An Explosives Attack represents the use of grenades, thrown charges, mines, and similar weapons.
Explosives are resolved by placement and blast effects, not by directly hitting a creature.

A successful Explosives Attack determines where the explosive lands, not how much damage it deals.


🎯 Declaring an Explosives Attack

When making an Explosives Attack, the attacker must declare:

  1. The explosive being used
  2. The intended target point (a space, area, or object)
  3. Any special handling (cooking, special Tags, placement)

Explosives are rolled against a Throw Difficulty (TD) rather than a target’s Evasion.


🎲 Throw Difficulty

Throwing an explosive is a Normal task under ideal conditions.

Base Throw Difficulty

TD = 15

Grenades have an optimal range of Close.


πŸ“ Range Penalties (Grenades)

Grenade throws are significantly affected by distance.

For grenades, range penalties are doubled:

RangeRange Steps Beyond CloseTD Increase
Close (Optimal)0+0
Medium1+10
Long2+20
Extreme3+30

🧠 Range Effect Modifier (REM)

When throwing beyond optimal range, reduce the total range penalty by the thrower’s Range Effect Modifier, equal to their Perception modifier (maximum +5).

  • REM applies once, regardless of distance.
  • REM cannot reduce the penalty below 0.


🧩 Situational Modifiers

Apply additional modifiers as appropriate:

SituationTD Modifier
Target point in open ground–2
Target point behind cover+2
Target point not visible+5
Small target area (window, gap)+5
Throwing while prone+2
Strong wind / unstable footing+2 to +5
Throwing under suppression+2 to +5

GM Guidance:
Final TDs will often fall between 15–40.
TDs above 30 indicate risky or imprecise throws.


Making the Roll

  • Success: the explosive lands exactly at the intended point.
  • Failure: the explosive scatters.

Explosives always detonate, regardless of success or failure.


πŸ’₯ Scatter

When an Explosives Attack fails, the explosive scatters from the intended target point.

Scatter represents imperfect placement, bounces, or misjudged arcs.


Scatter Distance

Scatter distance is determined by the margin of failure:

Margin of FailureScatter Distance
Fail by 1–41 meter
Fail by 5–92 meters
Fail by 10–143 meters
Fail by 15+4 meters

Distance is measured from the intended target point, not the thrower.


Scatter Direction

Determine scatter direction using one of the following methods:

Roll a d8:

d8Direction
1North
2Northeast
3East
4Southeast
5South
6Southwest
7West
8Northwest

Constrained GM Choice

The GM may choose a plausible direction, provided:

  • Scatter distance follows the table
  • The location is reasonable
  • The result is not deliberately maximized to punish the player

Scatter Edge Cases

  • If scatter would place the explosive inside solid terrain, it stops at the nearest legal space.
  • Explosives may scatter into cover, off ledges, or toward allies.
  • Only one scatter is resolved per explosive.

⏱️ Detonation Timing

By default, thrown explosives have a 1-turn fuse.

  • The explosive detonates at the end of the thrower’s next turn.
  • Creatures may react before detonation by moving, diving for cover, or using abilities.

Explosives with special Tags may detonate immediately or after longer delays.


πŸ“ Blast Radius

Each explosive lists a blast radius.

  • All creatures and objects within the radius are affected.
  • Damage is modified by distance and cover.
  • Cover between the blast and the target reduces damage.

🧱 Explosives and Cover

Explosives do not use standard penetration rules.

Instead, cover attenuates explosive damage.

Let:

  • D = explosive damage
  • R = Hardness (Physical) or Energy Resistance (Energy)
Cover Between Explosion and TargetDamage to TargetDamage to Cover
No CoverDβ€”
Half Covermax(0, D βˆ’ R)D βˆ’ R
Full Covermax(0, D βˆ’ 2R)D βˆ’ R

Explosives always damage cover if it lies between the blast and the target.


🧩 Special Explosives and Tags

Certain explosives modify these rules through Tags:

  • Shaped Charge – Treat Full Cover as Half Cover when calculating blast attenuation.
  • Impact – Detonates immediately on landing.
  • Concussive – Ignores Half Cover attenuation.
  • Incendiary – Uses Energy Resistance instead of Hardness.
  • Delayed – Detonates after additional turns.