[UA] Best of UA2: Explosives

Chris Cooper insectking at yahoo.com
Fri Jul 30 04:53:43 PDT 2004


Here is my submission for explosives.

They may be a little rough, but before polishing can
take place, I would like some criticism.

I did try and make them all as self-contained within a
single roll. If this doesn't work, please suggest
alternate versions. 

Thanks,

Chris.

Combat Rules: Explosives

Each explosive effect is rolled with three or more
dice called a Dice Crash. For example a four Dice
Crash bomb is rolled with four dice.

The dice are rolled and are assembled from highest to
lowest. For example the four Dice Crash bomb goes off
and the GM rolls 8, 6, 3, 1.

The number of dice in the Crash is also the radius of
the explosion outdoors in tens of meters, or how many
rooms are destroyed indoors. If there are too few
rooms to destroy, the entire structure is completely
demolished. Any extra damage translates to explosive
radius outside.

For example the four Dice explosion is measured as
forty meters outdoors, or it will destroy four rooms
of a house completely. If coupled with Car Cashes, the
radius of the explosion also roughly equals Car
Lengths. This is the main explosion blast area
anything flammable and intact will more than likely be
set afire. The plume is roughly double that and has
the problem of raining debris.

Characters in the blast are also picked and flung with
the explosion. Roll 1d100 and if the number becomes
greater than the nearest 

The damage values are read with each digit skipping
and becoming a ten. For example the 8, 6, 3, 1, is
read as 86, 63, 31, 10. 

The first number is the damage assigned to everyone
caught at Ground Zero. Every ten yards and meters away
from Ground Zero drops the damage to the next notch
and so forth and so forth until the concussive blast
finishes. 

The last number is always considered Hand-to-Hand
damage from shrapnel, blast, scraped across the road,
etc.

Cover
If the character is behind sturdy cover when the bomb
goes off and his skill’s governing Stat is higher than
the damage allocated, the player may roll a Dodge
check. If the dodge roll is successful he takes the
Dodge roll result as damage instead. 

Making Bombs go Boom
The number of dice for a home bomb is based on
whatever bomb the character wants but it is based of
the Tens roll of the bomb making skill plus two. These
bombs tend to be base-acid reactive mixtures.

Assembly line explosives
Military grade explosives come in five to ten Dice
varieties depending on type and amount used. Civilian
consumer explosives come in the three to six dice
range. These explosives are stable electric-ignition
compounds.




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