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Enlil
05-11-2005, 02:02 AM
I have a player with the firebomb making skill, so I am thinking about exactly how to use them with the new rules.

Here are the prospective stats I plan to use, extrapolated from the monster burner and gunpowder bombs from revised.

All: Range dice and weapon length as iron-cased bomb in revised.
Bottle sized: B6, standard DoF
Explosion Dice: 4d
Max Range: 24 paces

Bomb: B8, standard DoF
Explosion Dice: 6d
Max Range: 10 paces

Fat Boy: B10, standard DoF
Explosion Dice: 8d
not really throwable.

I'm currently thinking that armor (other than dwarven shields) probably shouldn't doo anything, otherwise I may treat it as a the iron bomb.

Fight! firebomb mechanics:
Light the Fuse is the same, though a 1 on the DoF results in either a dud or an immediate detonation, rather than the gunpowder malfunction.

Positioning with the Bomb and Throwing the Bomb use the same mechanics as listed, except if the throw would be into optimal (won the positioning test), and the Ob was beat by two or more, the target is directly hit. See the next section for effects.

Shattering Die of Fate is the new check exclusive to firebombs. Being in a glass bottle, they may shatter immediately. Check the DoF, depending on what they hit. If they hit a combatant directly, roll the DoF based on what they are wearing: 1 in 6 if hitting something relatively soft, like a person in thick robes or a bears belly, 2 in 6 for regular clothing or quilted/leather, 3 in 6 for reinforced leather, 4 in six for mail and plated mail, 5 in 6 for full plate. If it hits the ground, roll 1 in 6 for soft, thick carpets to 5 in 6 for spiky studded walls. If you hit a person and it fails to detonate, there is a 1 in 6 chance it explodes when it hits the floor. If the firebomb shatters, apply the Explosion step immediately. Otherwise, do Run Away as normal.

Run Away is completely as printed.

Explosion is the same as printed, except the Explosion dice given in the stats is used rather than the default 6, and if you are directly hit, you just catch a faceful of bomb - no jumping clear for you.

You can use additional successes to change the DoF for shattering or the damage DoF.

Range and Cover should work just as printed in the bomb section.


So, how do people think these suckers look? I'm thinking of having add ons to the bombs, like +2 ob to make firebombs that reroll once if the bomb misfires, +1 ob to make firebombs with different length fuses, and +2 ob to make firebombs that have +1 to the DoF for breaking.

Christian

Kublai
05-11-2005, 11:31 AM
What are Explosion Dice? :oops:

luke
05-11-2005, 11:40 AM
What are Explosion Dice? :oops:

:oops:

Drozdal
05-11-2005, 12:30 PM
What are Explosion Dice? :oops: :oops: :roll: :oops:

Enlil
05-11-2005, 02:13 PM
er, those dice replace the six open ended dice you roll speed against to try to dive out of the blast (as described in Explosion! The Striking Distance of a Bomb) . . . :oops:

I coulda explained that better.

So if a small firebomb goes off next to you, it rolls 4 open ended dice against your speed. If you beat it with raw speed, you dive free and don't get crisped.

Christian

Enlil
05-12-2005, 03:46 PM
Any comments on firebombs? Do they seem reasonable? Too weak? Too strong?

Christian