Explosives
Each turn after the first, anything still in the blast area continues to suffer fire damage equal to the grenade’s base damage.
Grenades
Type | Damage | Notes |
---|---|---|
Frag, standard | 8L | -1 dice for every yard away from the blast center |
Frag, heavy | 12L | -1 dice for every yard away from the blast center |
Pipe Bomb | 6L | -1 dice for every yard away from the blast center |
Stun | 1L | Roll victim's sta diff 9. Fail or botch means they're stunned. |
White Phosphorus | 8L | -1 dice for every yard away Agg to vampires, may catch things on fire. |
Molotov Cocktail | 5L | Agg to Vampires, radius of 10 feet, may catch things on fire |
Prepared Charges
Type | Damage | Notes |
---|---|---|
Satchel Charges | 20L | -1 dice for every two yards away from blast center |
Frame Charges | See Notes | Usually opens any doors short of bank vaults, 6L in direction it's facing -1 dice for every yard |
Shaped Charges | See Notes | Made out of an explosive compound, 2x dice in direction its facing, 1/2 dice opposite |
Compounds
Type | Damage* | Notes |
---|---|---|
Black Powder | 1L | |
Nitroglycerin | 3L | |
Dynamite | 3L | Damage per stick |
Plastic Explosive | 1-20L | Depends on precise compound |
Primer Chord | 1L/two yards | Demolitions 3+ to use as anything other than a detention device |
Blasting Cap | See Notes | 4L if player is in contact when it goes off |
Napalm | See Notes | Result on 1 d10 is how many dice it does -1 dice per turn, diff 7 w/ Fortitude to soak |
- Per pound of explosive compound, all reduce by 1 die per yard of distance from blast center. Damage may do agg at "ground zero," according to ST discretion