Charts: Difference between revisions
From Ascension Sojourns
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!Type !!Blast Area !!Blast Power!! Burn!! Notes |
!Type !!Blast Area !!Blast Power!! Burn!! Notes |
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− | |Toxic Gas Grenade ||4 ||N/A ||No || |
+ | |Toxic Gas Grenade ||4 ||N/A ||No ||See Toxins chart |
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− | |Concussion Grenade ||3|| 8 dice|| No || |
+ | |Concussion Grenade ||3|| 8 dice|| No ||Bashing damage, not lethal |
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|Fragmentation Grenade|| 3 ||12 dice||No|| |
|Fragmentation Grenade|| 3 ||12 dice||No|| |
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− | |Molotov Cocktail|| 2 ||8 dice|| Yes || |
+ | |Molotov Cocktail|| 2 ||8 dice|| Yes ||''' Aggravated damage.''' |
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− | |IED ||3-5|| 8-15 dice ||Depends|| # |
+ | |IED ||3-5|| 8-15 dice ||Depends|| #4Might also be incendiary (aggravated damage + fire) or shrapnel (half armor protection). |
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− | |Suicide Bomb||4-6|| 10-15 dice|| Depends || |
+ | |Suicide Bomb||4-6|| 10-15 dice|| Depends ||Strapped to, or inside of, user; kills user upon ignition.<bR>Might also be incendiary (aggravated damage + fire) or shrapnel (half armor protection). |
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− | |Gasoline|| 3|| 2|| Yes || |
+ | |Gasoline|| 3|| 2|| Yes ||''' Aggravated damage.''' |
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− | |Gas Tank (car)|| 5 ||12 dice ||Yes || |
+ | |Gas Tank (car)|| 5 ||12 dice ||Yes ||''' Aggravated damage.''' |
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− | |Car Bomb ||5 ||20 dice ||Depends || |
+ | |Car Bomb ||5 ||20 dice ||Depends ||Might also be incendiary (aggravated damage + fire) or shrapnel (half armor protection). |
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− | |Truck Bomb ||20 ||30 dice|| Depends || |
+ | |Truck Bomb ||20 ||30 dice|| Depends ||Might also be incendiary (aggravated damage + fire) or shrapnel (half armor protection). |
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− | |Blasting Powder|| 1|| 1|| Yes ||#6 |
+ | |Blasting Powder|| 1|| 1|| Yes ||#6 Loose gun- or flash powder; also creates blinding flare when ignited |
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|Dynamite ||3-5 ||6 dice/ stick ||Yes |
|Dynamite ||3-5 ||6 dice/ stick ||Yes |
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− | |Nitroglycerin ||4||3 ||No|| |
+ | |Nitroglycerin ||4||3 ||No|| Liquid, unstable; may ignite upon impact. |
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− | |Plastique|| 1-6|| 1-20 ||No || |
+ | |Plastique|| 1-6|| 1-20 ||No ||May be shaped for precise explosion area; stable until ignited by electronic detonator. |
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− | |Napalm ||10-50||Special ||Yes || |
+ | |Napalm ||10-50||Special ||Yes ||Jellied gasoline; aggravated damage. Storyteller rolls one die to determine how much flaming napalm hits a given character, |
+ | then rolls that many dice per turn for 10 turns. Not extinguished by water, only by total lack of oxygen. Successful dodge reduces |
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+ | damage dice pool by one die per success. |
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|Small Rocket ||3-6|| 10-15 dice|| No |
|Small Rocket ||3-6|| 10-15 dice|| No |
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|Artillery Shell ||10|| 20-30 dice ||No |
|Artillery Shell ||10|| 20-30 dice ||No |
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− | |Nuke ||1-30 miles ||Seriously? ||Yes|| |
+ | |Nuke ||1-30 miles ||Seriously? ||Yes|| ''' Aggravated damage.''' |
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Revision as of 06:21, 27 April 2023
Environmental Hazards
Fire Damage
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Electrocution
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Explosives
Type | Blast Area | Blast Power | Burn | Notes |
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Toxic Gas Grenade | 4 | N/A | No | See Toxins chart |
Concussion Grenade | 3 | 8 dice | No | Bashing damage, not lethal |
Fragmentation Grenade | 3 | 12 dice | No | |
Molotov Cocktail | 2 | 8 dice | Yes | Aggravated damage. |
IED | 3-5 | 8-15 dice | Depends | #4Might also be incendiary (aggravated damage + fire) or shrapnel (half armor protection). |
Suicide Bomb | 4-6 | 10-15 dice | Depends | Strapped to, or inside of, user; kills user upon ignition. Might also be incendiary (aggravated damage + fire) or shrapnel (half armor protection). |
Gasoline | 3 | 2 | Yes | Aggravated damage. |
Gas Tank (car) | 5 | 12 dice | Yes | Aggravated damage. |
Car Bomb | 5 | 20 dice | Depends | Might also be incendiary (aggravated damage + fire) or shrapnel (half armor protection). |
Truck Bomb | 20 | 30 dice | Depends | Might also be incendiary (aggravated damage + fire) or shrapnel (half armor protection). |
Blasting Powder | 1 | 1 | Yes | #6 Loose gun- or flash powder; also creates blinding flare when ignited |
Dynamite | 3-5 | 6 dice/ stick | Yes | |
Nitroglycerin | 4 | 3 | No | Liquid, unstable; may ignite upon impact. |
Plastique | 1-6 | 1-20 | No | May be shaped for precise explosion area; stable until ignited by electronic detonator. |
Napalm | 10-50 | Special | Yes | Jellied gasoline; aggravated damage. Storyteller rolls one die to determine how much flaming napalm hits a given character,
then rolls that many dice per turn for 10 turns. Not extinguished by water, only by total lack of oxygen. Successful dodge reduces damage dice pool by one die per success. |
Small Rocket | 3-6 | 10-15 dice | No | |
Artillery Shell | 10 | 20-30 dice | No | |
Nuke | 1-30 miles | Seriously? | Yes | Aggravated damage. |