Explosive weapons typically kill not because of the explosion, but by fragmentationWhenever 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.