions check (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character’s choice).

Dynamite is sold in boxes of 12 sticks. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it.

To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse—a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade), or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.


Fragmentation Grenade:
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.

The cost given is for a box of 6 grenades.


Smoke Grenade:
Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet, and on the third round it fills all squares within 15 feet. The smoke obscures all sight, including the darkvision ability. Any creature within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can’t use sight to locate the target). It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green, and purple. As such, they can be used as signal devices.

The cost given is for a box of 6 grenades.


Tear Gas Grenade:
Military and police forces use these weapons to disperse crowds and smoke out hostage takers. On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius, and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.

A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated.  This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or she leaves the cloud. Those who succeed at their saves but remain in the cloud must continue to save each round. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the Fortitude save.

The cost given is for a box of 6 grenades.


Detonators

A detonator activates an explosive, causing it to explode.  Connecting a detonator to an explosive requires a Demolitions check (DC 15). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.

Timer: This is a clockwork timer connected to the detonator. Like an alarm clock, it can be set to go off at a particular time.

Wire: This is the simplest form of detonator. The blasting cap connects by a wire to an activation device, usually a small box with a switch or plunger mechanism. The detonator comes with 100 feet of wire, but longer lengths can be spliced in with a Demolitions check (DC 10).

Fuse: A chemically treated cord that burns rapidly, a fuse can be set to numerous sorts of jury-rigged explosives, as well as dynamite.  Cutting a fuse to the appropriate length requires a Demolitions or Intelligence check (DC 15).  Failure means that the explosive does not go off, while failure of 10 or more means that there is a 50% chance the fuse was cut too long or too short by 1d4 rounds.
 

Splash Weapons

Many splash weapons, such as Molotov cocktails, are essentially homemade devices (improvised explosives). The cost given on the table reflects the typical cost of the necessary components. See the Craft (chemical) skill for details on making improvised explosives.


Molotov Cocktail:
A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand (Craft [chemical] check DC 10 or Intelligence check DC 15). The cost given is for the components, not the item itself. To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first. A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.

 


 

Mechanics Menu

Main Contents

 

Hosted by www.Geocities.ws

1