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Saga Edition RPG Omnibus

Explosives: Difference between revisions

(Created page with "{{weaponmenu}} <div style="padding-top: 1.5em;"> Sometimes a mission calls for the use of more powerful explosives then either grenades or thermal detonators. Set explosives aren’t ranged weapons and can’t be used like grenades. Placing an explosive requires a Mechanics check.{{newline}}When set and activated, the charge’s timer begins counting down. Standard timers can be set with as much as an hour delay. Longer delays require specialized timers....")
 
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Sometimes a mission calls for the use of more powerful explosives then either grenades or thermal detonators. Set explosives aren&rsquo;t ranged weapons and can&rsquo;t be used like grenades. Placing an explosive requires a [[Mechanics]] check.{{newline}}When set and activated, the charge&rsquo;s timer begins counting down. Standard timers can be set with as much as an hour delay. Longer delays require specialized timers.{{newline}}With a successful Mechanics check, explosives ignore the damage reduction of objects to which they&rsquo;re attached. Particularly good Mechanics check results can increase the damage even more (see [[Mechanics#Handle Explosives|Mechanics: Handle Explosives]]). Multiple explosives rigged to explode at the same time deal extra damage: Every time you double the number of explosives used, you add &#43;2 dice of damage. For example, two blacks of detonite deal 7d6 points of damage, while four blacks deal 9d6 points of damage.</div>


<div id="charge" style="margin-top: 1.5em;">
--><p class="single nomargin">Sometimes a mission calls for the use of more powerful explosives then either grenades or thermal detonators. Set explosives aren&rsquo;t ranged weapons and can&rsquo;t be used like grenades. Placing an explosive requires a [[Mechanics]] check.{{newline}}When set and activated, the charge&rsquo;s timer begins counting down. Standard timers can be set with as much as an hour delay. Longer delays require specialized timers.{{newline}}With a successful Mechanics check, explosives ignore the damage reduction of objects to which they&rsquo;re attached. Particularly good Mechanics check results can increase the damage even more (see [[Mechanics#Handle Explosives|Mechanics: Handle Explosives]]). Multiple explosives rigged to explode at the same time deal extra damage: Every time you double the number of explosives used, you add &#43;2 dice of damage. For example, two blacks of detonite deal 7d6 points of damage, while four blacks deal 9d6 points of damage.</p><!--
<h3 class="headline">Explosive Charge</h3>
Explosive charges are highly restricted, usually only available to military or law enforcement specialists or specialized construction units. Han Solo and his strike team used explosive charges to take out the shield generator on [[Endor (location)|Endor]] in ''Episode VI: Return of the Jedi''.{{newline}}An explosive charge delivers a lot of destructive energy to a specific point, making it perfect for demolishing structures or clearing rubble. It causes negligible damage beyond its 1-square burst radius. Of course, collateral damage and subsequent explosions usually accompany the use of an explosive charge.</div>


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<h3 class="headline">Detonite</h3>
Detonite is a contact explosive that comes in tiny clay-like blocks. It can be shaped or molded around a target and crammed into small crack. Detonite is very stable in its normal forms and requires a timer to be set off.</div>


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<h2 class="headline">'''Explosives List'''</h2>
 
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--><p class="single nomargin">Explosive charges are highly restricted, usually only available to military or law enforcement specialists or specialized construction units. Han Solo and his strike team used explosive charges to take out the shield generator on [[Endor (location)|Endor]] in ''Episode VI: Return of the Jedi''.{{newline}}An explosive charge delivers a lot of destructive energy to a specific point, making it perfect for demolishing structures or clearing rubble. It causes negligible damage beyond its 1-square burst radius. Of course, collateral damage and subsequent explosions usually accompany the use of an explosive charge.</p><!--
 
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--><h3 class="headline">Detonite</h3><!--
 
--><p class="single nomargin">Detonite is a contact explosive that comes in tiny clay-like blocks. It can be shaped or molded around a target and crammed into small crack. Detonite is very stable in its normal forms and requires a timer to be set off.</p><!--
 
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| colspan="7" |* ''The explosion damages everything in a 1-square burst radius.''
| colspan="7" |* ''The explosion damages everything in a 1-square burst radius.''
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Latest revision as of 20:41, 10 August 2025

Sometimes a mission calls for the use of more powerful explosives then either grenades or thermal detonators. Set explosives aren’t ranged weapons and can’t be used like grenades. Placing an explosive requires a Mechanics check.
     When set and activated, the charge’s timer begins counting down. Standard timers can be set with as much as an hour delay. Longer delays require specialized timers.
     With a successful Mechanics check, explosives ignore the damage reduction of objects to which they’re attached. Particularly good Mechanics check results can increase the damage even more (see Mechanics: Handle Explosives). Multiple explosives rigged to explode at the same time deal extra damage: Every time you double the number of explosives used, you add +2 dice of damage. For example, two blacks of detonite deal 7d6 points of damage, while four blacks deal 9d6 points of damage.

Explosive Charge

Explosive charges are highly restricted, usually only available to military or law enforcement specialists or specialized construction units. Han Solo and his strike team used explosive charges to take out the shield generator on Endor in Episode VI: Return of the Jedi.
     An explosive charge delivers a lot of destructive energy to a specific point, making it perfect for demolishing structures or clearing rubble. It causes negligible damage beyond its 1-square burst radius. Of course, collateral damage and subsequent explosions usually accompany the use of an explosive charge.

Detonite

Detonite is a contact explosive that comes in tiny clay-like blocks. It can be shaped or molded around a target and crammed into small crack. Detonite is very stable in its normal forms and requires a timer to be set off.

Explosives List

Explosives
Weapon Cost Damage Damage Type Weight Size Availability
Explosive Charge 1,500 10d6* Energy 0.5kg Diminutive Restricted
Detonite 500 5d6* Energy 0.1kg Fine Restricted
Timer 250 0.1kg Fine Licensed
* The explosion damages everything in a 1-square burst radius.