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 |
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Grenades and Explosives |
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|
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 |
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|
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. |
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2 Threat range applies to direct hits only; splash damage does not threaten a critical hit. |
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Grenades & Explosives
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.
The cost given is for a box of 6 grenades.
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.
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.