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2 changes: 1 addition & 1 deletion Combat Rules/2_Shooting.txt
Original file line number Diff line number Diff line change
Expand Up @@ -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.

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61 changes: 42 additions & 19 deletions Items/06_Explosives.txt
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand All @@ -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
Expand All @@ -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
Expand All @@ -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
Expand All @@ -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
Expand All @@ -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.
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Same ambiguity as above.

+-------+------+----------------+----------------+
| 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
Expand All @@ -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
Expand All @@ -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
Expand All @@ -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
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