Explosive weapons typically kill not because of the explosion, but by fragmentation. Whenever an explosive weapon goes off, roll dice for every creature within Line-of-Sight and in range. The result is the number of frag hits they will take.
Apply the following modifiers at the GM's discretion:
- If the target is inside of the Lethal Radius, leave the result as is.
- If the target is inside of the Wound Radius, reduce the result of all frag dice by -3.
Weapons and ammunition marked as Non-Fragmenting (NF) deal EXP-DMG, but do NOT produce fragments.
TABLE OF EXPLOSIVES:
Light Explosives (L. EXP.) - Explosive shotgun shells, autocannon shells, explosive bullets.
- Calculate 1d3 frag at Point-Blank Range. Fragments deal 1d3 DMG 0 PEN.
Medium Explosives (M. EXP.) - Handheld grenades, 40mm grenades, light artillery, heavy autocannons, RPGs.
- Deal EXP-DMG at everything within Point-Blank Range.
- Calculate 1d6 frag up until Close Range. Fragments deal 1d6 DMG 1 PEN.
- Lethal Radius: PBR | Wound Radius: CR
Heavy Explosives (H. EXP.) - Artillery shells, small aerial bombs, tank guns, IEDs.
- Deal EXP-DMG at everything within Close Range.
- Calculate 2d6 frag up until Short Range. Fragments deal 1d6 DMG 1 PEN.
- Lethal Radius: CR | Wound Radius: SR
Superheavy Explosives (SH. EXP.) - Medium aerial bombs, heavy artillery, ammo dump explosions.
- Deal EXP-DMG at everything within Short Range.
- Calculate 4d6 frag up until Average Range. Fragments deal 2d6 DMG 1 PEN.
- Lethal Radius: SR | Wound Radius: AR
Demolition Explosives (DM. EXP.) - Superheavy aerial bombs, tactical atomic weapons.
- Deal the corresponding type of damage at everything within Medium Range at the GM's discretion.
Strategic Explosives (ST. EXP.) - Atomic weapons.
- Wipe the board. Only a miracle can save you.