diff --git a/Combat Rules/2_Shooting.txt b/Combat Rules/2_Shooting.txt index 86eda812..534b99f2 100644 --- a/Combat Rules/2_Shooting.txt +++ b/Combat Rules/2_Shooting.txt @@ -96,7 +96,7 @@ one Action before the weapon can be fired again. == Hip Firing == Add 3 to a weapon's miss chance. You cannot use optical attachments in hip -firing unless otherwise noted. It is much smarter to takes one action to Aim, +firing unless otherwise noted. It is much smarter to take one action to Aim, and spend the rest of your shots firing. It's also a great idea to take an action at the end of your turn to "hunker," and gain a +2 cover advantage. diff --git a/Items/06_Explosives.txt b/Items/06_Explosives.txt index 44ed8f2e..76622557 100644 --- a/Items/06_Explosives.txt +++ b/Items/06_Explosives.txt @@ -7,7 +7,8 @@ Grenades == ECSC Smoke Grenade $50 == Damage: D10 Thermal Damage to exact spot of impact -Ranged Miss Chance (to land where intended): 5 out to 10+[DEX or STR]*2 meters +Miss Chance: 5 +Range: 10+[DEX or STR]*2 meters Armor Piercing Level: 0 Reflex Modifier: -10 Reflex Save: 110 @@ -30,7 +31,8 @@ at the cost of one action on their next turn. == ECSC CID Chemical Incapacitation Device (Gas grenade) $50 == Damage: D10 Thermal Damage to exact spot of impact -Ranged Miss Chance (to land where intended): 5 out to 7+[DEX or STR]*2 meters +Miss Chance: 5 +Range: 7+[DEX or STR]*2 meters Armor Piercing Level: 0 Reflex Modifier: -10 Reflex Save: 90 @@ -51,7 +53,8 @@ at the cost of one action on their next turn. == RMM Flash-Bang Distraction and Clearing Device $50 == Damage: D10 Thermal Damage to exact spot of impact -Ranged Miss Chance (to land where intended): 6 out to 10+[DEX or STR]*2 meters +Miss Chance: 6 +Range: 10+[DEX or STR]*2 meters Armor Piercing Level: 0 Reflex Modifier: -10 Reflex Save: 110 @@ -70,16 +73,24 @@ investigation checks. == ECSC Fragmentation Grenade $90 == Damage: D10 Thermal Damage to exact spot of impact -Ranged Miss Chance (to land where intended): 5 out to 10+[DEX or STR]*2 meters +Miss Chance: 5 +Range: 10+[DEX or STR]*2 meters Armor Piercing Level: 1 Reflex Modifier: -10 Reflex Save: 100 - Each Target within the blast radius takes multiple hits. 45 ballistic -damage per hit, automatically hits armor. Targets take full damage to the torso, -legs, and arms (if armor is pierced or not present): (3*45 damage)+2xBleed -within a 2.5m radius.Only legs and torso (2*45 damage)+1xBleed within a 5m -radius. At least one hit must damage health to cause Bleed. ++-------+------+----------------+----------------+ +| Range | Hits | Damage per Hit | Bleed Tokens | ++-------+------+----------------+----------------+ +| 2.5 m | 3 | 45 damage | 2 bleed tokens | ++-------+------+----------------+----------------+ +| 5 m | 2 | 45 damage | 1 bleed token | ++-------+------+----------------+----------------+ + + Each Target within the blast radius takes hits accoding to the table above. +Grenade shrapnel automatically hits armor if it is present. At least one hit +must damage health to cause Bleed. Recall that multiple hits create separate +wounds, which each must be healed separately. Each character in the radius of a Frag Grenade's range when it goes off may make a Reflex Save of DC 100. If they succeed, they may dive prone up to their @@ -89,7 +100,8 @@ at the cost of one action on their next turn. == ECSC C10 Plastic HE $210 == Damage: 120 explosive damage within a 3m radius, 5m radius indoors. -Ranged Miss Chance (to land where intended): n/a +Miss Chance: 0 +Range: 0 meters Armor Piercing Level: n/a Reflex Modifier: -10 Reflex Save: 110 @@ -112,16 +124,24 @@ at the cost of one action on their next turn. == RMM Frag+ Grenade $140 == Damage: D10 Thermal Damage to exact spot of impact -Ranged Miss Chance (to land where intended): 5 out to 10+[DEX or STR]*2 meters +Miss Chance: 5 +Range: 10+[DEX or STR]*2 meters Armor Piercing Level: 2 Reflex Modifier: -10 Reflex Save: 120 - Each Target within the blast radius takes multiple hits. 50 ballistic -damage per hit, automatically hits armor. Targets take full damage to the torso, -legs, and arms (if armor is pierced or not present): (3*50 damage)+2xBleed -within a 3m radius. Only legs and torso (2*50 damage)+1xBleed within a 6m radius. -At least one hit must damage health to cause Bleed. ++-------+------+----------------+----------------+ +| Range | Hits | Damage per Hit | Bleed Tokens | ++-------+------+----------------+----------------+ +| 3 m | 3 | 50 damage | 2 bleed tokens | ++-------+------+----------------+----------------+ +| 6 m | 2 | 50 damage | 1 bleed token | ++-------+------+----------------+----------------+ + + Each Target within the blast radius takes hits accoding to the table above. +Grenade shrapnel automatically hits armor if it is present. At least one hit +must damage health to cause Bleed. Recall that multiple hits create separate +wounds, which each must be healed separately. Each character in the radius of a Frag Grenade's range when it goes off may make a Reflex Save of DC 110. If they succeed, they may dive prone up to their @@ -131,7 +151,8 @@ at the cost of one action on their next turn. == Frontier Chemical Grenade $70 == Damage: D10 Thermal Damage to exact spot of impact -Ranged Miss Chance (to land where intended): 5 out to 10+[DEX or STR]*2 meters +Miss Chance: 5 +Range: 10+[DEX or STR]*2 meters Armor Piercing Level: n/a Reflex Modifier: -10 Reflex Save: 120 @@ -148,7 +169,8 @@ at the cost of one action on their next turn. == RMM HiEx Grenade $285 == Damage: D10 Thermal Damage to exact spot of impact -Ranged Miss Chance (to land where intended): 5 out to 10+[DEX or STR]*2 meters +Miss Chance: 5 +Range: 10+[DEX or STR]*2 meters Armor Piercing Level: n/a Reflex Modifier: -10 Reflex Save: 130 @@ -166,7 +188,8 @@ at the cost of one action on their next turn. == Frontier Plasma Grenade FP-G5 $360 == Damage: D10 Thermal Damage to exact spot of impact -Ranged Miss Chance (to land where intended): 5 out to 10+[DEX or STR]*2 meters +Miss Chance: 5 +Range: 10+[DEX or STR]*2 meters Armor Piercing Level: 6 Reflex Modifier: -10 Reflex Save: 140